

I enjoy the voice-acting and the premise, because Seven adapted into a video game can’t lose. It’s got this weird Wii/PS3/Xbox 360 last-gen charm to it, kind of a lost last-generation game that’s been unearthed and remastered a decade after being developed. And that’s hard to stomach, because I really like playing it. In the end, Darksiders III is simply a difficult game to play, and not necessarily for the right reasons. But because enemies’ attack telegraphs are abysmally minimalistic and short, it’s always a small miracle to avoid health loss at all. It’s incredibly satisfying to perform the ideal dodge, as everything slows down for a bit and you get this cool Matrix effect going on. Dodging plays a huge role in fighting, probably more so than the attacking itself, and executing the perfect dash, or even a basic one, requires almost superhuman timing. The mechanics are rather God of War -ish (the early entries, not the newest), with a whole bunch of whipping and flipping and slamming. Take for instance the combat, which I happen to enjoy quite a bit. I know that sounds a bit convoluted, but trust me, Darksiders III is complicated. There’s a whole host of bizarre dichotomies going on here, resulting in a game that both nails certain aspects while simultaneously mangling those same features. But from what I’ve so far played of THQ Nordic’s three-qual, I can say with relative confidence that it’s what you might call a bad good game. Now, I haven’t played much of the original two Darksiders games (I’m diving into those right after I finish this one), so I can’t much comment on how this entry differs from its cult classic predecessors.
