![]() On the other side there is another flame orb that moves some blocks, so you repeat the previous steps. On the other side you move a block with flame, jump on it and then move it back. As mentioned above, you move the block, activate the whirlwind and fly across. One is flame, which moves the blocks, with the other being storm, giving it a whirlwind you can use to float higher. This puzzle starts with an orb that has two modes. This can be best seen on the puzzle that gave me the most trouble. While I won’t pretend that I got them all right immediately and they offered no challenge, as both of these things would be a lie, the trick was almost always just activating them in a cycle and figuring out where the next piece was. This is also one of the more annoying aspects of the puzzles. Some orbs allow for multiple activations, though it almost always comes down to using flame hollow, followed by whatever other ones you can use. Once you get an idea of what needs to be done, they actually follow a rather predictable cycle.Īlmost every puzzle in the expansion comes down to using your powers to activate orbs and move floating bricks around. I wouldn’t say any of the puzzles are hard, as much as it’s easy to overthink them. The vast majority of this expansion is entering a room, figuring out the puzzle and then exiting said room. Speaking of which, Keepers of the Void is less about stopping a threat as solving puzzles. Naturally, this leads to a final twist that might not be surprising but remains true to the characters and the franchise as a whole. Despite being skeptical of his request, he promises loot in exchange for taking care of the problem. Keepers of the Void starts with Vulgrim explaining to Fury that he needs help removing an ancient threat from the serpent holes. ![]() ![]() With a strong push, new weapons and a little more story, is it worth venturing to the void or should this expansion be tossed into it? ![]() Keepers of the Void brings puzzles back to the world of Darksiders III and touches on familiar territory. The Crucible gave us a way to fight foes, along with the return of Wicked K, resulting in an arguably mindless, but still enjoyable series of battles. Thankfully, it did well enough to give us a title devoted to the final horseman, Strife, along with some expansions with the hopes of ending Darksiders III on a better note.Įach expansion focuses on different aspects that made the franchise so fun. It had all the makings of a great addition to the Darksiders series, it just fell short for a variety of reasons. Getting Darksiders III was a bittersweet victory. ![]()
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