Darksiders 3 was pretty good, but I loved 2 the most. I think Ds3 will be a Birth by Sleep/Borderlands 2 scenario for me where, when I played it I just didn't enjoy it nearly as much as I really should have because my head wasn't in the right space. A discussion for a different time, though.
The thing I really enjoy about the franchise though is that, they've essentially done a "we take a bunch of games we like, smash them together, and then put our own art and lore over it with some of our own little twists on the systems to make them work and there you go."
Ds1: Legend of Zelda + God of War. Also had a Portal Gun.
Ds2: Legend of Zelda + Prince of Persia + Devil May Cry + Diablo. Also had a Portal Gun. Possessed Weapons were a cool unique mechanic.
Ds3: Metroid + Bayonetta + Bloodborne.
The thing with the first two is that they felt like they were very much like playing the same game with a different playable character. They weren't by a good amount. There are a ton of differences (Ds2's much more massive world, level up skill system, loot system, compared to Ds2's enhancement systems), but there's a level of familiarity with a lot of systems, such as the feeling of a Zelda-esque dungeon-based game structure, the horse mechanics, the third person shooter sections, portal guns (Voidwalkers), finishers, lock-on systems (also zelda-esque). Each character had a "hookshot," though War's Abyssal Chain functioned a little bit differently than Death's Death Grip. Death's Redemption functioned more like a traditional bow and arrow as a opposed to War's Mercy. Death's sub-weapons were evolved versions of War's: the two-handed slow weapons focusing more on range and groups of enemies like War's Harvester scythe, and the fast weapons focusing more on rapid-fire, close-range singular attacks like War's Tremor Gauntlets. And obviously Death and War played completely different. I remember the devs saying in an interview that the inspiration for Death's style of combat was Ryu Hayabusa, compared to War's more direct Kratos. When you look at it like that, Ds3 is already a bit of a massive departure simply by ditching the horse and item systems, though the Hollows still offer secondary abilities (like War's dark wings or whatever those were called. I always forget) as well as getting the Crossblade later on. Ds3 also does have dungeons, but again it's not like the previous two games' Zelda-style "HERE'S A DUNGEON. GO IN." It's more of a Metroid/Bloodborne-style "oh well I guess this is must be the 'dungeon' then." And obviously the character fights differently as well, as I compared her personally more to Bayonetta than anything else if we're sticking to character-action comparisons like the prior two.
The power-up systems have always been different with each game, so that's never been a big thing. Ds2 is actually the big departure there. In Ds1 it was leveling up weapons through usage and enhancements. In Ds2 it was a more traditional RPG system where stats are boosted using loot and by leveling up through experience gained from quests and killing enemies and levels give you skill points to spend on honest-to-god skills. Ds3 has you spend your money to level up, but brings back the enhancement and weapon upgrade system from the first one as well as souls being the currency. A weapon's base stats upgraded through crafting instead of just usage, as well as upgradable enhancements is another departure, however.
Ds3 is still very much in the same spiritual vein as the previous two games, it just doesn't follow the "Look it's Zelda + X (+Y(+Z(...)))" It does Metroid instead! My biggest fear with Ds4, Strife's game, has always been that this will be the big genre departure. Being that his combat is entirely gun-based, it has the potential to be the most unique experience of the four. However, it also has the potential to be the most disappointing, because they could either A) turn it into a shooter, which would really ruin my favorite part of the whole franchise, or B) pare down his combat to utilize guns as little as possible and make it more "traditional," because in order to keep him in the same style as the previous three and focus on guns would simply be too taxing. I also wouldn't just want Metroid Prime-style, but my guess is that's probably the most likely way. I want it third-person, because a combat system with guns as the main weapon done in the same vein and style that the other three have been crafting over the course of the series (but still remained unique and different) would be my jam. My big thing right now is trying to figure out where Strife's story lands, because I'm replaying Ds2, and I feel like some timeline stuff kinda clashes. Maybe the DLC will clear things up, but DLC in Ds2 wasn't plot relevant in the slightest and I doubt it'll be the same in Ds3 with Keepers of the Void when that drops. Plus, Darksiders: Genesis seems to be the thing that's popping up, so I see a prequel of some sort which would probably deal with the Nephelim War and maybe some other pre-series important shit. Ds2 plays up the deposing of Argul a ton in its side lore but never once is it brought into the main story fold and that bugs the fuck out of me.
DARKSIDERS MUSOU WHERE YOU MURDER THE NEPHILIM EN MASSE
You could do a lot with that, actually. Deposing Argul with the Lord of Bones could be a storyline to throw in there as well.
JFC, after the first game's ending there's only one direction the franchise needs to go and they fucking know it. Why they are tiptoeing around it like this since basically D2 is beyond me. Finish the damn fight!
This has been the whole franchise's direction from the beginning. Build up each of the Horsemans' stories to the final battle and then the final game is the final battle with all four.