In a post-Elden Ring world, does Lords of the Fallen have what it takes? We go hands-on with FromSoft's latest challenger:
I've played a couple of hours of new Lords of the Fallen and crucially, I can tell you it's: good. If you've played a Soulslike before - or as Hexworks wisely describes the genre, which extends to Nioh, The Surge and the rest,- it'll be immediately familiar.
I'm underselling it, because the Umbral world is magic: transport yourself there completely and you'll be able to solve environmental puzzles, traversing the otherwise untraversable while under some form of time pressure from a big gaping eye and a metre that gradually fills, throwing ever more low-damage enemies at you until you're overwhelmed.
Beyond that, a ramshackle village up to a towering castle, and more of a proper boss in Pieta, a corrupted angel-like enemy with a fairly traditional three phases. It took maybe half a dozen attempts to bring her down, and the impression so far is Lords of the Fallen is marginally easier than a FromSoft equivalent - I'd say aiming for perfect parries is not only viable but advisable, even for average players.
There are similar complexities around using Umbral to your advantage. Against some enemies, in the real world, you can use Soulflay, a kind of short-range whipping attack with a magic beam that drags a soul out of an enemy's body for you to wail on quickly, causing hefty bonus damage and potentially knocking them down.
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