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Vlad31 29.08.21 12:28 am

Darksiders iii

3411094-2235316411-DS3_F.jpg

Publisher: THQ Nordic

Developer: Gunfire Games

Genre: Hack'n'Slash, Action Adventure

Official page: click
Release date: 27th November 2018
Platforms: PS4 (Pro), Xbox One (X), PC

Spoiler

 

In Darksiders III, you have to return to Earth in the role of RAGE, which intends to find and destroy the Seven Deadly Sins. Darksiders III is the highly anticipated third chapter of the hit Darksiders series.

 

Become the RAGE - the magician who fights to restore the balance of power on Earth with the help of enchantments and a whip! Master various forms of magic. Explore a world full of secrets. Defeat the Seven Deadly Sins and their servants, among which there will be both mystical creatures and real monsters. The familiar style of Darksiders awaits you: post-apocalyptic Earth, the heights of Heaven and the depths of Hell, destroyed by war, decay and the tread of nature.

 

Spoiler

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Spoiler

Collector's Edition - $ 149

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The Collector's Edition includes:

A copy of the game; 28 cm Rage figurine; Premium packaging; Steelbook; Artbook Soundtrack; Exclusive armor in the form of DLC (affects only the appearance);

 

Apocalypse Edition - $ 399

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The Apocalypse Edition includes:

A copy of the game; Premium packaging; Wall poster; 5 cm Weighted Amulet; 28 cm Fury and 25 cm War, Death and Vulgrim figurine; Steelbook; Artbook; Soundtrack; Exclusive DLC armor (only affects appearance).

 

Digital Deluxe Edition - Price varies by platform

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The Digital Deluxe Edition includes:

A copy of the game; 2 Add-ons (after the release of the game); Soundtrack; Pre-order bonus: armor set; 10 percent discount on the game;

 

Blades & Whip Edition - Price varies by platform

The Blades & Whip Edition includes:

A copy of the game; 2 Add-ons (after the release of the game); Soundtrack; 10 percent discount on the game; Pre-order bonus: armor set; Copies of Darksiders Warmastered Edition and Darksiders II Deathinitive Edition;

 

 

Modified on November 21, 2018 by Vlad31
124 Comments
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m
megaman05 29.08.21

12 minutes ago, FrostM said:

Hopefully in the third part they will remove those awfully boring "puzzles" with portals.

they were only in the first, as far as I remember

by the way, on the incentive, both remasters right now for 200r can be taken, that's what I understand the discount

Modified on May 3, 2017 by megaman05

x
xWhItEWoLFx 29.08.21

2 hours ago, megaman05 said:

they were only in the first, as far as I remember

by the way, on the incentive, both remasters right now for 200r can be taken, that's what I understand the discount

There were also portals in the second.

L
Lex mercer 29.08.21

The video is very budgetary. After the gorgeous videos of the second part, you can't look at it without tears. Well, someone correctly wrote in the subject - everything is very budgetary.

 

Another thing is strange. I didn't like the first part at all. It was and remains so secondary that it's time to talk about copy-paste. Add to this an absolutely oak, unresponsive control and a character-frank-idiot, and in principle I cannot understand what can be loved in this game.

 

By the way, if the game has art from Two Thrones, then the gameplay will definitely be from Lords of Shadow :)

p
pathfinder 29.08.21

IGN Preview

http://ca.ign.com/articles/2017/05/04/darksiders-3-first-hands-on-preview-a-ign-first

 

There are new screenshots

So far everything is awesome

S
SVTR 29.08.21

Well, here's the text itself in Russian if that.

Spoiler

 

 

The authors of the IGN publication were already able to touch the game with their own hands and shared their impressions.

The first thing that was touched on in the text is the similarity with the recent Breath of the Wild, which used in general all the basic mechanics of the past The Legend of Zelda, but did it on a completely different level. This was the inspiration for the Gunfire Games studio, where many of the key employees of Vigil Games left (Darksiders 1-2).

For example, if there is a riddle in Darksiders III, it must have logic within the game world, and not be developed by the invisible hand of a developer without any logic. You should not expect the return of battles in closed locations, and the enemies will become more like the real inhabitants of the post-apocalyptic Earth, and not dummies that exist only to appear out of thin air and fight with the player. The whole game is created with this approach - everything must have logic in the game world: a chest, a ladder, a broken wall - everything.

The same is true for open world development - everything must be connected and feel the same. If the player went down the elevator, he must understand that the whole world is above - and he is now under it. It is based on the open world from the latest games from the studio From Software, where you can look around and see the path already passed and what awaits you ahead.

Each location will be unique for each of the Seven Deadly Sins, they will have unique opponents for each of the "Sins", reflecting its habits and character, as well as the location itself. In one area called "Shelter" there is a huge tree, the roots of which have spread throughout the ruined city. The thicker the roots, the closer the tree. A kind of tool for navigating the world.

IGN journalists were also pleased with the visual side of the question: "The game looks beautiful, while the distinctive style for the series has not gone anywhere ...". Darksiders III is not developed on its own engine, like the two previous parts, but uses Unreal Engine 4 - the transition became especially noticeable when you look at the improved effects of water, lava or lighting in general.

