Lords of the Fallen Preview – Shining a lantern on this rebooted Souls-like
11.08.2023 - 08:44
/ thesixthaxis.com
Sometimes it’s best to simply start over and try again, taking all the experience and knowledge from a first attempt and feeding it into a better second effort. Lords of the Fallen is a multi-faceted example of exactly this. The original game’s developers went off to create a different Souls-like series, while publisher CI Games held onto this IP, restarting development multiple times before founding new developer Hexworks in 2020. Despite this being Hexworks’ first game, it feels like a well-rounded and considered effort at a thoroughly modern Souls-like.
Lords of the Fallen still has some ties back to the world and setting of the 2014 original, but this is really a full reboot with no need to have played the first game. The opening cutscene sets the scene with an almost Lord of the Rings or Zelda-like quality to the way that good triumphed over the evil of Adyr a millennium ago, only for evil’s corrupting influence being able to burst back through. Now it’s time for a new hero to step forward, or more accurately, to be chosen by a magical lantern, and to fight back against evil once more.
As a Souls-like, there’s plenty of the usual sub-genre tropes to be found within Lords of the Fallen. You have a semi-open world of interconnecting regions and pathways, there’s Vestiges that are this game’s bonfire equivalents, and you earn Vigour from defeating enemies, which you either spend at Vestiges or drop and have to try and reclaim when you fall in combat.
And you will fall in combat, with an exacting difficulty and a stamina bar that rapidly drains so you need to carefully balance attack, defence and counter-attack. As always, it comes to a head with the game’s numerous boss battles (and what Hexworks deems to be mid-bosses), which will dish out masses of damage with sweeping attacks and broad areas of effect, if you’re ever foolish enough to get hit or over-extend yourself in attack, and feature evolving attack patterns as you gradually whittle away at their health bars. You’ll be kicking yourself for misreading the visual cues and timing, getting yourself trapped in a corner, and other lapses in judgement that lead to your death.
So far, so Souls-like, but that’s not to say that Lords of the Fallen doesn’t have anything to say or add to this style of action RPG.
Lords of the Fallen’s most intriguing new gameplay element is the Umbral plane, a purgatorial land of the dead that exists behind every part of the living plane of Axiom, that you can and will need to step into at various times to navigate the world. At times there will be an impervious barrier in the Umbral realm that you cannot pass in the living, at other times bodies of water exist in the living world that aren’t there in the dead, and enemies