Compara los precios de Darksiders Complete Collection en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Vigil Games. Publicado por THQ Nordic. Lanzado el 23/9/2013. Disponible en PC. Géneros: Action, Single Player, Third Person, Horror, Hack & Slash, Adventure, RPG. Puntuación Metacritic: 77/100.

Two Horsemen. One post-apocalyptic playground. Darksiders bundles War and Death's full campaigns into a single package stuffed with dungeon-crawling, loot, and combo-heavy combat that borrows shamelessly from the best action-adventure games ever made.

The Darksiders Complete Collection packages the first two games in the franchise - War's origin story and Death's world-spanning quest to resurrect humanity - along with the Darksiders II season pass content including the Abyssal Forge and Demon Lord Belial expansions. For the uninitiated: these are third-person action games that wear their influences on their blood-soaked sleeves. Darksiders I is basically what happens if Zelda and God of War had a very angry, very metal child. Dungeons are structured around a central hub that branches into item-gated sub-areas, each capped by a boss fight, exactly like Ocarina of Time's formula - except War cleaves through everything with the Chaoseater sword, hurls a Cross-blade boomerang, fires the Mercy pistol for air juggling, and yanks armored enemies apart with the Abyssal Chain grapple. When the Chaos meter fills, you transform into a towering demon and deal massive burst damage, which never gets old. Souls collected from enemies serve as currency spent with the demon merchant Vulgrim on abilities like Stoneskin damage reduction and the Immolation damaging aura, so there is genuine build tinkering, even if it is fairly shallow. Darksiders II is the more ambitious half of this bundle and the one that rewards patient players. You play as Death - agile, dual-scythe-swinging, too arrogant to even block - and the shift in design philosophy is immediately apparent. Gone is War's relatively linear dungeon crawl; in its place is an open-world structure that blends Diablo-style procedural loot with Prince of Persia platforming and puzzle rooms that involve parkouring walls, directing energy beams, and rolling objects into pressure plates. Death has two distinct skill trees: the Harbinger path for raw physical damage and the Necromancer path that leans into summoning allies and boosting defense. The Reaper Form ability, which transforms Death into a scythe-wielding grim reaper, functions as the game's Devil Trigger equivalent and rewards aggressive play. The sheer volume of loot means your loadout is constantly shifting, which keeps the middle hours from going stale. The narrative framing is genuinely enjoyable in a pulpy, biblical-mythology-through-a-heavy-metal-filter kind of way. War is wrongly accused of triggering the Apocalypse and fights to prove his innocence while being shadowed by a watcher with the power to kill him. Death, meanwhile, sets out to resurrect humanity to exonerate his brother. Neither story hits the emotional highs of a Disco Elysium or Planescape, but the world-building is consistent, the voice cast is strong (Mark Hamill as the Watcher is exactly as unsettling as that sounds), and the cutscenes are well worth watching. The lore rewards curiosity - the Charred Council, the Four Horsemen mythology, and the war between Heaven and Hell all have a coherent internal logic that makes the world feel built rather than assembled. Where the collection stumbles is in pacing and PC controls. Darksiders I's ranged-weapon camera is genuinely awkward without a controller, and some of the combo inputs require finger arrangements that feel like console ports wearing a keyboard disguise. Darksiders II, for all its ambition, has a padding problem in its latter half - the world is large, some side quests exist purely to fill time, and the loot loop can start to feel like grinding gilts through repetitive enemy rooms. Neither game reinvented anything, and by today's standards they show their age. But the dungeon design in both titles is thoughtful, the boss fights are spectacular set pieces, and the sheer density of content in this bundle makes it one of the more generous packages in the action-adventure space. Monika, Scout Team

Darksiders Complete Collection
ActionSingle PlayerThird PersonHorrorHack & SlashAdventureRPG

Darksiders Complete Collection

23 sept 2013Vigil GamesTHQ Nordic
GamerScout opina

Two Horsemen. One post-apocalyptic playground. Darksiders bundles War and Death's full campaigns into a single package stuffed with dungeon-crawling, loot, and combo-heavy combat that borrows shamelessly from the best action-adventure games ever made.

