Main game
3.23 average rating based on 128 ratings
Meh. Decidedly not great. Just too boring and repetitive. The level design is just too confusing and without proper environmental queues to orient yourself. Add the stupid umbral that changes how thing looks, and I just died and don't know where to go to get my XP back. Enemy AI is very inconsistent, sometimes you can walk past right next to them without aggro, sometimes you can't backstab them because they see you with eyes on the back of their heads. And the backstab also works only some of the time?
If the game had more interesting bosses (at least at the start) and better art design, I might push through, but what I've seen so far is a parade of generic grimdark swamps and not a memorable encounter in sight.
Gameplay: 6.5/10 (a lower score due to performance issues)
Presentation: 7/10 (a lower score due to performance issues)
Story: 7/10
Overall Score: 6.8/10
Gameplay= Mechanics, gameplay options (freedom), repetition, goals, difficulty
Story= plot, engagement, characters, world-building
Presentation= graphics, animation, environment/character design, Art direction, Script, music
I'm really sad that the tech performance on this game was so abysmal. I played it on PS5 on release day and played it for probably around 15 or so hours over the course of the week. I decided I would hold off on continuing it because frame lag was so bad. Almost every other attack from certain enemies in certain locations would lag to the point where any perfect timing for blocking or dodging became impossible. Returning to the game a couple of weeks later there were improvements, but it still wasn't perfect. Issues like this completely ruined the experience which if it had not occurred I would probably give this game a 4 out of 5 stars or something more around 8 out of 10.
I really liked the grotesqueness of the Umbral world and the mechanics with the lamp really were cool to use. My initial draw to this game was the …
Gameplay: 6.5/10 (a lower score due to performance issues)
Presentation: 7/10 (a lower score due to performance issues)
Story: 7/10
Overall Score: 6.8/10
Gameplay= Mechanics, gameplay options (freedom), repetition, goals, difficulty
Story= plot, engagement, characters, world-building
Presentation= graphics, animation, environment/character design, Art direction, Script, music
I'm really sad that the tech performance on this game was so abysmal. I played it on PS5 on release day and played it for probably around 15 or so hours over the course of the week. I decided I would hold off on continuing it because frame lag was so bad. Almost every other attack from certain enemies in certain locations would lag to the point where any perfect timing for blocking or dodging became impossible. Returning to the game a couple of weeks later there were improvements, but it still wasn't perfect. Issues like this completely ruined the experience which if it had not occurred I would probably give this game a 4 out of 5 stars or something more around 8 out of 10.
I really liked the grotesqueness of the Umbral world and the mechanics with the lamp really were cool to use. My initial draw to this game was the art style and it didn't fail to deliver. I do however really like Soulslike games and thought I would also enjoy the gameplay but performance interfered with that. I hope to come back to this game in a year or so maybe and hope to find it vastly improved and maybe I will have the experience I hoped for the first time through.
Having played and completed all the FromSoftware soulslike games, was excited to try this.
Was quite fun until Pilgrims Perch. That was it for me. Bad level design, ridiculously annoying enemy design, placement and density. Have to fight a stupid bucket head guy in umbral, mage range-spamming me from afar, 3 extra umbral dudes spawn, target lock is janky, attacking moves my character too much, inevitably fall off an edge to my death. Repeat. No thanks.
Such a pity as the game has great potential.
Lords of the Fallen rips. It's engaging, the lore is interesting, the world is gorgeous, the sound design is remarkable, the combat has weight to it and feels familiar yet dissimilar to previous games, the world is huge with plenty to do, and I don't want to stop playing it. It's a 5 out of 5 to me - I love it.
I don't know if I have much else useful to add other than maybe talking about the support the studio is giving the game. They've released patches around the clock addressing all sorts of issues and they're taking player feedback into account so much so that they changed how NG+ works. That's a real commitment to their playerbase. I can't think of anything within this type of game that compares to that.
