Why is there Lords of the Fallen, Dark Souls if it still there? Why not simply equal to the original play, the Lords of the Fallen owes its entire existence basically?
With the Souls series of more than successful evidence was nevertheless already begun, that there are still plenty of players out there who love to suffer, or at least have a sufficiently high threshold of pain, not only to endure a lot of frustrating moments, but also to overcome and maybe a bit to enjoy. This is the great attraction of the Soul series, a charm that makes you curious certainly also one or two other newcomers who might just want to know what is going on with all the excitement up. And maybe - or rather likely - is said newcomers sooner or later, to the point where it becomes clear that he is made of a different stamp as a successful Souls player.
And somehow that is precisely the point where Lords of the Fallen comes into play, which is also contrary to expectations, something is perhaps more than a lite copy of Dark Souls. The similarities between the two games, however, are available and perhaps the greatest difference of Lords of the Fallen and Dark Souls is actually somewhat more lenient difficulty. This does not mean that Lords of the Fallen play with one hand on the controller and eyes closed and can win, it means a lot more that there is felt moments where you Lords of the Fallen tears of despair and frustration in the will drive eyes.
However, it needs to fight quite a to-learn mindfulness and knowledge of your character and the opponent in order to have any chance of success. As with the combat system of Dark Souls Lords of the Fallen places a strong focus on the timing right on the block, dodge and counterattack roles and management of an energy bar that lets you perform all these actions. However, you can Lords of the Fallen always a little more time than the real thing, no matter whether it is the timing for evasive action and block or the taking of potions. For foregone Dark Souls veterans that may sound like a walk, but everyone else just find a pleasant challenge. A challenge where you have to develop a sense of what attacks take how long and on what attack rhythms operate your monstrous opponents. On the whole, Lords, however, seems much more focused on his players feel at the end of anything more fun than frustration and submits to the latest then a little too much his players when her far too early gets a magical ranged ability for lighter opponents the melee makes almost obsolete.
His challenge is building Lords of the Fallen on a risk-reward system in which it also plays not only your life, but also about your experience. At certain points you can save and invest the previously accumulated experience in the development of your character your progress in the world. But you can also continue to fight and so gain more experience per vanquished enemy. And if you still times - and that will happen - faded away, you are Lords of the Fallen limited time to collect the lost experience again. A simple but effective system, which contributes its part, that the claim of Lords of the case to a certain point can also define themselves up.
Define itself, which you can to a large extent also in Harkyn - this is the increasingly grim-looking bald man who not only graces the cover, but also your avatar in the world of Lords of the Fallen is. While you decide when you first start yet one of three classes and award categories: heavy warrior, cleric medium and light Rogue, the further you go, the more you are allowed but mix and mingle as you liked. This ensures at least that Harkyn at least the playful close to what might be called character.
The fact is that the story in the game play is woven, the makers of Deck13 have not exactly covered itself with glory. Lords of the Fallen never feels truly tangible and a real relation to the world that you explored and the characters to which you make, not developed basically. The convicted criminals Harkyn is released from prison and gets a chance to redeem his sins again, by standing against the dark gods / demons / the evil that attack the kingdom of men. Something like overtones does not exist and a real sense of a real atmosphere of the authors had not really.
At the end of a massive man struggling in a massive armor with a massive hammer against massive demons.
While there are always moments where the story of Lords of the traps we obtain something like sense, but it is certainly not carrying through the game. But they, in comparison with the quite good combat system that is clearly at the center of attention, too much in the background. Experience the ever-recurring technical problems of Lords of the Fallen unfortunately not so much in the background. In the narrow cloisters we fight not only against monsters, but also partly with the camera, which has from time to time on the limited space of her hands full trying to keep Harkyn and his opponent in sight. Even the launch of the Fallen Lords got a tremendous Day One Patch and just getting a new update is released, to fix other problems. From console crashes and similar serious mistakes, but I'm still spared. Less but fall into the category of technical problems a few design decisions that ensure that Lords of the Fallen sometimes feels tougher than it needs to be: Without quest log and without a card, it may sometimes happen that we do not know exactly where now it is supposed to go, and what exactly was the task that you should follow.
These are always moments where it is clear that Lords of the Fallen its own character, but also more fine-tuning would not only can tolerate, so maybe is a good copy of something more.
Who plays by Lords of the Fallen, has also done something, but whether that is a reason to ornament such as a medal, but I would doubt it. Is that a problem? Not necessarily, if you know what you're getting into and can arrange with smaller, technical impropriety, then Lords of the Fallen may have come at the right time: Between Dark Souls II and Blood Borne. A window of a few months, you may well like to sell and also with the Lords. And a game that makes it so incredibly clear what great role model to emulate it, must be at the end may also be putting up that it will always be in his shadow and just at the right time (now) and at the right place (the current console generation) something light and attention abbekommt. And who has not always shown only the cold shoulder the Souls series, his luck may again try Lords of the Fallen. Chances are good that it makes you want more.