The primary Lords of the Fallen launched in 2014, a time when From Software program’s Darkish Souls collection consisted of two video games. Bloodborne wasn’t out, and Elden Ring hadn’t but redefined what the action-RPG style might be. Lords of the Fallen was among the many first Soulslikes to seem on my radar. It didn’t hit for me and I put it down after just a few hours. It was gradual, clunky, and allowed for little wiggle room in gameplay type. I yearned for the pliability of Darkish Souls’ numerous lessons and the velocity a few of them allowed.
Lords of the Fallen government producer Saul Gascon says the primary recreation got here out when the Soulslike subgenre was nonetheless fairly area of interest, and it was made to serve that area of interest viewers faithfully. However because the style has grown, so too have the needs of the people who take pleasure in these video games.
Almost a decade after the primary and CI Video games is taking one other crack at Lords of the Fallen with, properly, Lords of the Fallen, and it’s doing every thing proper up to now. Regardless of a rocky improvement with a number of studios and manufacturing restarts, it’s one of the thrilling Soulslike video games I’ve performed in years. Gascon says Hexorks targeted on answering, “How can we broaden the enchantment [of the genre], unaware of how Elden Ring will tectonically change the panorama?” He stated the crew is sort of proud of the choices it’s made in mild of what From Software program’s newest did to the style.
Not solely does the sequel boast a superb assortment of lessons, permitting for numerous playstyles of various speeds throughout melee and ranged fight, however it options two distinct realms to play via; which is to say Lords of the Fallen has fastened each my largest downside with its predecessor whereas additionally including its personal spin to the Soulslike subgenre – an more and more vital issue because the style continues to develop extra crowded.
“How we began [working on Lords of the Fallen (2023)] was engaged on Lords of the Fallen 2,” artistic director Cezar Virtosu tells me, explaining how the crew mapped out enhancements, new options, and extra primarily based on neighborhood and press criticism. “After engaged on it for fairly a very long time, we mainly realized that what we have been doing was a reboot. For those who play the primary recreation, you’ll really feel a familiarity with the lore, however if you happen to’re new to this franchise, you’ll really feel at house anyway.”
I begin my journey with the Blackfeather Ranger, which prioritizes versatility over a single-focus method and can be the Bloodborne-esque hunter seen in numerous trailers. Unsurprisingly, this ranger is quick and agile, utilizing a glossy ax and small protect.
General, Lords of the Fallen’s fight feels nice. Its motion is quick and versatile, its parry timing is beneficiant, as are the results of blocking, and the world is stuffed with surprises and secrets and techniques, each of the “shock enemy jumps out to scare you” and, “Ooh a treasure chest” selection.
What units Lords of the Fallen aside from the remainder of the style, and what has me most excited for the total launch, is its two-world system. Axiom is the world of the residing, which artistic director Cezar Virtosu tells me is totally linked via shortcuts, hidden paths, and extra. It’s metallic as hell, stuffed with darkish catacombs and terrifying gothic cathedrals that ooze environment. But it surely’s additionally typically vivid, revealing a wonderful panorama dotted with fortress peaks and mausoleum spires I hope to reach at later in my journey. Within the easiest phrases, it’s the world you count on of a recreation like this.
What surprises me most, nonetheless, is Umbral. That is the realm of the lifeless and exists parallel to Axiom. It may be accessed at virtually any time, in real-time. However, when you’re there, you will need to combat via its more difficult enemies to achieve an entry level that brings you again to Axiom. When you can choose to discover Umbral by yourself, Lords of the Fallen will convey you there virtually each time you die. Dying offers you a second likelihood in Umbral, the place, if you happen to survive, you’ll be able to attain the realm of Axiom as soon as extra. This eases the same old problem of the style – thoughts you, Lords of the Fallen remains to be extraordinarily robust – but additionally opens up a novel playground for puzzles I welcome.
Utilizing the Umbral Lamp, I illuminate Umbral whereas in Axiom. That gate blocking my method to a chest in Axiom doesn’t exist in Umbral. I uncover this with a fast lamp illumination and simply stroll via a gap the place, again in Axiom, the gate exists. This lamp additionally interacts with the atmosphere to interrupt down boundaries, pull platforms towards you, and extra. This doesn’t flip the expertise right into a puzzle recreation, however it’s a welcome ingredient of locomotion and traversal that makes Lords of the Fallen’s exploration thrilling and diverse.
I additionally use this lamp in fight to drag the soul out of enemies, with a transfer known as the Soul Flay. As soon as revealed, any injury I do to that soul is exponentially multiplied when it crashes again into the enemy’s physique, making fast work of smaller enemies and taking out useful chunks of well being from bosses. It’s a limited-use system, although, which prevents this mechanic from being too highly effective, fortuitously.
The Umbral Lamp and its related Umbral realm is the muse of Lords of the Fallen and I like the way it reshapes every thing I do. It’s the spotlight of my hands-on time, simply above an awesome boss combat in opposition to a bloody and fast-paced flying knight that despatched my soul to Umbral quite a lot of occasions.
“The RPG has expanded tenfold,” Virtosu says. “The primary recreation didn’t have a whole lot of selection, sadly. For us, it was extremely vital to provide the instruments, so long as you search for them.”
I’m impressed with how nice Lords of the Fallen feels to play and the way distinctive its world and methods are to work together with. Hexworks is taking massive strides to make it stand out not simply from its 2014 predecessor however the remainder of the style, and I commend the efforts. Whereas two hours of play isn’t sufficient to name it a hit, I’m hopeful the ultimate package deal will coalesce into a brand new Soulslike favourite. For now, practically a decade after the discharge of the primary Lords of the Fallen, the crew is worked up about what it’s constructed.
“We’re fairly glad. It by no means ends with perfection [and] Lords of the Fallen 4 goes to be good, it’s going to be essentially the most excellent recreation ever made,” Virtosu says with laughter, joking a couple of theoretical future entry within the collection. “However we’ve a strong basis.”