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March 2019 LIVE Magazine

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the layout revolves around finding save<br />

points from where you can level up with<br />

in-game currency obtained from killing<br />

enemies. Dying means respawning at the<br />

last save point you reached, losing all of<br />

the currency you’re currently holding,<br />

and having to travel back to the point<br />

where you died to get it back. It’s a rather<br />

questionable inclusion, and I’m not sure<br />

it really benefits an action game much to<br />

encourage a slower paced, more cautious<br />

playstyle after death, but it’s not a major<br />

problem.<br />

there’s a Bayonetta-esque system where<br />

the player is rewarded for dodging at the<br />

last possible moment before an attack<br />

lands. The game’s dodge is both fast and<br />

lacks many invincibility frames, which<br />

puts a heavy emphasis on quick reactions<br />

and timing. It’s not exactly complex, but<br />

dashing quickly in and out of enemy reach<br />

is certainly fun, and bosses are challenging<br />

enough to make the relatively shallow<br />

system feel rewarding. There’s a pure,<br />

almost child-like sense of fun to be had<br />

from darting between enemies, racking up<br />

big combos and avoiding attacks perfectly.<br />

The actual combat of Darksiders III is<br />

relatively simplistic, operating on a two<br />

button system; one button for each of<br />

the two weapons you can have selected<br />

at any given time. It’s not particularly<br />

complicated, but it’s still fun enough, and<br />

there are a variety of interesting weapons<br />

and moves to play around with. Much of<br />

the skill revolves around reacting to enemy<br />

attacks and dodging at the right time;<br />

I do feel that the game missed an<br />

opportunity to add some depth to its<br />

combat by not implementing directional<br />

attacks similar to those you can find in<br />

the Devil May Cry series. Darksiders III<br />

operates with a hard lock-on system,<br />

which would have allowed for the<br />

developers to expand the number of<br />

moves Fury had available relatively easily.

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