This is a revolution of hard work, and from the ground up design. The Shift 'series' would no longer be considered a part of the Need for Speed family, so Slightly Mad Studios developed a game of their own.Įnter Project CARS. So how about Shift 3? Unsurprisingly, the Shift series is thought of as different from the rest of the Need for Speed series, offering "a very different experience from our traditional Need for Speed action racers," Colin Blackwood, EA's racing and action business lead, told MCV. With over 100 high performance vehicles, improved crash mechanics, and a large sum of real world tracks, Shift 2 touched the Need for Speed franchise into territory which only racing simulators (Gran Turismo, F1 2010, Forza) had reached, but hadn't truly reached the genre. Sequels rarely are as good as an original, but Slightly Mad's follow up, Shift 2 Unleashed, fixed problems the original had flawed upon, as well as take the Shift series further. Shift took off in reviews, scoring higher than all 5 Need for Speed titles released previous. The developer's first venture into the series, Shift, sat in territory somewhere between racing simulator kings (Gran Turismo & Forza), and the realistic racing game GRID. Slightly Mad Studios' inclusion into the Need for Speed franchise, however, took the series in a new direction. supercar Hot Pursuit-like games, or in more recent years prior, the street racing, car customizing Underground/Carbon titles. On any year, there'd be either the cop vs. Shift completely dove into the light racing simulator genre which the series had never entered.ĮA’s popular racing franchise had been relatively the same titles before 2007's ProStreet. W hile ProStreet lightly led Need For Speed into the motorsport racing genre,
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Each, in theory, ties into their relevant sin, such as Sloth who is carried atop a throne by little big minions.Īll in all, Darksiders 3 feels like an incredibly safe game. A few, like Wrath, can be pretty bog-standard damage sponges with easily telegraphed attacks. Greed, for example, has giant piles of treasure which he leaps onto, hurling objects at Fury. They’re also broken up by the Seven Sins boss fights, most coming with their own gimmick. While a lot of the enemies feel familiar there’s a decent mix of encounters and types, each demanding to make use of a growing toolset of abilities. It’s a mix of the aforementioned combat, some light puzzle-solving and a smattering of platforming, even if the puzzling and platforming is miraculously uninspired at times and rarely poses much challenge whatsoever.The real meat is in the combat but it does all help to provide a varied campaign that moves at a satisfying clip. Progression in Darksiders 3 is fairly by the numbers. When Darksiders 3 reins in its ambitions a little then it really does work though, and there’s a certain joy to be had in picking apart a group of demon soldiers. The one downside to all of this is Fury is, sometimes, a little too agile, leading to some erratic camera management during some of the more hectic fights. Fury’s much weaker for it though, and if you’re not careful she can be killed off in rapid time by some of the more powerful foes. She’s a much nimbler combatant than Death or War, capable of quickly rolling around enemies, leaping into the air, and generally being an immensely irritating and stabby fly for the poor cast of demonkind. In events that run parallel to the prior two games once more, Fury has been ordered by the Charred Council to take down the Seven Deadly Sins. This time around the protagonist is Fury, a new member of the Four Horse(wo)men of the Apocalypse crowbarred in. It’s always onwards and upwards in a quest to destroy the Seven Deadly Sins, while fans of succinct experiences will be please it clocks in about 14-16 hours. You won’t be butting your head against a rock-hard boss for an entire afternoon. Darksiders 3 is a game that moves at pace. It’ll never challenge you as certain other games of its ilk will but there’s a certain thrill to this slightly barebones jaunt through a post-apocalyptic world. It’s the third rework in three games, although it’s beginning to look a whole lot like Darksiders is a franchise far more comfortable with cribbing from its peers that forging its own path.ĭespite that, what we have with Darksiders 3 is a passable rendition of what’s currently in vogue for action games. Darksiders 2 leaned a little more into some light action-RPG fare, delivering a pretty intoxicating mix of pseudo-open-world adventuring, loot gathering and leveling up.Įvidently a series not content to sit on its backside, Darksiders 3 pulls off its own trick, eschewing the previous two games for a Souls-ish interconnected world with more deliberate combat and a fairly linear structure. The original Darksiders riffed heavily from the 3D Zelda games and was a decent impression of its dungeon-delving, gear-gated formula, if not nearly on the same level as much of Zelda’s finest. Darksiders III is the return of a series beloved by a relatively small but passionate fanbase, a series that always managed to punch above its weight. I’ve taken my sweet time getting to it but I’ve got there in the end. |
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