A hands-on preview's convinced me that Lords of the Fallen's shaping up to be, fittingly, the best of both worlds.
The Umbral's teeth are far sharper than Axiom's—enemy placement is harsh, and the game populates it with dozens of husks. These things follow slow-moving zombie rules: In isolation they're nearly harmless, but when there's five or six of them shambling towards you in an enclosed space, with a deadlier enemy taking swings at you? That's exactly when they'll get you.
Virtosu explained the team's design philosophy when it came to crafting this sense of lingering dread:"The player—whilst being an Umbral revenant so to speak—is still a trespasser, with their life-essence awakening slumbering horrors. [The Umbral] needed to be a place of fear, a place you can exist momentarily, like holding your breath underwater."
Having to dip into the Umbral however—holding your breath underwater, as Virtosu put it—made the back-and-forth between the familiar and the alien stupidly compelling. It pairs with Axiom like a fine wine.The Umbral adds an entirely new dimension to a formula we've all grown comfortable with—but getting that formulaMovement-wise, you can still build the fat-rolling giant dad of your dreams, but the default pace is nice and quick.
One of two bosses I fought—Pieta, She of Blessed Renewal—felt like a proper guide to the games' focus on timed blocks, ranged attacks, and posture-breaking. I had a back-and-forth dance with her that echoed some of my favourite brawls in's rogues gallery—Artorias, Genichiro, Hoarah Loux—albeit with a bigger focus on movement and positioning, like seeing an old friend with a new haircut.
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