As part of a recent Lords of the Fallen event organized by publisher CI Games, Wccftech was invited to go hands-on with the upcoming Soulslike title; you may check out the preview article here.
After the session was over, we had the chance to speak with Creative Director Cezar Virtosu and Executive Producer (as well as Head of Studio of developer Hexworks) Saul Gascon to discuss many aspects of Lords of the Fallen. As a reminder, the game will be released on October 13th for PC, PlayStation 5, and Xbox Series S|X.
There's been a couple of studios that have worked on a new Lords of the Fallen game before Hexworks. How much of the original framework from the prior studios carried forth into what Hexworks is building on?
Saul Gascon: I think we took the foundations from work done by Deck13 on the original Lords of the Fallen. We took that, and we went through all the feedback from players, right through Reddit and the Steam community, as well as from reviewers of printed magazines, online magazines, and also YouTube reviews and streamers. We kind of made a big kill list of what people liked and what people did not like, the dos and don'ts, right? And then, from there, we started from scratch, basically.
Cezar Virtosu: Was your question aimed at the other Lords of the Fallen 2 iterations that were announced previously?
Yeah.
Saul Galscon: We started from scratch. We were keen to jump on the Unreal Engine. Anyway, you need to know that Deck13 worked on the original project, right? But it was directed by CI Games, which is the mother company. So, we have all the information, but we started from a blank slate.
Is the Dark Crusade still part of the story here, or have you guys abandoned that to go create something completely
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