Lords of the Fallen is designed as a reboot of 2014's Lords of the Fallen, abandoning the first game's protagonist, risk-vs-reward upgrade system, and largely gray and dull-colored world. This new game looks much more enjoyable to play, especially with its focus on clue-collecting and environmental storytelling to curate a more detective-driven take on the souls-like genre.
In Lords of the Fallen, you play as a Dark Crusader who can journey in between the realms of both the living and the dead. A demonic god--yup, it's Adyr, the same one from the first game--is poised to be resurrected. That's about the extent of the narrative setup I got prior to seeing a 30-minute playthrough of the game at GDC.
The presentation skipped around to showcase the game's opening minutes, tutorial area, hub, subsequent locations, and a few of the various bosses. Aesthetically, the game is a lot more colorful than its predecessor, featuring more diverse biomes of green, orange, red, and other vibrant colors that better highlight the heavier horror vibes that have been mixed into the medieval fantasy soup this go around. Have you ever seen a conjoined twin rip away his better half and then twist their body into the shape of a demonic ape? Because I have. Lords of the Fallen has more than a few bosses that are a little messed up.
Like the original game, Lords of the Fallen seems to closely follow the Dark Souls formula in its minute-to-minute gameplay. You've got your standard and heavy attack, parry and staggering mechanics, spells, and magical items, all of which you use to overcome a challenging world filled to the brim with monsters and bosses that want to kill you. Your only respite is a series of checkpoints that refill both your health
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