In this Action RPG spin-off, the fourth Horseman of the Apocalypse Strife is called upon to save humankind from certain destruction at the hands of Lucifer. True to its roots, Darksiders Genesis will feature intense combat, exploration, puzzle-solving, epic boss battles and serpent holes from heaven to hell. The game marks the first, full-scale Darksiders adventure played from the top-down perspective.
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A mobile game class.Why is the camera so close in this game and why can't I zoom out? Why do I have the ability to hit close range and and grab enemy from far, even though I'm playing a ranged character? How do they expect me to use it? All I do is shoot and dash when an attack comes from the opponent. There's nothing enjoyable about it.
I do like a little bit more puzzle in my Darksiders and this one was definitely more combat focused. Although it took me a while to warm to it, the combat is quite fun. Building up Strife's combo meter to unleash stronger shots is very satisfying. There's new moves and ammo to unlock and if you're into replaying the stages, there's a lot of options for leveling up. The story is probably going to continue annoying fans for being another prequel after sitting on a cliffhanger since the original game in 2010. That said, I actually wouldn't mind a game focused on Strife in a format closer to the other games. What a weird series this has been though.
The transition to a top-down view worked better than I thought it would, but at a cost of the platforming being much more difficult. The game was definitely more combat-heavy, whereas I would've preferred more of a combination of combat with puzzles and dungeon exploration like the first 2 in the series. Luckily, the combat was really well-done. Playing as Strife made the game a top-down twin-stick shooter with different ammo types, and it was fun kiting enemies. Playing as War felt more or less exactly like Darksiders 1, which I'd say is a good thing. Creature cores were interesting at first, but is kind of bare bones; I didn't really feel the need to experiment because it didn't seem like play-style would change much. All I ended up caring about was seeing my power numbers go up.