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It has a few hiccups here and there in terms of UE5 - just watch a optimization video on youtube which graphical settings are the best for visual fidelity + performance and you'll be fine
But the game overall is a blast, it's on the easier side of a soulslike (well I'm using an OP build, so take it for what it's worth) but it's a great game imo, not an Elden Ring, but absolutely worth your time if Soulsborne / Soulslikes are your thing.
+ map / world design and layout -- hearkens to DSI, and is objectively better than DSII (competes with DSIII; ER is n/a)
+ general presentation and visuals; audio suite
+ decent content suite (weapons, armours etc.)
+ magic system better than Souls games (button assignment / no inventory toggling spells)
+ atmosphere is more "Souls-like" than games from said franchise, going back to DSI and DnS
+ story presentation is better than FS's design: while still obscure, it's not so arcane as to be meaningless
+ co-op is persistent: no need to re-summon after deaths and boss kills, as well as reviving
+ shared progression co-op (albeit, a tad clunky and restrictive)
+ Umbral / lamp mechanic
+ game modifiers which would normally need mods installed to avail
- melee is mashier than Souls, with almost every encounter that does not kill the enemy before it can attack, resulting in attacks messily trading
- some lazy design trope copied: "gate opens from other side"; cannot step up / jump onto small ledges; invisible walls; gaps in obstructions (gates, windows) cannot be shot or thrown through (they're just flat walls with textures)
- animations: ugly "crab stance" for player character; no idle animations; no sheath for primary weapon
- some graphical glitches and bugs (smacks of side effects UE5 trying to mimicking FS's engine); some abrupt audio transition cut-ins (wind / rain when transition from areas)
- some QoL issues: throwables not equippable with bows or magic; no light source utility items
- rather short co-op tethering; players stuck to the same plane (Umbral / Axiom); client player cannot transition planes
- weird balance and scaling in both co-op and invasions
- invasions cannot be avoided, and walls players into effective arenas
- no split-screen co-op -- an odd thing to cite, were it not for the existence of the co-op tethering system, that should allow for two, down-scaled instances of the game to run (UE has in-built split-screen support, and ER can be played in two-instance split-screen, via "Nucleus Co-op)
- unless deliberately under-powering one's build, the game is noticeably easier than Souls games are
Overall, it's can now be nominated as "The Best Souls Knock-off"; and if the sequel improves on what it's built / fixes the games shortcomings, it could even emerge as a possible "Souls Killer".
As others have said , I suggest adding modifiers . (The game asks you what modifiers you want in your game at the start) . I suggest at least adding increased enemy density . The devs listened to people saying it was too easy and nerfed the difficulty a bit too much , so modifiers are the way to go imo .
Im on ng+2 with modifiers and +5 weapons.. game finally feels like it should. Can actually engage in boss mechanics, see their full movesets and phases, have an actual fight and use all the tools. They really went overboard with nerfs. Hope they drastically increase health and scale them up for coop.
I didn't play at launch so I can't compare the two, but I'm about to start ng3 and I'm still obliterating everything with my own unga-bunga build...and I never do unga bunga...almost always ranged in these kinds of games. Density+Random everything is seriously recommended, although I wish there was another modifier for mob difficulty...make them hit harder, give them better ai, etc. The only time I ever die anymore is if I get stuck on geometry or do something stupid like roll off a ledge. Definitely feels way too easy, and I'm hardly a souls expert. In contrast to elden ring, LOTF would actually be way harder as a caster.
On the player side the game has some serious balance issues. Most of the weapons don't scale properly, status effects don't feel worth pursuing at all(especially in NG+), some weapons even have rune slots that have literally zero benefit for the weapon's stats....like a STR/AGI mace with only physical damage with 3 radiant slots...lol. Don't even get me started on things like criticals not activating half the time, umbral passives not working properly, etc.
There's obviously a lot I like about this game or I wouldn't be about to start NG3, but LOTF still feels unfinished. Even without the bugs, things like the weapon scaling/rune issues/status scaling etc. make me hope they give it another pass to fill in the major gaps in this game's systems.
I also wish there was more weapon variety...I'm not talking about the weapon models, I mean how most of them feel the same to me. There's maybe a dozen weapons that even before all the skins feel somewhat similar. There is FAR more variety in gameplay with the spells, but spellcasting full-time is mechanically not really viable when half the mobs can instantly fly across the state and interrupt you. If there was something to make spellcasting faster that side of the game would be more enjoyable.
Whips would be nice. I really miss those from ER.
Im at sunless skien now with weapons halfway upgraded and pretty useless rings/amulets, and haven't found a single arrow or spell so no ranged either. With all these limitations, ng+2, and modifiers, it's pretty close to launch... but bosses are still noticabley easier. They just need way more health.
Combat is great and easy to pick up. I don't know how it was before 2.x but now there's really nothing to complain. They are groups of enemies and that may be slightly problematic at first. However, once learned to deal with them, everything runs smooth. The only issue is roll. It's too far for my taste. Also, game does not prioritise roll over attacks and remember attack chain if you spam the button. You will probably get caught in animation at first--a bit like in Sekiro. You also push forward when attacking. All this makes fighting on platform very risky. Fortunately, some heavy attacks strike forward and make it easier to control. I think the point to take is you will have to adapt.
Also, enemies have tracking and some of them quite wide attacks. Indeed projectiles are fast and likely get you every time you are not aware of an enemy. Sometimes, you jump down and get hit straight by a sniper.
All above is only nuisance.
PvP; this is by far the worst design among all soulslike games. Unless you switch to offline mode, you will likely be invaded by high level players possibly beyond NG with nearly the whole end game equipment vs you a new player with nothing else but basic equipment because matchmaking in this game is simply broken. If that does not put you off, scratch this complain :)
However, good thing about PvP is players cannot invade you everywhere. These are usually wider open areas resembling arenas but that's not always the case. You can see where you are targeted and where you are not. Hence, you can pull enemies to safe grounds and avoid harassment.
Finished it once already and am now at NG+ with some modifiers.
Its kinda mediocre, first playthrough on PS5 without the 2.0 patch.
Now in Coop with a buddy on PC with the friend pass.
Nothing special, its okay. Wouldnt start another run