Whereas FromSoftware creates as much distance between their playerbase and themselves as possible, Hexworks/CI have been in open dialogue, more or less, with their community. There is a ton of passion in the studio and it shows with this game. It's hard to believe anyone working on this game just saw it as a paycheck. The level of detail in the world alone is wildly impressive …
Lords of the Fallen rips. It's engaging, the lore is interesting, the world is gorgeous, the sound design is remarkable, the combat has weight to it and feels familiar yet dissimilar to previous games, the world is huge with plenty to do, and I don't want to stop playing it. It's a 5 out of 5 to me - I love it.
I don't know if I have much else useful to add other than maybe talking about the support the studio is giving the game. They've released patches around the clock addressing all sorts of issues and they're taking player feedback into account so much so that they changed how NG+ works. That's a real commitment to their playerbase. I can't think of anything within this type of game that compares to that.
Whereas FromSoftware creates as much distance between their playerbase and themselves as possible, Hexworks/CI have been in open dialogue, more or less, with their community. There is a ton of passion in the studio and it shows with this game. It's hard to believe anyone working on this game just saw it as a paycheck. The level of detail in the world alone is wildly impressive and someone spent a lot of time and energy doing it. Add to that the fact that every inch of the world has a second form (Umbral) that also needed detailing and fleshing out.
Another thing that's impressive is that the studio is fully remote. Let this be a lesson to anyone who says this kind of work can't be done without an office. Lords of the Fallen has issues but it's a triumph in most regards. It's an remarkably high-quality game whose outcome likely wouldn't be different whether or not the workforce were in an office.
I'm having a lot of frustration with the PvP right now though. That component of the game needs serious addressing. It's wildly unbalanced. Players are exploiting the hell out of Pieta's Swords - even with the 'nerf' the developers put in a few days ago - and a couple of radiant spells. I'm grinding invasions to get the Severed Hands required to unlock the Knight of Adyr armor set because it looks awesome and I want it. But I fail at invasions probably 19 out of 20 times. Maybe I suck at this game but right now, I can't blame myself because the sheer amount of lag and the unstable connection make it impossible to tell who actually won the fight. Half the time I win, I feel like it was just luck. And as an invader, your connection is at the mercy of the host, who is the invaded party, so they've got the upper hand. Even if you don't fall prey to horrible lag, you'll probably get one- or two-shot by the abused spells. And they can spam those spells as much as they want because they've got a full mana bar whereas the invader starts an invasion with a pathetically small amount of mana that allows you to get off maybe one or two big spells, even if your base game mana bar is maxed out. And if you don't invade a world where the person is already in Umbral form, you're doubly screwed because now you have to kill them twice to win. They only have to kill you once. It just really sucks. If I were smart, I'd stop invading, and I probably will, but it's been a painfully frustrating journey to get to that point. I want that damn armor. I have never really engaged much in PvP in these games but I've seen a lot of discussions about this and most people seem to agree that invaders should be at a disadvantage, and I agree partially, but I think the disadvantage here is egregious. So with all of that said, it feels like there's really no point in trying to invade, even when it works.
There's also the co-op. I like the co-op in that you can go anywhere with your partner. You can play through the whole game with them. But it's a bummer there's no way to ensure you are summoned specifically for boss fights, which is the event that gives you the actual reward for helping. I like helping out players but I also want the armor unlocked by helping defeat bosses. I don't know why they didn't allow for summon signs to be placed before bosses. Maybe they felt it would be too similar to FromSoft's games.
But the dialogue around this game could not be more annoying. Maybe it's just Reddit, but people seem to hate this game or defend it blindly. I think both are superfluous. Toxic positivity is not the way to reward game developers for their efforts, and being dismissively negative without being able to have a balanced perspective of things is even more unacceptable. We should always reinforce passion. It's fair for us as consumers to criticize poor designs or problems and demand more or better, but if we simply say, "Game is trash, devs suck", then it's hard to imagine anyone at that studio giving a shit anymore, and giving a shit is what makes good games good. And Lords of the Fallen is a good game. You don't have to like it. But I sure do.
