Adam Jensen said:
Commanderfantasy said:
I'll keep playing and see what develops.
It just gets better and better. It does start out slow and kinda weird. I didn't know what to make of combat system at first. But it starts to make a lot of sense later on and you start to realize what they were going for. That being said, it's definitely not a big budget AAA game like God of War or Spider-Man.
Not to derail the thread, but I just wanted to say that the control scheme for Darksiders 3 severely limits its potential. The controls are so counter-intuitive that it takes what could be a decent, even good, action game and pushes it into the garbage bin.
Here's what I mean.
You attack, jump, and special moves are all on the face buttons (Square, Triangle, and X on PS4 where I am playing the game) but circle is relegated to collect or pick up. Which on the surface is fine, there is nothing wrong about that scheme in general. But where Darksiders 3 fails it that it's action combat is a game about perfect dodging, whiff punishing enemies, and there are two buttons that make no contextual sense in this game.
The first is having the dodge button be R1, when most of your combat is focused to the face buttons, putting the players dodge reaction on essentially an entirely difference surface of the control is poor design. You want your player to be into the combat, be reflexive and quick to react to enemy attacks. And when your reactionary buttons are on the shoulders, you cripple your player. Look at other action games, Nioh, Bloodborne, Dark Souls, God of War, all of these games have one thing in common...a face button for dodge and rewarding the player for whiff punishing.
You might say, "Well the other face buttons are for certain actions, so where else would you put an interact button?" Simple. Bind the interact action to a contextual press. Let Fury pick up items with the attack button when she is close to a pick up, or the jump button, neither of these two actions need to be performed at the same time, you'll never interact with an item and attack or jump together, so contextualizing the button is no problem.
The second control problem is the lack of a good lock on system. L2 locks onto enemies if you hold it down. Why not make this an R3 toggle like many other games? Why have to hold this button down? Darksiders throws loots of enemies at you form all angles all the time. Holding down the button might focus the camera, but it also steals the players focus from being able to perform in combat optimally. Jump attacks, special moves, perfect dodging, activating super sayien mode, all of these things are hard enough to keep up with without also having to hold down a random button to keep the enemy in your sights. Especially when you consider how fast enemies move out of your field of view, either darting behind you, or you dodging through their attacks and putting them off camera.
Instead they decided to toggle the long range mode to R3 instead of having the player hold L2 to aim and throw things like every other FPS game in existence.
Basically the controls are fucked, and it makes the incredibly frustrating and stupid to play until you train yourself to unlearn everything you've ever learned from playing action games and somehow configure yourself into this shit control scheme just to properly play the game.
The controls alone are enough for me to be ready to stop playing the game already. I'm very close to just taking the L on the cost and trading it into Gamestop before it becomes worthless to do so.