A brief history lesson, Darkspore was the by-product of the highly criticized game Spore developed by Maxis Software and in my opinion undeservedly ignored at launch due to its association with the previous game.
Even after going silent for 3 years and salvaging what they could with the franchise, Maxis couldn't shake off the huge letdown that Spore ultimately was - a very close parallel to a more recent game No Man's Sky where an overly extended development time lead to a hype train with increasingly unrealistic expectations on the final product. Darkspore was meant to be a spin-off that salvaged the creature editing tool that took so many years to develop, and was one of the main selling points of the original Spore touting "almost endless customization options".
To be frank, those who never actually dove into the Darkspore creature editor don't know what customization can feel like. It's amazing that a game made many years ago can still have a character editor that rivals if not surpasses many modern games in the same area. The complete freedom to modify a body part or piece of armor to your liking and appearance has somehow become a relic of a lost era; hidden and buried by the greed of modern publishers and development teams wishing to piece-meal out customization on a paid micro-transaction platform.
Customization aside, Darkspore was a squad based ARPG similar to the highly popularized Diablo series, but more dynamic with the ability to swap between 3 characters of your choosing during gameplay. The mechanics were done well, the classes varied, and the game play was exceptionally smooth. What let Darkspore down in terms of being a good ARPG was its overwhelmingly tentative development team - a team that was too afraid of its own creation. Limited maps, repetitive enemies and barely serviceable lobby were the hallmarks of a development team working on a shoestring budget to try to turn water into wine.