This recent iteration of Lords of the Fallen has finally achieved what the original couldn't do back in 2014: it has carved itself a unique place in the soulslike genre where it can belong, allowing it stands confidently beside its inspirations. By refining the traditional Dark Souls style to a finely honed edge and combining it with some compelling lore, a fascinating world and the absolute marvel that is the Umbral realm system, Lords of the Fallen adds another notch to 2023's superb line-up of games. If you're okay with a somewhat obtuse narrative structure and the fact that it is certainly one of the easier soulslikes, Lords of the Fallen is a must-play title for anybody interested in a great soulslike set in a beautifully grim fantasy land.
A while ago I watched a stream where the host was complaining that the souls community had embraced Lies of P in favour of Lord of the Fallen and wondered why. I don't know if the premise is true, but after playing a few hours, I think I can tell why it might.
The visual design is tremendously boring. Just generic dark, gloom, and goopy. Brown on top of brown on top of endless indistinct wooden platforms. The umbra is supposed to be this infernal other realm but it just looks like a more dusty version of the real world.
Level design is not great. Early on there's a dead end after a point of no return. If you decided to explore there, you can't neither make progress nor come back to the checkpoint. The umbra thing is mostly a gimmick. It just means that every now and then you don't know where to go so you need to start looking around with your lantern for the next way forward.
An early boss is a teleporting ranged enemy with dogs as adds with a runback consisting on 2 long elevators. It's a concentrate of some of the most annoying elements …
A while ago I watched a stream where the host was complaining that the souls community had embraced Lies of P in favour of Lord of the Fallen and wondered why. I don't know if the premise is true, but after playing a few hours, I think I can tell why it might.
The visual design is tremendously boring. Just generic dark, gloom, and goopy. Brown on top of brown on top of endless indistinct wooden platforms. The umbra is supposed to be this infernal other realm but it just looks like a more dusty version of the real world.
Level design is not great. Early on there's a dead end after a point of no return. If you decided to explore there, you can't neither make progress nor come back to the checkpoint. The umbra thing is mostly a gimmick. It just means that every now and then you don't know where to go so you need to start looking around with your lantern for the next way forward.
An early boss is a teleporting ranged enemy with dogs as adds with a runback consisting on 2 long elevators. It's a concentrate of some of the most annoying elements of the genre.
The programming is kind of shit. Even after 2 years of updates and a 2.0 version, there's a fair bit of janck. I beat the aforementioned boss when it got stuck in the geometry and it AI froze.
Confusing title and the previous game of the franchise was universally disregarded.
That said, it is not unfun. I had to restart the game a couple of times to find the class that I wanted. The viking-looking mfer was too slow. Then I tried with the dude with the javelin, but it was also pretty clunky. Finally I have the gal with the two daggers a try; it says it's and "advanced class" which is hard to master, but it's super fun. The daggers are extremely quick and can deal melt enemies fast. It's really satisfying to swing around enemies leaving corpses behind.
I bounced off this game at launch because it simply didn't feel very good to play, especially after sinking 100+ hours into Elden Ring. I decided to play again when the major 2.0 update dropped and it does feel a bit better. The game is quite easy, the enemy variety is a bit lacking, some of the levels can be a bit too linear and the final boss fight for default ending is a joke. Despite everything, I do enjoy my time with it.
I can't speak on how this game was a year or two ago, but as of the 2.0 update I really really liked it. There are some obvious issues like the poor quest design meaning you will almost certainly fail questlines if you don't know where to backtrack and what progression points fail quests. The bosses are WAY too easy in my opinion, throughout the whole game I did almost every boss first or second try, the exceptions being the first boss and the midpoint boss which took 3 deaths. And probably my least favorite thing was the way you get each ending, something which you'd naturally assume is a requirement in just the first couple hours of the game immediately locks you into one ending. But besides these things I really did have fun playing this game, and I'm looking forward to lords of the fallen 2 coming out next year
Combat was good sometimes but the controls were clunky. I liked the dark atmosphere but the story didn’t grab me. Some boss fights were cool, some were just annoying. I enjoyed the challenge but the inconsistency made me feel more annoyed than proud. It’s a mixed bag but try it if you like the genre.
