As an aside, this game has too many buttons. It amazes me, looking back on people mocking console players for babby controller sort of stuff. The xbox one controller here has something like twenty or whatever inputs, and when I first got my 360 controller I couldn't reliably hit the right button every time. There's just so many! You know how many buttons my precious Sega genesis had? A d-pad, a start button and then three. The SNES doubled that, but it didn't use the shoulder buttons often. I'm not sure when controller design blotted up to such numbers, but it's pretty impressive

Unlike DS, Lords of the Fallen is specifically about one mang, and one mang only. Though you can customize your mang in various ways that as far as I can tell don't matter much to the experience, you play as HARKYN, a convicted criminal, possibly of the heretical iconoclast sort, possibly of the just a violent punchy man sort. Harkyn has made his way to the... Top of the world? A temple? A place where people are and it's cold? Anyway you're here to have sex with sexy ladies and dodge roll everywhere.
And there's like no ladies up here because it's a monastery. Er. Yes.
Although this game is clearly built from the pool of gaming that is and surrounds Dark Souls, it is also fair to compare it to the THQ removed from the titles game that is Space Marine. Harkyn might be capable of playing as a quick and feisty rogue, but you're almost always going to go one particular way in this game, and that's Big Bulky Man Smash Demons. Maybe you'll try rogue or whatever later, but initially large man, large shoulderpads, fight da demons.
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well there is a lady |
Actually I guess I'll sort of minor spoil, because it kinda summarizes the game better. The one boss you fight does this sort of weird cutscene bit where he stabs something in a prison behind him, which you later fight. The game hasn't explained what the "thing" is, and doesn't really unless you go out of your way to do so. But it's one of the more important plot points and like... You'd think they would?
There's an entire subplot of the game, also, that just vanishes into one of the most confusing scenes. I mean like... Poochie returns to his homeplanet confusing.

But still, hitting demons with a hammer or a big two-handed sword stroke feels great. It's probably the biggest dopamine hit of this game; Catching a big fat demon mid-movement and getting him with your huge sword Berserk style to finish him off is delightful. They have weight, your weapon has weight, everything feels like it's just smashing together. It's good. This part is good.

Also, for certain enemies, you basically need a buckler to do a disarm trick, and the other two shields just can't...? It's a weird game when it comes to equipment. I used a pretty good range of weapons in the course of the game, though, so that's pretty cool. Like I said they feel different.
Visually LOTF is a good, but not great, looking game. The demonic invaders (called Rhogar) are somewhat generic 'metal and muscle' demons, but they moved well and each has a little bit of personality. They come in a fair variety, and most of them are cool to learn to fight. You're also on a snowy castle or snowy ruins. The game has tons of backtracking, both intentionally and because I got lost... muchly ... with many of the secrets requiring keys or opening doors that then open to earlier areas. In fact the starting area, the very beginning of the game, is almost right beside the end of the game.

But they won't open the door for you. This kind of level design can take some getting accustomed to, and makes re-playing the game really confusing. Areas are also repopulated over the course of the game, which can be pretty surprising the first time you run into a room and realize no that's not some chump that's three big... Oh I'm dead.
The game's music is excellent, very moody, but it doesn't seem to work quite right. There's this great track playing in the "final ascent" at the end of the game, but it kept kicking out and re-starting. I'm not sure why.
To be fair, incredible jankiness runs through this game to the point of near absurdity. There's a sort of ... Bonus round? after you finish the second boss, putting you in a poorly lit netherworld. One of the main features is you can't see what's going on, and it doesn't really make any sense, and there's a bunch of these I just stopped doing since they're bewildering, not worth the time and ugly. It just leads to my other point.



The game barely explains its state system and it's hard to compare weapons, look at weapons or even figure out which stats are changing where. Defense, for example, divides into a core stat but then for all the varieties of magical damage in the game, and then poise. What is poise? It never really tells you, but basically enemy attacks also do "poise" damage that hurts stamina and staggers you. And poise damage isn't all that related to how much damage you're actually taking, but you get staggered a ton in the early game.

Also, pardoning the last boss and the penultimate boss, the game's bosses tend to drop in difficulty as you go. The lass boss is pretty tough, but it's more camera issues and dying on phase transitions than genuine difficulty. I died the most on the second or third boss, not sure which, but I didn't even die or take damage on the one boss and the other I did in two attempts. Little odd. The first boss is awful, he can one shot you and you spend the whole fight dodging around waiting for windows to attack.

I liked Harkyn, anyway. It's weird seeing what amounts to a big, brutal biker in a medieval world picked as the hero. He's not an especially handsome dude, nor is he all that charismatic, but he just wanted to fight some demons instead of being in prison.
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