![]() This brings up the issue I mentioned earlier in the review, too more forgiving difficulty than similar games isn’t a negative by default. The challenge posed by Lords of the Fallen is certainly steeper than your average fantasy RPG, but by Souls standards it’s not much to write home about. Which brings me to one of the game’s bigger problems - it’s not all that difficult. On the other hand, if you do die and lose it all… the results could be devastating. reward balance, where if you hold onto your XP for 4 hours and cash in big, you’ll experience huge growth and a massive boost to your abilities when you finally choose to do so. This in turn introduces an awesome risk vs. The longer you hold onto XP without cashing it in, the more your kills are progressively worth. The best part, though, are the XP multipliers. If you die, you’ll have to retrace your steps to get back the XP you lost/progress you earned, and if you die again you’ll lose it for good. One area where Lords of the Fallen cleverly trumps its inspiration is the way in which experience and leveling up are handled. ![]() ![]() It’s no Lightning Returns doll simulation, but playing dressup is a fun distraction that proves surprisingly entertaining. Luckily, adjusting your strategy against particular foes can be a massive help as well, so if your heart is set on dual-wielding those shiny scimitar-esque blades, you won’t have to pass up the chance for the sake of stats and success. Weapons are mostly of the melee variety, and choosing between a one-handed weapon + shield combo, a two-handed weapon, or a dual-wielding setup will often make or break the outcome of an encounter. You can customize your loadout fairly easily, and like the Souls games you’ll have access to dozens of weapons and pieces of gear, just waiting to be discovered and utilized. This alone makes your journey worthwhile, for witnessing its prettiest moments if nothing else. Lords of the Fallen genuinely looks and feels current generation, and despite its somewhat cliched fantasy RPG trimmings, offers a world well worth ogling at. Textures are crisp and high-resolution, while enemy designs are both foreboding and intimidating, albeit in less of a truly frightening fashion than some of the entities that roam Dark Souls II’s Drangleic. I’m happy to report that the game looks, much to my surprise, quite visually stunning. Like Dark Souls, Lords of the Fallen sets the player on a solitary journey, with a vast world to explore and myriad ways of surviving in it. Your mileage will certainly vary - I’ll come back to that later. ![]() The bad news is, certain bits of the picture never really come into focus, falling somewhere between unrealized potential and technical shortcoming. The good news is that Lords of the Fallen brings to the table enough interesting and genuinely unique ideas to separate itself from From’s beloved and notoriously challenging series. ![]() Well, the honest answer is a little bit of both. Lords of the Fallen developers Deck13 Interactive and CI Games clearly have a genuine appreciation for Dark Souls does it translate to a loving Darksiders-esque homage, or a cheap means of saving time drawing up design documents? Suddenly the distinction between loving tribute and blatant copy becomes a stark one, and the line separating the two is about as difficult to discern as the difference between this and last year’s Madden. There’s nothing inherently wrong with taking clear cues from an established franchise, though a developer does run a series of risks in doing so. ![]()
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