Saturday, October 16th, 2021

Darksiders III Review (Switch) | Nintendo Life

We are quite a big fan of the Darksiders franchise here at Nintendo Life. These games steal core mechanics from the entire shop and don’t try to hide the facts in the process, but they’re pure comfort food. It’s cozy, friendly, resolutely archaic in its business, and in most cases easy to get started and has a lot of refreshing fun.

First released in 2018 with a fairly average review, Darksiders III is a much more streamlined basic issue that has taken the series back to basics and removed many of the issues introduced in Part 2. I’m checking. Fight all kinds of demonic beasts, solve lots of very simple puzzles, take on some bosses and engage in light platforming actions. There is no surprise here. This is the epitome of a safe, easy-to-understand adventure that provides exactly what fans of the series would expect, and is a character-rich, easy-going action-adventure in the form of a cheeky cast of jockeys and demons.

Unfortunately, as far as this Switchport is concerned, the comfort of the simple game you’ve wanted to get from this particular adventure is undermined by fairly consistent and frustrating technical issues. Yes, the graphics were a big hit as expected. To keep things smooth, frame rate issues still remain. After each death, there is a painfully long load time, and frequent full-on pauses during the action, resulting in a chore of everything from fighting around the level to fighting the beast.

But let’s rewind a little here and move on to the bad. Darksiders III puts you in Fury’s steel-like shoes, one of the last Nephilims-and she attempts to defeat the seven deadly sins in exchange for her promise of status as a jockey leader. Here, in the first 5 minutes there is a boss battle with envy and things go very quickly. In the next 13 hours or so, you’ll be able to quickly get past the rest of your sins while puzzle-solving cities and swamps. , Envy pool, Bourneland, lowlands, etc.

Blow up skeletons, psychophants, sloth bugs, and spider webs to earn orbs that you can use to level up, buy blacksmith materials, or grab some debris at the Valgrim store. It’s all very easy. Fury has only three branches (health, strength, arcane) for pumping points. The various shards in the game allow you to gain health and forty, get the most out of your fury gauge, and temporarily enter frenzy mode. Live damage boost. Simple.

Fury initially uses the whip as his only weapon, but when he collects dents from defeated enemies, he creates a fiery scone chain, an electric spear, and a force that can blow up obstacles out of the way. You will be able to access it. A nifty ice stasis attack. Almost everything you would expect from a Darksiders game, the more power you have at your disposal, the more fun your battle, mystery, and platform will be. Or, at least, it would work if the technical issues mentioned above weren’t here to ruin the painful party.

No frame rate issues for the first few hours Unfortunate, There aren’t many enemies on the screen at once, and the game is trying to get over it. But when you hit Bourneland (in about four hours), things start to collapse. If there are many enemies at once, the frame rate will actually start to drop, which will have a very negative effect on the flow of action. Fury’s evasive movement is a fundamental element of combat against you with a ferocious repost at the right time, and as the game stutters and struggles to catch up, a swarm of enemies surrounds you, and to be honest, the whole thing gets a little confusing. Become. We completely bothered us even in the boss battle with Avaris. Our huge enemy was completely paralyzed in the middle of the arena when we beat him to death. Not ideal.

Platforming often involves very precise jumps and whip swings, slowing the frame rate and making you feel like you’re walking around, so crossing gaps and ditches has always failed. With sludge. Death involves a load time that can take up to a minute, and when you sprint at a later level, the game often stops completely, throws a load bar, and sits there until you catch up with your whims. In short, this isn’t a good port, it feels bad to play, and handhelds are worse than docking. And for the price, I don’t know how some people have access to other means of play. This game selects this substandard switch version.

Besides the technical issues specific to the switch, Darksiders III has considerable drawbacks. Zone out is generally a fun game, but this third entry waters the core elements of the franchise a bit. Even if the full set of abilities is unlocked and ready to lock, the battle here is repetitive and quite annoying. Locking enemies is a pain, and cameras often work against you to mask incoming attacks.Platforms can also be frustrating at times — we absolutely dislike Those buggy, unresponsive platform creatures — and overall, the overall effort feels like a step back from the harsher behavior, exploration, and mystery seen by their predecessors. Even the usual high-point story feels tired this time, and Fury becomes quite a one-note hero.

Overall, Darksiders III on Switch is a poor version of the apparently average entrance to the series. If you absolutely must have it and can deal with its technical shortcomings, you will at least be rewarded with all previously released DLC for your troubles. However, if possible, we recommend that you skip this particular port and select this port on other platforms.

Conclusion

Switch’s Darksiders III is the apparently average entrance poor port in the series. Constant technical issues make combat and platforms more frustrating than fun. Long load times follow all deaths and these problems seem to get worse as you progress. It’s a shame because we’re generally quite a big fan of the series, but if you have other ways to play this, it’s a good idea to miss this clunky version.