
Enemies could attack you whenever they want, BUT there was a red flash in their eyes indicating it was time for you to dodge. A game that handled this well is Nier: Automata.

On paper this doesn't sound so bad, but when you factor in the damage levels, the stagger system, and the lack of player tools, what you have is a frustrating stunlock mess. In DSiders enemies seem to be programmed to attack as often as possible, and also when you attack them (I've tested this second behavior thoroughly). You have your basic combos, and power moves.and that's it. DSiders offers no inventive and fun ways to manage mobs. DMC allows you to juggle your opponents in the air to allow you to deal damage to a single target while keeping safe from most enemies. For example, Odyssey gives you CC abilities to help manage the battlefield. There is no knockback system in place in DSiders, which seems like a really basic thing to add to a game where you're constantly facing high-damage mobs. This helps kind of reset the battlefield, giving you a second to recollect yourself. One way to mitigate frustration over staggering in games is to implement a knock-back system (DMC, MHW, WIII, AC:O, etc.), where if the player takes a particularly powerful hit or too much damage in a short time, the player flies backward, with some i-frames. It is entirely possible to be stun-locked for 2-3 seconds and die outright. Fury (your character) will stagger against all attacks. Moderately sized enemies can absolutely CHUNK your health bar, and kill you in 3-4 hits. That would be fine, if you had the tools to properly deal with them. This means you're constantly fighting multiple opponents at once. First, too many DSider enemies cannot be lured away from their friends. But DSiders gets all these elements horribly wrong. DSouls gets all the aforementioned elements right. There are multiple ways to mitigate or even outright deny damage (dodge, parry, block). While the animations and sounds are rather visceral, damage is reasonable such that you can survive long enough to learn a thing or two about your opponent before dying.

It's all about learning your opponent's moves, circling each other, patiently waiting for an opportunity to strike. DSouls is all about dueling and studying enemies.
Darksiders iii gog1 and 2 how to#
Darksiders III wants to be Dark Souls, but it doesn't understand how to make a very hard game very fun. And no, this is not simply an issue of GITTING GUD. I know what makes and breaks games like these. DMC 3 multiple times, DmC twice, and DMC 4 multiple times. My background in similar games, briefly - Finished Dark Souls I, II, & III three times each.

That's the problem - Darksiders III's combat mechanics are fundamentally broken. Level design and story is basic, but if you have good gameplay mechanics, that's forgivable.
