I am a fan of Darksiders III, in fact, I would go as far as saying that Fury’s entry into the Darksiders canon is worthy of both her brothers and gamers respect. Each game has offered up a different take on the 3 rd person action-adventure genre, and Fury’s Soulsborne inspired slash-scapade completed a rather wonderful triptych of over-the-top demon-slaying mayhem. It, however, does have its issues, from a wonky camera to some rather pedestrian design choices, Fury was not given the best stage to really show of her dark side. With the Keepers of the Void DLC, Gunfire Games has the perfect opportunity to give Fury’s Armour a good polish and give the Void some much-needed depth. Instead, what we have is a couple of good ideas spread thin through a gloomy corridor, without even a doily or quirky bit of bric-a-brac being added to give the place a little pick me up.
Keepers of the Void is in every aspect an add-on adventure. The always delightfully smarmy Vulgrim tasks you with cleaning his Serpent Holes, and you enter the void to smite some evil, solve some puzzles, and unlock the iconic Abyssal Armor fans of the series know and love. You could argue that making the set a DLC exclusive item is a little gross, but for me, it’s a non-issue. There are four locations in total that all culminate with a boss fight. The amount of lore and story here is virtually zero, which is deeply disappointing, but the promise of a more puzzle-oriented experience was more than enough to keep me interested… at least at the start.
Initially, the puzzles gave me a Breath of the Wild feeling, which is damn fine in my book. I just wish there were a few more pages. There is only so much that can be done with block puzzles no matter how interesting you make the interaction mechanics. The first couple of puzzles were rather wonderful and reminded me of one aspect of the series that I always enjoyed, sadly like much of the Void, the initial excitement wears of pretty soon as you encounter more of the same across all four areas within the DLC.
That repetition holds true for all other aspects of the DLC. You’ll experience a series of walls, pits, and pillars you’ve seen before in a slightly different light. You’ll fight slightly different versions of the same boss four times, which is the biggest disappointment of the DLC. In the core game the bosses were diverse, challenging, and rewarding. None of this holds true here, they are cheap in every respect, from the copy/paste design to their cheap attacks and special moves.
I will note that the combat remains fun and is as kinetic and responsive as it is in the core game. Nothing has changed here, but that is also part of the problem. Nothing has changed here. The final disappointment is that a couple of the more glaring issues of the core game remain unresolved. The camera can be your worst enemy, and actively lead to Fury’s death several times when multiple enemies would hit her from a blind spot off camera. This was compounded by a confounded checkpoint system that leads to a lot more revisiting of already explored areas which certainly did nothing to improve the constant feeling of having seen #BrownAsset01 or #BlandTexture20 many times before.
While this was a miss from Gunfire Games, I do hope more DLC is coming for Darksiders III, there is a wonderful world left to explore, a wealth of lore to be drawn into, and some rather delightful characters I would love to spend more time visiting with. Unfortunately, Keepers of the Void is nothing but a black hole and best left alone.