After watching an impressive 30-minute demo of Lords of the Fallen, I had no shortage of questions to ask the game’s creative director, Cezar Virtosu. Over the next half-hour, we’d discuss a wide range of the action-RPG’s new features, from its faster combat to its unique bonfire-crafting twist. The key moment of the interview, however, would come when we discussed its most distinct feature: the Umbral world.
Rebooting the series If you’ve been following the game since its announcement, you may have noticed a subtle change already. The title is no longer The Lords of the Fallen; it’s just Lords of the Fallen, like its 2014 predecessor. That’s a very intentional change, as Virtosu stresses how much this version is a full reboot of the original rather than a continuation of it . That approach is bringing some major changes, both in terms of gameplay and how the team is approaching its narrative.
Virtosu is confident with that change in direction, especially considering that the game is launching in Elden Ring’s enormous shadow. In addition to its unique genre twists, he feels that the laser-focused art direction makes the game stand out in a crowded genre. After completing a sort of tutorial level, the game opens up into a wider world that’s broken into explorable chunks. There are five specific “dungeons” marked on the map with a red beacon, and players can technically chase them in any order. There’s a major boss at the end of each, though the world is dotted with tons of massive fights, both required and optional. Virtosu does say that there’s an optimal order, though, comparing its structure to Demon’s Souls.
A fluid Soulslike With any Soulslike, finding the right difficulty level is always a challenge in itself. For the new version of Lords of the Fallen, the team wanted to keep the experience tough, but it would need to learn from its predecessor’s flaws to get the balance just right.
Source: Entertainment Trends (entertainmenttrends.net)
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