Darksiders Genesis Review, It’s Not Diablo
It would be a bit of a stretch to term this a sequel to the third game in the Darksiders series. Alternatively, I think that the title of a spin-off is perfectly suited to Darksiders: Genesis. This is because in a sense of plot and a whole new perspective, while the game is different. It’s still a good old Darksiders game at its very heart, though, that we know and love. Here is an in-depth look at Airship Syndicate’s latest title.
People compared Darksiders Genesis a lot especially with the likes of games like Diablo. Why? One that had our characters over an isometric field of view instead of the traditional over Darksiders ‘ shoulder model because of the new perspective. In any other way apart from the context, this analogy doesn’t hold true, and I’m going to explain that in more detail.
Next, let’s look at the characters that are playable. In this case, we can choose between two characters instead of one. They are War, the protagonist of the first game, and Strife, a new character, and the games had yet to reveal the last horseman.
The decision between playing them before the game begins is not actually made. Alternatively, you can do on the fly role swapping either for your own favorite play styles or to solve unique puzzles about skill.
Of course, as there are two characters from which players can choose, they had to be integrated in more than just one way into the game mechanics. This is why Darksiders Genesis is the first Darksiders game to feature multiplayer to reach a landmark in the franchise. This is in the form of a two-player cooperative that can be done on the couch or online locally.
The multiplayer will either select their horseman from the player and then fight on the battlefield simultaneously. It’s also the multiplayer that helped me understand why the viewpoint of the game was adjusted to the way it was. Even with today’s technology, a splitscreen over the shoulder of Darksiders would have been quite messy.
War and Strife also have very different styles of play that suit different types of players while complimenting each other very well at the same time. If you’re fast with the switch mechanic, this can be seen best in multiplayer but also on your own.
With Combat, you have a tanky close-range warrior who really shines on enemy crowds in the system of crowd control. This is due to his attacks that host pretty girthy AoE effects that allow you to easily break formations while extracting the damage without a sweat from them.
In top of that, during boss fights, War has the ability to block what is really useful. I always feel like he’s been a low-key fan service version for the first Darksiders game. But only because he was the original playable character, he still maintains the same movements and most of the same weapons. Of course, with some new additions to both.
Strife is your long-range speedster for the glass cannon. Strife makes up for what War lacks in tanking and crowd control in purely all-powerful DPS. DPS translating per second to injury. If he’s in the right hands, Strife will kill opponents even faster than War.
This is due to a buff that allows you to boost the DPS that you can put out in a constant streak based on how much damage you do. This charge’s max level allows you to fire charged shots as if they were normal shots. If I could sum up Strife, it’s functionally a blended version of Overwatch’s Zarya and Reaper. Deals a shitton of harm to do even more while building up a charge.
The gameplay is similar to good old Darksiders. This incorporates a slasher’s features with a platformer, mixed with the mythology of the Apocalypse’s four horsemen. What shouldn’t you like? RPG elements are absent from the title, but not in a bad way. The only types of improvements you get in the form of won tokens and cores are used to grant you buffs and unique boosts of rank. I had a little fun tinkering with the cores dropped by enemies as they offer a great variety of ways to customize your character to battle. There are no hardcore builds so you’re free to choose anything you’re having fun with.
In reality, the cores and tokens do not boost your level or anything, as this idea does not even exist in this game. It’s all about mastering the combinations, cutting down your enemies and not going down to your grave.
As far as the Strife and War capabilities are concerned, they do not have much variety. Over time you’re going to unlock them as you progress through the plot. Many of these abilities have to do with puzzles and do not contribute directly to the battle. Personally, I noticed that Strife was more complex than War, wise in playing style.
Speaking of which, this game’s verticality also sets it apart from other Isometric games such as Diablo. Of course, the angle of the camera is the same, but there is almost nothing else. In particular, given how the other ismoetric games tend to be rooted to the field. That’s why I find Darksiders Genesis in their own right to be their own game. This is combined with the original games ‘ classic fight and combo-oriented slasher gameplay.
The level design is quite reminiscent of a crawler from the dungeon. It only includes an entirely new discovery layer due to the previously mentioned verticality. As all Darksiders games do, something this game succeeds in nailing pretty well. In this respect, my only issue with Genesis was how hard the camera often made it to line up a leap.
Every dungeon has a lot to try, which also brings the player rewards. In fact, the questline is filled with questions to be brainstormed and worked out by both War and Strife. A fun yet somewhat overused stage style that we saw was the boss calling in a bunch of subordinates and taking the exact thing that you came to get there often. The puzzles may be a bore for some people, but that’s how I personally like the time off.
Darksiders Genesis after 3 has been published may not be a new standalone Darksiders title. The steps taken with this game, however, when experimenting with Airship Syndicate, were quite progressive. The positive reaction to the game will promote a sequel with the elements in this game soon enough, or if not, another standalone game with the same theme.