City Interactive had a little surprise up its sleeve this year. While it was revealed a few weeks ago, nothing was known about
Lords of the Fallen other than being a next-gen Action RPG for
the PlayStation 4, Xbox One and PC. Today I was finally able to get a glimpse at what this game's all about, and exactly how next-gen it really is.
To kick off
the hands-off presentation, I was told that
Lords of the Fallen has been designed to be one
of the hardest Action RPGs ever made. Quite a bold claim considering one
of my favorite games, Dark Souls, has already claimed that spot. Regardless, I was eager to see
the game in action, and wanted to see whether that claim was in any way truthful.
Lords of the Fallen is an ARPG through and through, and actually takes a lot
of elements and inspirations from Dark Souls. For one,
the game wants to focus on very duel-oriented combat, meaning that rather than sending 10 enemies on you at once, you're generally going to be fighting an enemy or two at a time. While it sounds limiting, each fight, whether its a standard enemy, a miniboss or a giant monster, will feel tense, and difficult.
A stamina meter will dictate your character's ability to dodge roll out
of harms way, and swing their weapon a certain amount
of times. Though there aren't classes per se, your character's behavior will rely on
the currently equipped weapon. Each weapon class, from what we've seen three today, will have its own associated skill. For example, a hammer will allow
the player to make a clone
of himself, which will in turn aggro
the enemy. Daggers on
the other hand slow time, allowing you to get behind and score a critical finisher on
the enemy.
The combat itself seems a little faster paced and somewhat smoother than Dark Souls, which is a welcome feature. Whether it was harder, that's hard to tell, one because I didn't actually get to play
the game myself, and two because it was an E3 build, and chances are
the dev's characters might have been beefed up. Regardless, dodging heavy hitting attacks and striking at
the correct time seemed to be a necessity, rather than an optional strategy.
The game will have non-linear exploration, but will be broken up into chapters.
The developers really wanted to emphasize that
the game will hold many secret collectibles and enhancements for those that really go looking for them.
The game will also reward players who decide to backtrack to previously visited levels when certain items or keys are obtained, with powerful equipment and weapons.
One interesting point to note is that even though
the game was shown off on a PC,
the game was built from
the ground up for consoles, meaning
the PC version is
the port. Looks like next-gen is turning development on its head, with PC's getting ports rather than
the other way around.