The final item in IGN's preview was the third rider - Rage: "She is fast, flexible and looks like a mixture of post-apocalyptic Catwoman and Kratos from God of War with a cool hair."

 

darksiders3-12-1493916902124.jpg

 

darksiders3-10-1493916902123.jpg

 

ds3-1280-02-1493916902128.jpg

 

ds3-1280-05-1493916902132.jpg

 

darksiders3-13-1493916902125.jpg

 

darksiders3-09-1493916902121.jpg

 

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d
delete 29.08.21

No logic needed in my fantasy! More entertainment and epic.

 

Okay, though, I'm still on the hype anyway.

 

E
Echoes 29.08.21

Reminiscent of the Bionic Commando, who is in 3D 

 

As described above, I even believed in the game. 

V
VenomRay 29.08.21

The fact that Zelda and Fromov's games are inspired when creating the world is veri good.

R
Rzhevscky 29.08.21

On 05/02/2017 at 19:23, zhenia13 said:

Did the chain remind me of one?

Yes, the GG herself resembles a mixture of a fury and a sorceress with a whip from the "League of Shadows" faction of 5 heroes.

On the first screen, there is also a hydralisk ...

 

V
Vlad31 29.08.21

16 hours ago, SVTR said:

Well, here's the text itself in Russian if that.

  Hide content

 

 

The authors of the IGN publication were already able to touch the game with their own hands and shared their impressions.

The first thing that was touched on in the text is the similarity with the recent Breath of the Wild, which used in general all the basic mechanics of the past The Legend of Zelda, but did it on a completely different level. This was the inspiration for the Gunfire Games studio, where many of the key employees of Vigil Games left (Darksiders 1-2).

For example, if there is a riddle in Darksiders III, it must have logic within the game world, and not be developed by the invisible hand of a developer without any logic. You should not expect the return of battles in closed locations, and the enemies will become more like the real inhabitants of the post-apocalyptic Earth, and not dummies that exist only to appear out of thin air and fight with the player. The whole game is created with this approach - everything must have logic in the game world: a chest, a ladder, a broken wall - everything.

The same is true for open world development - everything must be connected and feel the same. If the player went down the elevator, he must understand that the whole world is above - and he is now under it. It is based on the open world from the latest games from the studio From Software, where you can look around and see the path already passed and what awaits you ahead.

Each location will be unique for each of the Seven Deadly Sins, they will have unique opponents for each of the "Sins", reflecting its habits and character, as well as the location itself. In one area called "Shelter" there is a huge tree, the roots of which have spread throughout the ruined city. The thicker the roots, the closer the tree. A kind of tool for navigating the world.

IGN journalists were also pleased with the visual side of the question: "The game looks beautiful, while the distinctive style for the series has not gone anywhere ...". Darksiders III is not developed on its own engine, like the two previous parts, but uses Unreal Engine 4 - the transition became especially noticeable when you look at the improved effects of water, lava or lighting in general.

The final item in IGN's preview was the third rider - Rage: "She is fast, flexible and looks like a mixture of post-apocalyptic Catwoman and Kratos from God of War with a cool hair."

 

darksiders3-12-1493916902124.jpg

 

darksiders3-10-1493916902123.jpg

 

ds3-1280-02-1493916902128.jpg

 

ds3-1280-05-1493916902132.jpg

 

darksiders3-13-1493916902125.jpg

 

darksiders3-09-1493916902121.jpg

 

ds3-1280-04-1493916902131.jpg

 

 

PLVFa.jpg

S
Shubkin 29.08.21

 

d
dozensnake 29.08.21

As for me, in vain they showed the game in this state. Of course, it's nice to see this cool design again, but the game is too raw, the combat is still one-button, the animations are unfinished. They create a bad first impression, like the last Mordor. 

R
Rokudze 29.08.21

Everything is somehow slow. They need to speed up.

F
Frostengine 29.08.21

For that, Fromov's tacton boss is made)

t
topsy_kcrets 29.08.21

Even as it was early the game was shown, there is really nothing in the game yet

but the landmarks are correct, I hope they will not cross more Zelda with Diablo as in the second part.  

S
SENEL 29.08.21

It is damp. From this sound of a whip, already in the second minute you start to get tired, and it’s stupidly not juicy.

In general, there was no platforming at all, which is strange. I hope they just didn't show it.

It feels like it's just some kind of left piece with a left boss, well, like a side one.

J
JIe0H 29.08.21

In words, everything is very cool

It's damp at the demonstration

V
Vlad31 29.08.21

Lvl design is good

E
Echoes 29.08.21

Yeah, somehow so-so

It's too budgetary - the lvl design is meager, the animation is the same, the combat is the same type.

M
MitLas 29.08.21

Everything would be fine if not a one-hit fighter. 12 minutes "penny peg", and so, for the game that will be released only in a year, very much even nothing, but I think it was necessary to finish a little to a presentable look.