![]() As you attack and defeat your enemies, you’ll fill both your havoc and wrath meter. Physical damage is dealt through your basic attacks using your primary and secondary weapons, while arcane damage is dealt on evade counters, charged attacks, wrath attacks and when you transform into your havoc form. Both strength and arcane relates to your damage output, adding a percentage bonus to both physical and arcane damage. Souls can be spent on not only consumables but to increase the level of three key stat categories for Fury: health, strength, arcane. However, you’ll be hard pressed to miss any of the hidden passageways and branching paths, as they stand out quite well. The compass does an acceptable job at pointing you towards your next objective (namely the location of the subsequent boss), but I still miss being able to see which areas remained unexplored. However, at the same time, it makes fast traveling hit-or-miss as you don’t know exactly where you are going to wind up in relation to where the next boss/area is located. The world you explore feels largely interconnected, as new areas open up with each new traversal option you gain. Each one also grants additional traversal options, based on the specific element at hand. ![]() Although your range is limited when using the chains, they make up for it with speed, whereas the Lance of Scorn (lightning element) is slower, but has a lunging attack for closing the gap with your foes. The chains of Scorn, for example, grants Fury with the power of fire, setting her hair ablaze with a fiery orange glow, and letting her freely walk through lava without succumbing to the scorching heat. The heart and soul of Darksiders III revolves around the four Hollows that you’ll acquire, serving more than just secondary weapons. For example, the Unfocused Chaos gem returns a percentage of dealt damage to you as health and boasts its effectiveness further during havoc mode. Each of your weapons can socket a single gem that you find during your adventure. He can also enhance your socketed gems using artifacts (demonic or angelic), giving you two different paths to choose from depending on your preference. Ulthane (Black Hammer), a Maker, who appeared in the first game, makes his return, improving your weapons in exchange for adamantine fragments. Crystals come in various forms, either providing additional attribute points to further increase Fury’s stats or lurcher clumps/clusters that contain a set amount of souls once shattered. The glowing ember-like appearance of the items is very reminiscent of the Dark Souls franchise, especially since the game has many aspects in common. Consumables, crafting ingredients, enhancements, and crystals are the only things that you’ll pick up strewn throughout the wasteland and from fallen enemies. Without dedicated dungeons or mini-map, the environments in the game tend to flow into each other, but that is not necessarily a bad thing.ĭarksiders III has abandoned the action RPG loot system from Darksiders II and instead feels more like the original title, focusing on getting new equipment through narrative progression. Fury must venture across the ravaged remnants of Earth and defeat these creatures to further advance her her own ambitions. As a member of the Four Horsemen of the Apocalypse, the angry and self-centered Fury, you hunt down the now escaped Seven Deadly Sins. Darksiders III feels more akin to a Metroid title merged with elements from a Dark Souls title, but at its core still feels similar to the original game (without as many puzzles). While the original Darksiders took clear inspiration from The Legend of Zelda, some even coined the phrase “mature Zelda-clone,” Darksiders II added an expansive loot system more akin to Diablo and other loot-focused action role-playing games. Each title in the Darksiders series has taken inspiration from other game series.
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