Darksiders III revealed, slated for 2018 release

velox | Mythic Invincible!
 
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http://gematsu.com/2017/05/darksiders-iii-reveal-leaked-ps4-xbox-one-pc

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Update 12:15 p.m.: THQ Nordic has officially announced Darksiders III. Read more and watch the reveal trailer here.

Original 5:57 a.m.: Amazon product listings have leaked the reveal of Darksiders III from THQ Nordic and Gunfire Games for PlayStation 4, Xbox One, and PC.

The game, listed as due out in 2018, will offer the following features:

Play as FURY – a mage who must rely on her whip and magic to restore the balance between good and evil on Earth!
Harness FURY’s magic to unleash her various forms – each granting her access to new weapons, moves and traversal abilities
Explore an open-ended, living, free-form game world in which FURY moves back and forth between environments to uncover secrets while advancing the story
Defeat the Seven Deadly Sins and their servants who range from mystical creatures to degenerated beings
Darksiders signature art style – expansive post-apocalyptic environments that take the player from the heights of heaven to the depths of hell, dilapidated by war and decay and overrun by nature

Read more at http://gematsu.com/2017/05/darksiders-iii-reveal-leaked-ps4-xbox-one-pc#5BJRwfL1qeiP45iO.99

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Last Edit: May 04, 2017, 07:13:42 AM by Velox


velox | Mythic Invincible!
 
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First official trailer.


Ásgeirr | Mythic Inconceivable!
 
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The angel agreed to trade a set of white wings for the head of another demon. Overjoyed, the demon killed one of his own and plucked the head right off its still-warm body.

The angel then led the demon to heaven, where he underwent centuries of the cruelest tortures imaginable. Finally, the pain was so great that he lost consciousness - at which point his dark wings turned the promised shade of white.
Might be interested now that the main character doesnt look like a space marine <.<


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Luis
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Yesssssss


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uhhh...

- korrie
Might be interested now that the main character doesnt look like a space marine <.<


 
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You will find out who you are not a thousand times, before you ever discover who you are. I hope you find peace in yourself and learn to love instead of hate.
im firin' ma lazer


 
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You will find out who you are not a thousand times, before you ever discover who you are. I hope you find peace in yourself and learn to love instead of hate.
Darksiders 2 is currently 80% off on steam, just bought it since I never got around to finishing it on xboz


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Last Edit: May 03, 2017, 09:58:12 AM by Iberian Husky


velox | Mythic Invincible!
 
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The game listed on the website of Gunfire Games: http://gunfiregames.com/darksidersiii/

There's two new screenshots (or possibly concept art) here, although in low resolution.






Gatortag | Heroic Posting Rampage
 
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Gunfire Game's logo is Strife. I guess that'll be Darksiders 4.


velox | Mythic Invincible!
 
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Gunfire Game's logo is Strife. I guess that'll be Darksiders 4.
I don't think their logo is supposed to be Strife. Strife doesn't have a cowboy hat and wields dual pistols, not a rifle.


 
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i really don't like her head


velox | Mythic Invincible!
 
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First of the Seven Deadly Sins revealed, "Sloth"
http://darksiders.com/story-overview/balance-vs-chaos/



 
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Hope we get to use Chaoseater in this game, dont really wanna use a whip or a scythe


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Gameplay and this snippet of info.

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Similar to the way Zelda expanded on its own core concepts in Breath of the Wild, if a puzzle exists in Darksiders 3, it should make sense in an environment rather than being a trap some unseen character inexplicably laid out for the player for no logical reason. Don’t expect any gated combat, and enemies (some of which existed in previous games, some of which are brand new) should feel a lot more like they belong in the world natively, rather than just popping up inconveniently to fight you. Yes, there’ll still be collectibles creatively scattered throughout the world, but no out-of-place chests, and, ultimately, every inch of the world should feel more contextualized if all goes according to Gunfire’s plan. That same ideology seems to echo throughout each level, in a world that is supposed to be fully connected and realized, without any hard loads. If you take an elevator down to a different environment, the one you came from really is the height of that elevator away from you. It’s supposed to be a physically, logically connected open-world, and in part because of that, it’ll also have a whole lot of ‘swiss cheese game design’ - basically, the idea that you should be able to see glimpses of environments you’ve already been to, or ones you’ve yet to go to as you traverse, like through the holes in swiss cheese. Based on the tiny chunk that I played, it made me want to explore everything so much more than I would have otherwise, because you can always see the next thing, just out of reach.

Dungeons are supposed to be much more inter-connected, too, with the whole game world almost acting as one giant dungeon. It is still linear in terms of story progression, though less so in terms of the actual timeline. Darksiders 3 will take place around the same time as Darksiders 2, with Death very far away, War still locked up by the Charred Council, and Fury sent to Earth to take down the physical embodiment of the Seven Deadly Sins who broke out of their prisons during the apocalypse. We only saw one of the Seven, Sloth, who appeared as a giant, grotesque bug with a posse of smaller ones carrying him around on a chair, fitting with the sin’s inherent laziness. Each of the environments is set to be shaped by each unique boss, too, like their own versions of terraforming. As I delved further into Sloth’s section of the map, things got murkier, and bugs started showing up more and more often. In that, each environment is intended to be reflective of the Sin that inhabits it, or the character that does. One particular area, called Haven, is entirely shaped by the gorgeous, enormous tree that sits perched and glowing in the middle. It’s a relatively safe area, and the roots that tendril their way through the city slowly get thicker towards the center, which presents it’s own creative navigation tool.

It’s also just pretty overall, though it still maintains that unique, classic Darksiders art style, and with an immediately noticeable increase in verticality versus previous games. Darksiders 3 is the first in the series to run on Unreal rather than an internally built engine, and subtleties like water, lava and lighting particularly had noticeably improved. I didn’t get to explore the world anywhere near as much as I’d have liked, but did get to see what looked like a series of skyscrapers floating on clouds in the sky, a damp-looking, swampy area, and a fiery hollow - each of which seemed to exist exactly where it should in terms of verticality, with the hollow being far below the rest.



velox | Mythic Invincible!
 
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Some info abut what led to Darksiders III beginning development, and some new gameplay snippets and behind the scenes stuff.

edit: IGN confirmed in the comments that Joe Mad (the original concept artist for Darksiders) also made the Fury redesign, but isn't currently working with Gunfire Games.
Last Edit: May 08, 2017, 03:57:23 PM by Velox


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This is the same demo from a few days ago, but it's a developer playing and there's some commentary.