Log Status

Abandoned

Playing

Backlog

Wishlist

Rating

Unrated

Time Played

--

Days in Journal

1 day

Last played

June 4, 2024

Platforms Played

DISPLAY


Another Souls knock-off, only this time it's by a developer whose familiarity never went beyond "Top 10 Dark Souls Fails" videos.

Every combat encounter feels like it was designed around the most ha ha tee hee funny troll moments from those games. The second area, found just past Not Firelink, is a vertically oriented nightmare of cobbled together planks and rickety platforms, a veritable Blight Town filled with dudes hiding behind crates and corners waiting for you to pass by so that they can rush you and kick you off into an abyss. This was funny in Dark Souls because it happened once deep into the game by a big dumb skeleton, but it becomes annoying when it's happening ten times before you're able to make it to the third boss.

Mop things up there and you're off to... Another Blight Town! Only this time it does the Blight Town thing of having enemies constantly throw shit at you while you're stuck dealing with mobs. Where do you think you go after two whole Blight Towns? If you guessed "a poison swamp" then congratulations, you just won my copy of Lords of the Fallen because I don't want it anymore!

I'm not sure what possessed developer Hexworks, a studio which unsurprisingly has no credits before this, to frontload all of the Souls series' worst level tropes. I was already on the cusp of dropping the game after slogging my way to the first corrupted beacon, but what really sealed it was going from the swamp to a gorge that was still riddled with choke points, gank mobs, dudes throwing crap, enemies hiding behind objects, and now mimics. Hey you know what would be funny? Placing a mimic just down the street from another mimic so the player dies twice in a row the exact same way. What do you mean only .2% of players have gotten all the trophies, how can that be??

The big gimmick here that sets Lords of the Fallen apart from Souls and its many imitators - of which I've yet to play a single good one - is its light world/dark world mechanic. You'll often need to assume "umbral" form to reveal hidden pathways and solves puzzles, so often in fact that I'd say 80% of the early game is spent not interacting with the "real world" at all. While in your umbral state, shitty little level 1 zombies constantly spawn in and rush you, which impedes your ability to explore and makes every encounter with a deliberately placed enemy or trap agonizing because you're simultaneously having to deal with that while mowing through trash mobs like weeds.

You're also on a timer, and if you spend too long in umbral form, a very high-level enemy with be summoned to kill you immediately. Basically, you need to surface for air before the timer runs out by rushing towards totems that return you to the real world, which as far as I can tell is the only tangible benefit the real world has, because 9 times out of 10 I'd turn right around and realize some fuckin bog or a pit was behind me and I'd need to go back into umbral form anyway.

Hell, even the little touches are all wrong. Vigor (see: souls) don't automatically flow into the player character. Instead, they drop like EXP or health pick-ups in Kingdom Hearts, but they also do so on a slight delay with a small draw radius, meaning it's not at all uncommon to move on only to find that you've left a bunch of vigor sitting there. The lock-on never seems to target the enemy I want it to, and I can't figure out how it's prioritizing its lock at all, because it seems to not be based on camera position or distance. Even something as minor as a prompt to hit X to speak with an NPC feels bad because it straight up lies to you, instead requiring you to double tap X. Worth noting that this is the only thing in the entire game that requires you to double tap anything. I'm not opening up a program, I just want to upgrade my ax with the blacksmith who also happens to be a slaver but look, I don't have time to unpack that right now because I got to talk to you about how bonfires work. Aaaaaaah!

There are doors all over the place and they're all locked, which in a better game might inspire some curiosity on the part of the player. But because levels are long as shit and typically only have one dedicated "bonfire," on top of all the aforementioned problems with annoying enemies and needing to be in umbral form, I never want to go back and figure out what's in there. You can spawn smaller "checkpoints" using a consumable on beds of umbral flowers, but doing so will remove all previous checkpoints in an area, which makes navigating backwards a pain in the ass.

I think before you set out to create anything you ought to concern yourself with what you want the work to accomplish, and I guess I just don't understand what the point is of making something that is intentionally designed to be tedious, inconvenient, and cheap other than to be mean-spirited at the audience's expense. Perhaps this is why even the subreddit, ostensibly a place where fans would congregate, is rife with posts going "yeah I don't think I'm gonna finish this!" The few positive opinions I've heard are only just, saying the game is "fine" or that it "looks pretty." I disagree on that last point, I think it looks like and plays like sludge.

It's as if every time Hexworks was presented with a design choice to make, they carefully weighed their options and intentionally went with the most obviously detrimental and wrong one, like the video game version of those AMA threads where someone posts "tried Meth, but I won't do it again," only to post a few days later "couldn't stop thinking about meth, so I did some more." Playing this started turning me into the fuckin' Video Game Nerd, but the loudest and most full-throated "what were they thinking?" should be saved for myself. I was warned. I was told repeatedly that Lords of the Fallen was very bad, but I didn't listen. When you're so deep into collecting games that you're buying multiple copies of Sonic the Hedgehog (2006), what's $20 for Lords of the Fallen, really? A badge that says I'm bad with my money, apparently.

Congratulations to Lies of P for no longer being the worst Dark Souls rip-off of 2023.

Addendum:

"VERSION 1.5 - 'Master of Fate': This update represents the culmination of 30+ post-launch updates resulting in significantly improved performance, stability & optimization, alongside rigorous difficulty balancing, and also includes our 'Advanced Game Modifier System', allowing ALL players to fully customize and adjust difficulty of future play-throughs. The Master of Fate Update concludes now concludes the Free Content Roadmap for Lords of the Fallen, adding the following content and quality-of-life enhancements, vastly improving the experience for all players: - Significant performance, optimization and stability improvements - Rigorous difficulty balancing including mob density reduction & nerfed ranged attacks "

WHAT DO YOU MEAN IT WAS WORSE