Was looking for a Souls-like but this isn’t it. The lamp is a neat idea but was mechanically difficult to integrate into combat. The first boss kicked my butt and there is basically no way to grind in the early game so it was just a “git gud” situation.
The aesthetic and setting is a well-worn one that doesn’t seem to add much new. Contrast that with something like Lies of P that was a different (enough) setting than standard souls-likes and had some neat mechanics that made it much more rewarding to play through.
In the end, Lords was just a palette cleanser from other games to prepare for Shadow of Erdtree that I am really looking forward to.
Lords of the Fallen is hard.
I say that as a Soulsborne diehard. While those games had a learning curve, they always felt fair. And I don't really know if I can use the word "hard" or "difficult" to describe those games anymore, now that I'm fluent in the gameplay. I can see how it's hard for newcomers but on their own, these games have a lot of mechanisms that allow players to make their experience easier for them, such as items, checkpoints, leveling, and so on.
Lords of the Fallen is more challenging for me than any other Souls-like to date. I don't know if I can call it fair yet; not in the same way I can call FromSoft's offerings fair. There are a lot of things working against the player in this game.
One example is the aggro range. In the Souls games, the odds are never more against you than if you find yourself engaged by multiple threats. "Pulling" enemies - wherein a player attracts the aggro of a single enemy in a group - is a good strategy to take out mobs or areas dense with enemies, slowly picking opponents off. You can do this …
Lords of the Fallen is hard.
I say that as a Soulsborne diehard. While those games had a learning curve, they always felt fair. And I don't really know if I can use the word "hard" or "difficult" to describe those games anymore, now that I'm fluent in the gameplay. I can see how it's hard for newcomers but on their own, these games have a lot of mechanisms that allow players to make their experience easier for them, such as items, checkpoints, leveling, and so on.
Lords of the Fallen is more challenging for me than any other Souls-like to date. I don't know if I can call it fair yet; not in the same way I can call FromSoft's offerings fair. There are a lot of things working against the player in this game.
One example is the aggro range. In the Souls games, the odds are never more against you than if you find yourself engaged by multiple threats. "Pulling" enemies - wherein a player attracts the aggro of a single enemy in a group - is a good strategy to take out mobs or areas dense with enemies, slowly picking opponents off. You can do this in LotF but it's less viable because enemies aggro more easily relative to FS games.
Another element players use when pulling or dealing with multiple threats is "leashing," wherein the player runs far enough away from an enemy to lose their aggro, creating an opportunity to rally and try again. In LotF, the leash range is vastly increased. Sometimes, it's either not practical or not possible to lose some enemies' aggro range, leading to the player feeling harried in a way not present in previous Souls-likes/SoulsBorne (hereafter referred to as Souls games). Retreat is a universal component of combat strategy; having this option reduced and in some cases neutralized altogether results in a more difficult player experience.
Another example is ranged attacks. Players have a generous lock-on distance but that of enemies is even greater, so much so that it's been partially addressed with at least one patch from the developer. One of the first zones requires the player to carefully traverse a vertical labyrinth of cliffside scaffolding, making the player especially open to enemies that utilize ranged attacks, of which there is an obnoxious abundance. Many times, it's hard to even tell where the attack came from because the distance at which the enemy can target the player is so great. Other times, attacks hit the player through what one would assume is an impenetrable barrier (this being because players themselves cannot attack through said barrier; this has always been present in Souls games for the most part, but only with melee attacks. To my knowledge, magic attacks have never been able to hit players through walls or other obstacles). Add to this the frequent mixture of melee enemies attacking you while you're targeted by ranged enemies and you have a mixture that's much more challenging than previous Souls games.
A third example is the checkpoints. Bonfires in Lords of the Fallen are called Vestiges, sites where previous heroes, champions, or warriors have fallen whilst bearing the lamp that player carries with them. Players can also erect temporary Vestiges using a relatively uncommon item. This being the case, self-built vestiges are limited and can't be done at will. There are plenty of sites where this can be done but the player is unlikely to have enough to be able to do this as often as would be comfortable, forcing the player to be very deliberate and considerate about where they choose to use that item. That aside, the reusable game-provided Vestiges are far more spread out than the checkpoints of previous Souls games. This example isn't as egregious as others but it is still a challenge to navigate; death comes as easily in this game if not more so than previous Souls games and not having more plentiful checkpoints results in more time spent tediously retreading old ground to get back to where the player left off.
