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Lords of the Fallen presents a high dark fantasy setting that is visually striking, with a strong emphasis on stylized, bulky armors adorned with elaborate details. This choice creates a distinct and memorable aesthetic, contrasting sharply with the game's alternate world, Umbral—a decayed version filled with skulls and bones, evoking a sense of dread and decay. This artistic duality not only enhances the game's atmosphere but also impacts navigation and combat in unique ways. Thankfully, the game's cutscenes can be skipped, allowing for a smoother flow for those who prefer to stay in the action.
However, navigating the game's world isn't particularly enjoyable. The interconnected world is expansive and filled with winding, overlapping pathways that can feel overly stretched to ensure connectivity between areas. This results in extended bouts of sprinting through corridors, attempting to reach the next objective, which can become tedious. The Umbral world, a key mechanic that triggers when a player dies, adds another layer of complexity. While it offers additional platforms and puzzles—such as finding and removing corpses to open doors—the platforming can feel cumbersome. Jumps require precise timing and placement, but the controls for sprinting and jumping don't feel fluid or responsive, adding frustration rather than challenge.
Combat in Lords of the Fallen revolves around managing both life and posture meters. Players can perform light and heavy attacks, where heavy attacks can be charged to deal more damage. When an enemy’s posture meter fills, they can be staggered, allowing for a powerful grievous strike. While this sounds engaging on paper, the execution feels lacking. Regular attacks don't have a significant impact, as enemies—especially the larger ones—barely react unless fully staggered. Moreover, the player character's forward lunge with every attack creates a sensation of skating on ice, making it easy to slip off ledges and fall to your death, especially in tight areas.
The combat also feels repetitive due to the abundance of weak mobs scattered between checkpoints, which quickly becomes monotonous as they lack variety and depth. The Umbral world further complicates this, introducing additional enemies that spawn when you’re already dealing with the standard mobs. Picking up a "purple soul" after slaying enemies to collect experience and currency felt like an unnecessary step, adding friction to an already flawed system.
Despite these issues, there are some redeeming elements. Kicking enemies off ledges, for example, felt consistently satisfying and was arguably the most enjoyable mechanic. Ranged weapons and spells add some variety, with charged attacks and up to four assignable spells that can either damage enemies or provide buffs. Defensively, blocking works differently from similar games. It mitigates a portion of damage, "withering" the life bar, and if you manage to attack soon after blocking, you can recover some health. Properly timing a block can also result in a parry, adding depth to defensive strategies.
Enemy variety, or the lack thereof, is another sticking point. Regular enemies with melee weapons don't pose much of a challenge, even in groups, while those with ranged attacks need to be dealt with quickly due to their constant projectile barrages. Elite enemies provide more challenge but require memorization of their movesets, and while the bosses are a technical highlight of the game, they often feel more like a slog than a rewarding experience.
Ultimately, while Lords of the Fallen isn't necessarily a bad game, it struggles to stand out in a genre filled with more polished and engaging titles. The core combat and navigation mechanics didn't resonate with me, and the constant repetition in both world design and enemy encounters detracted from the overall experience. However, for players who enjoy exploring interconnected worlds and don't mind the additional complexity of navigating between different realms, there may be some enjoyment to be found here. For others, there are likely better games to invest time in.
It's just that I have seem this format before too many times and GPT does exactly like this. Not just the emoticons, but also the dahs lines used to add emphasis to the idea of the phrase.
Not that is bad and as I type this now, I see that i was an ass. Sorry, op.