

The combat is that perfect mix of mashy and methodical I remember from the original Darksiders. The Creature Core tree, one of the welcome new additions in Genesis Airship Syndicate/THQ Nordic via Polygon I switch to Strife and use his long-range guns to clean up enemies from a safe distance. When I reach an arena of baddies, a familiar red eye blocks the path forward until all the enemies are gone. Off the beaten path, I find demons shirking their duty, or heart containers to boost my health.

I climb up various bluffs, leaping into the air, and using air vents to boost me higher. When one of my foes is near death, I end their life with a single button press and a fancy animation. I mix in different rhythms of attacks, and switch between light and heavy combos. I jump off my horse and combo my way through legions of small demons. This is more Darksiders as I’ve always wanted it. But after playing the first level of Genesis, I was ecstatic to see how much the development team trusted the design and ideas behind the original Darksiders, and returned to them with a new visual upgrade, and no potentially out-of-place rehashed gameplay ideas.įrom the first swing of Chaoseater, War’s giant sword, I can tell what I’m in for. Call of Duty may add a battle royale mode, for instance, or a Star Wars game may mix in environmental puzzles and intricate traversal to avoid becoming a game just about lightsabers. So many developers and publishers reinvent franchises or mix in more contemporary ideas in order to feel modern, with mixed results. Which is the real reason I find Genesis to be so refreshing. Either way, the heroes control like they would in any Darksiders game, with precision and power - just with the camera floating high above the action instead of behind the shoulder of each character. I can switch between the brothers in single-player mode, or play them simultaneously in co-op. It’s Strife’s first time as a playable character, but War is the series’ oldest protagonist.

I play as either War or Strife in Darksiders Genesis - two of the four Horsemen of the Apocalypse. Strife and War fight a giant demon in an arena Airship Syndicate/THQ Nordic It’s actually the Darksiders I remember from 2010, with an interesting visual take on the adventure, and it rules. Darksiders Genesis isn’t trying to make a similar play to be a stealth sequel to a Diablo game, even though that’s how it appears.
#Game darksiders series
Here’s the secret that fans know but rarely say anymore, because it sounds so heretical in 2019: the original Darksiders was one of the best Legend of Zelda games I’ve ever played, despite having nothing to do with Nintendo series outside of its borrowed structure and mechanics. But, ironically, the sequels that looked the most like the first game were a letdown, while the game that looks the most unique ends up with so much of the soul of the original. To my delight, Darksiders Genesis takes the franchise back to its roots, despite the top-down view making it look like the largest departure yet for the franchise. Darksiders 3 tried to take the series in a more modern direction with Dark Souls-like mechanics, which weren’t a great fit. Darksiders 2 expanded the franchise with an open world, but lost the tight progression of the first game. Darksiders Genesis looked like another bizarre evolution of an already near-perfect game - like Darksiders 2 and 3 before it.