The last example I'll talk about before moving on is player leveling. It's relatively inexpensive to level in Lords of the Fallen but it doesn't feel as helpful as in previous Souls games. Many a player of those games found themselves stuck at an area, whether because of a skill deficit or lacking the right gear. It was feasible to get around these issues by taking the time to grind levels out and brute force those sections or bosses. With Lords of the Fallen, that strategy just doesn't feel as viable. In my experience, the leveling difference isn't significant enough to warrant grinding. With that being the case, you kind of just have to 'git gud' in Lords of the Fallen.
All of this is totally fine to me. I don't think any of this makes Lords of the Fallen a bad game. I do, however, think all of these make this game objectively harder than previous Souls games.
It could also be that I'm just bad at this game.
And I also think it's a shame it's this difficult because the world, art design, aesthetic, you name it; all of it is interesting and engaging. Every turn of the corner brings me something new to gaze at and analyze. Every door I see beckons me to open it and see what's on the other side. Every distant location is a place I look forward to exploring.
But I have to get there first. And getting there can feel woefully challenging sometimes.
And yet, I love the game so far. As I mentioned, it's absolutely beautiful to look at. Graphics aside, the art style is exactly in line with my preference. And the lore and story engage me more than I expected. Talking with NPC's is not as much a chore as it can feel in other games. There's less obscurity and more to chew on which I appreciate, as someone who would rather experience a more traditional story rather than be fed jigsaw puzzle pieces only to make clear the picture days or months after I've rolled credits. I don't have a problem with that way of storytelling but I'm glad the developers of Lords of the Fallen didn't lean as far into that aspect as they did the combat and gameplay elements.
And speaking of combat and gameplay, that, too, is also enjoyable. This is a sentiment I don't see commonly agreed upon so maybe I'm an outlier in this instance but I do like it. The heavy-handedness of swings and the punch of striking an enemy is satisfying. I also like the mechanic where blocking typically doesn't result in physical damage but instead creates "wither" damage, thus allowing a player a chance to regain the health lost. This results in blocking feeling like less a punishment than previous games.
But even with that said, it certainly feels like the developers don't want you blocking as much as they want you parrying which I can't endorse. Leaving that much of success up to the player's reaction time feels cruel. Sekiro's entire gameplay loop was based around that timing so I won't criticize that game for it but in Lords of the Fallen, it's in an odd position. It's as if the game is saying "you don't have to learn each enemy's parry timing to succeed, but...do it anyway or else it's hard." It is damned satisfying when you pull off a string of parries, though.
The last thing I'll talk about is the exploration. It's highly rewarding and is easily my favorite part of the game. Not just exploring in the goal of progressing in the game but navigating the paths and the world in general. It's easy to get lost and being slow and methodical rather than simply cruising through the game is more rewarding and increases the player's success. There is a lot to do, a lot to look at, and a lot to pick up, and all of it can be easily missed or overlooked. I have no doubt there are dozens of side paths and items I've missed, despite my tedious scrutiny of each section and area. I want to see everything in the game and I plan on doing so.
So I love it so far. I hope it continues to maintain this level of quality throughout. I think I'm less than halfway through the game so my thoughts could very well change. But right now, I'm loving it and don't want to put it down.
Played up until the first boss and realized that I'd rather much just boot up Elden Ring and start a new playthrough than to continue any further. This game feels so... uninspired. It just doesn't really have anything going for it that isn't already done much better in quite literally any other FromSoft game. You have a parry system similar to Sekiro with a stagger bar which kinda makes encounters laughably easy as combat is far slower. There is also recoverable healthy damage by hitting enemies, like in bloodborne, and you also have two lives like in Sekiro. I think the only mechanic unique to this game so far is the Umbral lamp and it's mostly just tedious to interact with and doesn't really add any depth to the combat or exploration. There's just absolutely nothing here that isn't just straight up better in other games.
