


These weapons are pretty cool, but they offer the same functionality as the original weapons. Each time you defeat one, Fury obtains a new Hollow weapon, which greatly increases the number of weapons you receive in the game. Four of these bosses all use the same character models but have different abilities. On top of all that, some of the biggest stars of Keepers of the Void are the five new bosses. You can even find two brand new enhancements. Just like the main portions of Darksiders III, areas are strewn with items to collect, including weapon and enhancement upgrades. You’ll also encounter a few places to backtrack to if you don’t have all the Hollow abilities when you arrive in that wing. They’re all made of rock, and some of them can be quite tough.

The Void also has all-new enemies, although there aren’t a great many of them. Surprisingly, they can prove fairly challenging at times. It can then often be hit by another Hollow, such as the Storm Hollow, which adds a gust of wind to the top of the block, allowing you use it to glide. For instance, an orb hit with a Flame Hollow will cause a block to move. The puzzles all revolve around orbs that you have to hit with charged Hollow weapon attacks. Puzzle fighterĪs opposed to the purer combat and exploration focus of the main game, Keepers of the Void has even more of a focus on puzzles and platforming. It serves as a cool throwback that I hadn’t expected. Similarly, everything is stone, and pathways materialize as you walk near them. Keepers of the Void returns players to the Serpent Holes that War had to go through to fast travel in the first Darksiders. It also feels rather different from the main story, so it contrasts nicely. It makes The Void a persistent area that pops up multiple times across your playthrough. I thought this was quite neat, as it has you going back and forth between the DLC and the main game while playing. There are four wings in The Void, and they all unlock as you obtain each of the Hollows. Rather, you just gain access to a quarter of it. This doesn’t unlock the entire area, however. You’ll first gain access to The Void after Fury obtains the Flame Hollow. Because of this, it’s best to experience Keepers of the Void during a new playthrough and not towards the tail end of a previous one. However, it’s designed to be played alongside the main game.

If you have a late-game save file, you can certainly just go in and play through the whole thing. The DLC does have a few cutscenes, but they mostly have to do with Vulgrim letting you know that you have access to a new part of the map or Fury talking to herself before the new boss battles. Vulgrim requests that Fury venture into the Serpent Holes and dispatch creatures that have invaded it so that he can once again travel freely. Narratively, it’s more akin to a sidequest than a meaningful episode in Fury’s adventure. Keepers of the Void doesn’t exactly add anything in the way of story content. That said, it does a great job of integrating itself into the rest of the game and feels very natural alongside it. While everything in the main game is deeply interconnected, Fury can only get to The Void by talking to Vulgrim at one of his plinths. Much like how Dark Souls generally handles its DLC areas, Keepers of the Void has you access the new one by warping to an area separate from that of the main campaign. But at $13 USD, the question stands: is it worth it? Keepers of the Void, however, adds hours of additional gameplay to the game. I didn’t check out The Crucible DLC, however, as I don’t much care for fighting waves of enemies in arenas. Darksiders III was one of my favorite games from last year.
