![]() ![]() The separate spell categories in conjunction with the three class types make for a good variety of play styles incorporating speed and armor, weapon types and magic. Other spells are more specific to their category I found the defensive ‘shelter’ spell particularly useful as it allows you to slowly regenerate health while partially reflecting all incoming damage. The default spell every class starts with lets you create a mimic which enemies will attack, giving you a chance to drink a potion or do some damage from behind. Each category has 4 spells which can be unlocked and upgraded. When you choose one of the three basic classes at the start of the game, you also choose one of three types of magic categories you must stick with. The way Lords handles magic is one of the main ways it differentiates itself from its source of inspiration. There is no escaping melee combat, all three of the available classes must rely on melee weapons to varying extents, especially early on when limited spells are available. The camera shakes as you swing your weapon and very occasionally your killing blow will play out in slow motion. I would go as far as to say that the weight and impact of the combat is greater than in any Souls game heavy weapons like hammers and great-axes are especially satisfying as they take a long time to swing but hit oh-so-hard when you finally connect, making for tense and rewarding encounters. Weapons have a terrific sense of weight and combat encounters are well designed to keep you on your toes against interesting enemy types and combinations. When it comes to combat, the meat of the experience in Lords, the team at City Interactive have done a stellar job. You simply experience new content at a faster rate, and exploring new areas, unsure of what lies around each corner, is always where I thought this style of design really shone. The actual moment to moment gameplay of exploring areas and dealing with each enemy encounter in turn is still highly compelling. The result of these differences mean that Lords remains challenging without feeling like the grind that Souls games can become. This only happens when you die, or rather annoyingly when you quit the game or move between areas. Lords is also more forgiving in that its checkpoints can be activated and your health/potions restored without causing all of the enemies to reappear. However, there are fewer instances where you will take a wrong turn and die without a chance of escaping or fighting your way back to safety. ![]() That isn’t to say it’s easy, you will still need to approach most combat encounters carefully and learn the attack patterns of each enemy. Lords of the Fallen simply throws fewer punches and it is possible to progress through the game at a much faster rate. Dark Souls, but ultimately it came down to the pacing for me. If you're fan of difficult game, it's a decent one to add to your library.I could spend hours picking at the pros and cons of Lords vs. However, locking on the said target is a pain while fighting multiple mobs. ![]() Combat wise, you always have to lock the target you want to attack otherwise blocking or doing combo is almost impossible. The port was rather well done, with few graphic options and rebindable keys (even on your controller). And playing with a controller is a must (even on PC). You also have some sidestory quests from the few hours I gave it. Lords of Fallen seems to have a decent (but generic) story line where the main character seems to be the key to save the world. I haven't played any FromSoftware so I cannot relate on the NPC difficulty. Lord of fallen is an occidental attempt to create a new Darksoul/Bloodborn like RPG where you're not only fighting the NPC but the also Lord of fallen is an occidental attempt to create a new Darksoul/Bloodborn like RPG where you're not only fighting the NPC but the also "difficult and robust combat system". ![]()
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