But here even well-designed fights feel like missed opportunities as you're never using all of your utility abilities to their fullest or even at all. The combat design of these bosses is generally good, tasking you with executing the combat well and learning to dodge the bosses' telegraphed moves. Speaking of bosses, you'll be tackling the Seven Deadly Sins in this game and each Sin feels unique and reasonably in tune with what the Sin represents, though some are a bit more out there than others. This means combat requires skill, and the result is an intricate ballet of swinging blades on both sides that can be absolutely punishing if you simply try to button mash, but feels divine when everything clicks and you dodge every attack perfectly to annihilate a boss. These dodges need to be timed well as a misstep can leave you vulnerable at the tail end of the dodge if you move too early. There's also a heavy emphasis on dodging, while weaving in your attacks, though Darksiders III rewards dodges with counter attacks instead of slow motion. The Bayonetta influences don't end there. A bit more depth in this department would have gone a long way toward making the combat even more rewarding. The only downside to this system is that the whip is assigned to one button and your other weapon to another, so the combos are absurdly simple and come down to timing and holding buttons. While I preferred the single target focus and range of the spear, others might prefer the heavy warhammer, the dual swords or the swinging blades. You'll always have access to a whip as your primary weapon and it works wonderfully, but as you play you'll gain access to four others you can swap among at will, each with a notably different playstyle. Nowadays, the gold standard in that genre is Bayonetta and this third game plays a lot like it. In some ways, it's a hack and slash action game. But that's the problem with trying to pin a game down as one specific thing - Darksiders III is something else entirely. Looking at it in that vein, Darksiders III is undoubtedly a failure as these elements don't work as well as they do in Dark Souls. After all, you lose your resources when you die and need to pick them up, enemies are far more vicious than ever before and the series' merchant NPC, Vulgrim, now functions as a bonfire. On its face, Darksiders III has copied the recent trend of creating a Souls-like. Darksiders II was more of an RPG that some might argue was also a 3D Metroidvania title. Darksiders was a Zelda game in all but name. Each Darksiders game has shared DNA, but they've also each taken on a slightly different genre.
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