Eurogamer's preview and interview with Lords of the Fallen developer HexWorks.
Talking to Cezar Virtosu, HexWorks' Creative Director, out at GDC, I realised there's a bit more to this one. You'll probably know Lords of the Fallen was, up until justLords of the Fallen, a confusingly close name to the original but at least one that's marginally different. Now, developer HexWorks has dropped the"The" - but before that there was another name too.
With such a strong emphasis on community input, though, comes the risk of losing a cohesive vision that starts with the developer. Virtosu explained how HexWorks has dealt with that - the trick is to say to yourself,"We will focus on these three things being perfect, which we call the 'crown system'. We have melee, bosses, and Umbra. Golden crowns. Underneath is the other [feedback], we cannot focus on everything.
It's a remarkable thing in motion, feeling like the type of mechanic that really could only work at this fidelity - Lords of the Fallen is lavishly detailed - with the extra oomph of current-gen hardware. In the blue haze of the Umbra dimension, new routes appear, like branching paths, secret platforms, mechanisms for opening locked doors, and exploration, Virtosu tells me, has become a central part of Lords of the Fallen's open-but-with-gates world.
Despite that twist, though, Lords of the Fallen is maybe the closest game I've seen to Dark Souls that hasn't come from FromSoftware itself. Stylistically, thematically, even in the very literal sense, it's even in the wall-of-numbers RPG menus and delightfully freakish bosses, including one, backwards-walking monstrosity motion-captured by a Canadian contortionist on all fours.
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