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The Darksiders Complete Collection packages the first two games in the franchise - War's origin story and Death's world-spanning quest to resurrect humanity - along with the Darksiders II season pass content including the Abyssal Forge and Demon Lord Belial expansions. For the uninitiated: these are third-person action games that wear their influences on their blood-soaked sleeves. Darksiders I is basically what happens if Zelda and God of War had a very angry, very metal child. Dungeons are structured around a central hub that branches into item-gated sub-areas, each capped by a boss fight, exactly like Ocarina of Time's formula - except War cleaves through everything with the Chaoseater sword, hurls a Cross-blade boomerang, fires the Mercy pistol for air juggling, and yanks armored enemies apart with the Abyssal Chain grapple. When the Chaos meter fills, you transform into a towering demon and deal massive burst damage, which never gets old. Souls collected from enemies serve as currency spent with the demon merchant Vulgrim on abilities like Stoneskin damage reduction and the Immolation damaging aura, so there is genuine build tinkering, even if it is fairly shallow. Darksiders II is the more ambitious half of this bundle and the one that rewards patient players. You play as Death - agile, dual-scythe-swinging, too arrogant to even block - and the shift in design philosophy is immediately apparent. Gone is War's relatively linear dungeon crawl; in its place is an open-world structure that blends Diablo-style procedural loot with Prince of Persia platforming and puzzle rooms that involve parkouring walls, directing energy beams, and rolling objects into pressure plates. Death has two distinct skill trees: the Harbinger path for raw physical damage and the Necromancer path that leans into summoning allies and boosting defense. The Reaper Form ability, which transforms Death into a scythe-wielding grim reaper, functions as the game's Devil Trigger equivalent and rewards aggressive play. The sheer volume of loot means your loadout is constantly shifting, which keeps the middle hours from going stale. The narrative framing is genuinely enjoyable in a pulpy, biblical-mythology-through-a-heavy-metal-filter kind of way. War is wrongly accused of triggering the Apocalypse and fights to prove his innocence while being shadowed by a watcher with the power to kill him. Death, meanwhile, sets out to resurrect humanity to exonerate his brother. Neither story hits the emotional highs of a Disco Elysium or Planescape, but the world-building is consistent, the voice cast is strong (Mark Hamill as the Watcher is exactly as unsettling as that sounds), and the cutscenes are well worth watching. The lore rewards curiosity - the Charred Council, the Four Horsemen mythology, and the war between Heaven and Hell all have a coherent internal logic that makes the world feel built rather than assembled. Where the collection stumbles is in pacing and PC controls. Darksiders I's ranged-weapon camera is genuinely awkward without a controller, and some of the combo inputs require finger arrangements that feel like console ports wearing a keyboard disguise. Darksiders II, for all its ambition, has a padding problem in its latter half - the world is large, some side quests exist purely to fill time, and the loot loop can start to feel like grinding gilts through repetitive enemy rooms. Neither game reinvented anything, and by today's standards they show their age. But the dungeon design in both titles is thoughtful, the boss fights are spectacular set pieces, and the sheer density of content in this bundle makes it one of the more generous packages in the action-adventure space.

Monika
Monika · Scout Team

RPGs

Etiquetas

steamDungeon CrawlLoot-DrivenSkill TreesReaper FormChaos FormGrapple TraversalZelda-like StructurePost-Apocalyptic MythologyBoss-Focused

Requisitos del sistema

Mínimos

Memory
1GB
Storage
12GB
Graphics
NVIDIA (GeForce 8800/GeForce GT220) 256MB, ATI Radeon X1900 256MB ( must pixel 3 )
Processor
AMD Athlon 64 3800+ 2.4Ghz, Intel Pentium 4 530 3.0Ghz
System requirements
Windows XP SP3, Vista SP1, Windows 7, DirectX 9.0c

Recomendados

Memory
2GB
Storage
12GB
Graphics
NVIDIA (GeForce GTS 240) 256MB, ATI Radeon HD3870 256MB ( must pixel 3 )
Processor
AMD Athlon 64 X2 5200+ Dual Core 2.60Ghz, Intel Core 2 Duo E6420 Dual Core 2.13Ghz
System requirements
Windows XP SP3, Vista SP1, Windows 7, DirectX 9.0c

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Reseñas y valoraciones

Metacritic
77

Información del juego

Desarrolladora
Vigil Games
Distribuidora
THQ Nordic
Fecha de lanzamiento
23 sept 2013

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¿En qué plataformas está disponible Darksiders Complete Collection?

Darksiders Complete Collection está disponible en PC.

¿Cuándo se lanzó Darksiders Complete Collection?

Darksiders Complete Collection se lanzó el 23 de septiembre de 2013.

¿Quién desarrolló Darksiders Complete Collection?

Darksiders Complete Collection fue desarrollado por Vigil Games y publicado por THQ Nordic.

¿Merece la pena comprar Darksiders Complete Collection?

Darksiders Complete Collection tiene una puntuación Metacritic de 77/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.