Thinking about it, I guess one of it's selling points is the UE5 engine and how pretty it is and I just know there's an audience that's just gonna eat that up and disregard all the criticism surrounding this game because "graphics".
EDIT: Just realized there was a tutorial boss 5 minutes in that …
Played up until the first boss and realized that I'd rather much just boot up Elden Ring and start a new playthrough than to continue any further. This game feels so... uninspired. It just doesn't really have anything going for it that isn't already done much better in quite literally any other FromSoft game. You have a parry system similar to Sekiro with a stagger bar which kinda makes encounters laughably easy as combat is far slower. There is also recoverable healthy damage by hitting enemies, like in bloodborne, and you also have two lives like in Sekiro. I think the only mechanic unique to this game so far is the Umbral lamp and it's mostly just tedious to interact with and doesn't really add any depth to the combat or exploration. There's just absolutely nothing here that isn't just straight up better in other games.
Thinking about it, I guess one of it's selling points is the UE5 engine and how pretty it is and I just know there's an audience that's just gonna eat that up and disregard all the criticism surrounding this game because "graphics".
EDIT: Just realized there was a tutorial boss 5 minutes in that I completely forgot about. That's not the boss I meant by first boss, rather the next one.
I've only played 30 minutes of this so I have only initial impressions to share, but they are strong and favorable. A common criticism I've seen is aimed at the combat, described as nothing special, slow, clunky, and so on. I actually like it a lot so far. I'm using the Dark Crusader starting class so maybe it's just the weapon moveset but this heavy-handed sword swinging is my jam.
One thing I found to dislike in Lies of P is the environment and world design, for two reasons. The first is the layout. While there are handy shortcuts applenty, it's still mostly linear with scant exploration opportunities. LotF is rife with exploration and, while I'm still too early to have experienced the overlapping/interconnectedness of the world, I've seen that praised across the board. The second reason I found the environment(s) in Lies of P lackluster is the aesthetic, for lack of a better term. Lies of P is gorgeous but the streets, alleyways, and structures around don't seem to have much character; they lack the gritty, over-detailed lived-in feeling that we've come to enjoy in so many of these games. And it may seem unfair to hold something from …
I've only played 30 minutes of this so I have only initial impressions to share, but they are strong and favorable. A common criticism I've seen is aimed at the combat, described as nothing special, slow, clunky, and so on. I actually like it a lot so far. I'm using the Dark Crusader starting class so maybe it's just the weapon moveset but this heavy-handed sword swinging is my jam.
One thing I found to dislike in Lies of P is the environment and world design, for two reasons. The first is the layout. While there are handy shortcuts applenty, it's still mostly linear with scant exploration opportunities. LotF is rife with exploration and, while I'm still too early to have experienced the overlapping/interconnectedness of the world, I've seen that praised across the board. The second reason I found the environment(s) in Lies of P lackluster is the aesthetic, for lack of a better term. Lies of P is gorgeous but the streets, alleyways, and structures around don't seem to have much character; they lack the gritty, over-detailed lived-in feeling that we've come to enjoy in so many of these games. And it may seem unfair to hold something from another game against Lies of P, but it's important to remember the game world is as much a character as any NPC or boss. LotF again doesn't have this issue, as it seems nearly every square inch of the world - so far - was combed over and packed with detail. As someone who enjoys exploring the world around me more than I do fighting monsters, this is a huge deal to me.
Some of the mechanics are still foggy to me and I may need to watch and rewatch a few tutorials to get those down but it appears to have a lot of options and depth. I'm hoping the rest of the game maintains the level of quality it's showing in these opening moments because I'm excited at the idea of trying different classes and builds out on replays.
My biggest gripe at this point are the menus/UI. It's clunky and unintuitive. At least, it feels that way coming from other games. I'm sure I'll get used to the routing and button navigation after doing it long enough but at first, I was genuinely shocked at how bad it is. I didn't expect it for a game with this level of marketing and displayed quality.