Early signs suggest plenty of Soul

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    Despite being a sequel to the 2014 name of the same game, Lords of the Fallen (2023) expands and builds on the original in every way. Set over a thousand years later in the same world as the original, the game has a much greater emphasis on personalisation and customisation this time around.

    The moment you fire up Lords of the Fallen, you’re welcomed with a character creator and a choice of nine classes. I chose the Udirangr Warwolf for the purpose of the preview – a big sword-wielding, wolf-wearing, berserker-style warrior with an emphasis on strength and aggression.

    Admittedly my choice was on the recommendation of the developer, who suggested it on the basis that I could progress through the three or so hours I had with the game rather quickly. However, I get the impression this would be a great class for those new to Soulslike games.

    However, it did mean I had little exposure to how magic and other weapon types will work in the game. Regardless, that means builds are likely to grow organically and demand repeat playthroughs.

    A fresh start 

    Click to enlarge

    As a Dark Crusader, you’re tasked with hunting down the demon God Adyr who is threatening to return from the dead. Adyr was often mentioned in the original title and may have even played a role at the end of the game, depending on your choices.

    To aid you on your mission, you’re gifted the Umbral Lamp – a tool that allows you to peek into and enter the land of the dead. The world of the living is called Axiom, whereas the world of the dead is called Umbral, and how the two of these are connected could be what helps Lords of the Fallen stand out in a genre that is only becoming increasingly saturated.

    In general, death has always been a fascinating function in video games. Over the years it has developed from a point of failure, where you simply lose your progress, to now offering different outcomes to consider. 

    Lords of the Fallen, like all games in this genre, is influenced by FromSoftware and its suite of Soulslike games. FromSoft has usually seen death as more than just the natural endpoint and developed it into something further. Between Dragonrot in Sekiro, becoming Hollow in Dark Souls or the Soul Form in Demon’s Souls, death was always more than it seemed.

    The folks over at HexWorks have expanded on this idea of death not being the end and really run with it, offering the most interesting aspect of Lords of the Fallen.

    The land of the dead 

    The Umbral Lamp in action in Lords of the Fallen

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    In Lords of the Fallen, you will inevitably die. Depending on your skill set, it may even be frequent, but as with all the best Soulslikes, every death is a lesson – and here, it’s almost encouraged.

    As we mentioned earlier, your handy lamp that radiates a constant blue hue is your gateway into the realm of the dead and everywhere you go in the realm of the living has a dead counterpart. Picture the upside-down in Stranger Things, but with more giant corpses and moths. Certain loot will only be attainable in one world, while your path may be blocked unless you step into the opposite world. It not only adds an extra layer to exploration but makes every environment feel like a puzzle you have to solve, too.

    In the land of the dead, the Umbral Lamp is your biggest asset, allowing you to open loot and absorb enemies who are acting as shields. It also acts as a moving platform and solves other environmental challenges.

    However, it also has a useful purpose when in combat. When you’re scrapping with an enemy, you have the ability to tear out their soul using the Umbral Lamp and make them weak to your attacks – giving you a healthy advantage. It will not always be easy to execute, but once you do, you can really rack up some damage.

    Players can enter the land of the dead either by dying, or sacrificing a life using the lamp’s Umbral Rift ability. Rather impressively, you can dip into Umbral whenever you want, and at a moment’s notice. The transition is completely seamless – you can even hold up your lamp, take a gander into the land of the dead, and see if there is anything you have missed on the fly.

    A satisfying challenge 

    A boss fight in Lords of the Fallen

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    During my preview, the dual worlds were by far the standout feature on offer in Lords of the Fallen, but in order for it to land, the rest of the package also has to be complete. In the first few hours, I fought off a variety of enemies and took on three main bosses, each offering a unique challenge.

    These kinds of games can be littered with great ideas, but if the combat isn’t tight, little else matters and the great ideas become redundant. Luckily, Lords of the Fallen delivers crunchy combat that feels intentional and meaningful, but accessible enough that you won’t find yourself too stuck (at least early on). 

    In fact, if the game’s combat and weapons offer enough variety throughout its duration, we may have a game here that can stand shoulder-to-shoulder with its inspiration.

    The same can also be said of the enemy variety and bosses. The bosses I fought during my preview obviously offered a challenge that’s to be expected. Moreover, each one felt different to the last, causing me to genuinely think about the task at hand, and approach what was in front of me in a fresh way.

    Again, if this can be maintained, the potential here is massive. Hopefully, we get some iconic bosses that dominate social media and conversations for weeks. 

    Final Thoughts

    It feels like our preview barely scratched the surface of what’s on offer in Lords of the Fallen, which is extremely promising. The threat of the god returning felt important, and the side characters I came across early on were well performed, with a healthy dose of mystery that will at the very least cause some intrigue.

    Challenging games are a bit like a really spicy meal. If you just make the food hot for the sake of being hot, without any flavour, what was the point?

    The same can be said for a difficult game. A game that is difficult for the sake of being difficult is not interesting, but the challenge here feels like it is earned. Despite how little we have seen, I can’t wait to dive back into this world of fallen gods and monsters for what looks to be a well-rounded, memorable experience that could reach the same standard as its inspirations.

    If you can’t wait for Lords of the Fallen, take a look at our Lords of the Fallen homepage. For everything else, keep on reading GGRecon.

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