Lords of the Fallen Video Interview and Previews
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Not only has the weekend brought us a new 11-minute video interview with Tomasz Gop about Lords of the Fallen on Gamereactor, but we also have a trio of new hands-on previews for the action RPG to read through.
Capsule Computers start things off:
I only got to play the first boss battle of the game, but I really liked how the Deck13 have made it so that the boss fights happen in (stages.) After sustaining enough damage, the boss I was against discarded his armor, weakening himself but also allowing him to more faster and add additional moves to his flourishes. The different stages of the fight reminded me of all Super Nintendo games like Mega Man X, or DuckTales where bosses would change their attack patterns after they have taken a few hits, bringing an old mechanic and bringing it into a modern game to hopefully great effect.
I'm a big action/RPG gamer, and more specifically I am a big Dark Souls player, so it was hard for me to not see some similarities between the two games. However while Lords of the Fallen seems to take more than a little bit of inspiration from the Souls franchise, it still manages to stand out on its own. Firstly the game is still challenging but nowhere near as daunting as the Dark Souls. Bosses telegraph their attacks well enough for you to learn their patterns easily, but are still forces to be reckoned while enemies slowly get stronger as you progress through the game, gaining more attacks and different abilities.
Tom's Guide continues the coverage:
The story sounds intriguing enough, but based on the demo, the gameplay is what will keep players coming back to Lords of the Fallen. Harken can equip a variety of weapons, each of which excels against a different type of enemy. A slow-but-sturdy hammer might be ideal for breaking a tough enemy's guard, while a stealthy dagger is a better solution for a quick enemy who can evade strikes.
During the demo, I fought some truly grotesque foes, including two misshapen demonic humanoids and a guard whose shield took both cunning and persistence to penetrate. Combat is, by necessity, a slow and steady affair, since rushing in headfirst will get you killed. Even so, it wasn't long before enemies whittled down my health and pushed me off a ledge to my doom.
And Noobfeed brings us to a close:
The demo doesn't attempt to hold your hand, with nothing more than a small display showcasing the controls on the bottom of the screen you're plunged into the demo without any tutorials. The first few enemies offer a moderate challenge but with a few well-paced attacks you'll gain access to more powerful hellish creatures. Controls are precise and timing your heavy and light swings is important to landing a damaging blow. Each enemy has a set attack pattern and memorizing these arrangement is paramount to defeating these creatures.
Like Dark Souls your character has a set amount of health, magic and stamina. Attacking, dodging and running all remains stamina and if not properly regulated you'll find yourself defenseless against the ruthless adversaries that seek your death. Magical attacks are the most powerful offensive abilities but recharge very slowly, perhaps due to the characters equipment. The demo allows the player to customize small pieces of armor but it was limited to a small range of choices.