Lords of the Fallen is both a reboot and a sequel to Lords of the Fallen. That original game released all the way back in 2014, when Soulslikes were still pretty new, and it got alright reviews as people keenly sought for something to fill the gaps between FromSoftware releases, though is now viewed through whatever the opposite of rose-tinted glasses is.
If any of that first sentence confused you, then yes, correct, it is confusing. I’ve got no idea why Lords of the Fallen isn’t called Lords of the Fallen 2, Lords of the Fallen All Over Again, Clumsy Fallen Lords, or literally anything else. If this seems like a petty complaint, it’s only because I’m wrestling with my guilt about how much I dislike the new game. It’s eating me up inside, although that could be whatever germs my children are constantly trying to infect me with.
Much like the germs my children regularly sneeze into my face (they’re young, to be fair, so I think it’s because they love me), Lords of the Fallen is a game that first wormed its way into my system and then burned me out. Usually, if I like or dislike a game, I’ll get a rough idea of that straight away. It’s far more unusual for a game to surprise me after the intro.
Lords of the Fallen opened as a game I was genuinely intrigued by. There’s a lot to be fascinated by here. The game takes place across two planes, the living and the dead, and while in the living plane, you can use an Umbral Lamp to peer into the world of the dead to see if it holds any paths, ladders, or lack of obstacles that exist in the living world.
That concept is incredibly cool, and being able to just sort of dip your toe into the Umbral allows you to tiptoe across skeletal bridges or sneak through gates that dissolve as death
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