Lords of the Fallen makes some significant changes and additions to the usual Soulslike co-op formula, and the head of developer Hexworks reckons it makes the RPG's multiplayer just plain "better than other Soulslikes."
Executive producer and Hexworks boss Saul Gascon touched on Lords of the Fallen's co-op systems in a recent Q&A stream (around 47 minutes in). Stream host and Soulslike content creator FightinCowboy asked about potential changes to co-op based on player feedback, and while Hexworks is collecting feedback on multiplayer, Gascon says "we're not gonna change the essence of the game."
"We're not gonna make it like Remnant, you know what I mean," he adds. "That's a great game. But we will do some things to improve the experience if they make sense." One immovable design pillar, for instance, is protecting the continuity of a host's world from potential trolling, which limits the potential of co-op campaigns.
"What is important, right now, if you compare this to any other Soulslike, is we are more flexible with our co-op options," Gascon asserts. "You can start playing and we don't disconnect you when you defeat a boss or reach a certain area, we don't block you with fog walls. 'No, you're not gonna go out of here in co-op.' You can explore the whole world together. You can go back to your world with everything you retrieved. Level up, any items the enemies drop, weapons, gear, consumables.
"The reality is that what we have, what we offer, especially in the context of Soulslikes, is probably the best co-op design that is out there, the most flexible of all of them. Can we improve it? Yes, of course. We always try to do that. We went very classic on our original approach and our launch. You have a host and a
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