Following our hands-on, we spoke with Hexworks on how Lords of the Fallen reflects how the genre has shifted since the last game: LordsoftheFallen Hexworks interview
It’s fair to say that Lords of the Fallen is an unusual sequel. Not only is it coming ten years after the original, but it’s not bothering to call itself the second, and there’s no expectation for players to have even be familiar the first.is anything to go on, those new to the genre will have just as good a time as action RPG veterans.
No, it’s not because we wanted a grimdark sort of edgy feel… though the edge is there and the edge is cool. But it’s no different than the difference between World of Warcraft and Game of Thrones. They can be both highly emotional. Game of Thrones has this grime, this mud on the boots, these clothes stained with blood and… when terrible things happen to relatable people, It is much more impactful.
So, all these things kind of coagulated in this concept and this is where I said to Saul “Saul, are we making two games? I don’t think I like this!” Yeah this was one of the challenges, actually being able to create two worlds in parallel and making them fully and different enough to feel like they’re worth it, right? So say you use the same world but with a blue filter – that’s okay, but that’s not enough. So we had to create.
VG: You mentioned about the Umbral dimension taking a lot of inspiration from horror. Was horror a big influence on the game? Yes because the base world we have, right? The real world – it’s a dark fantasy universe. It’s… sorry for my french but it’s already fucked up. Yeah, right. So then – how do the nightmares of the people, the inhabitants of that world look like?
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