Article Key Points
Lords of the Fallen falls short of meeting the high expectations of Soulslike games, lacking the same level of excellence as FromSoftware titles.
The game lacks the convenient elevator shortcut manipulation commonly found in Soulslike games, where players can typically send them back.
Although there aren't many elevators in the game, the removal of this classic manipulation is an unnecessary and negative change to the overall experience.
Lords of the Fallen, the latest Soulslike game, attempts to replicate the popular elements of FromSoftware's action-RPGs but falls short of meeting fans' high expectations. It is often compared to Dark Souls 2 for its abundance of enemy encounters and surprise attacks. While it does include many of the common characteristics of FromSoftware games, its standout feature is the Umbral Lamp mechanic, which allows players to travel between realms and traverse environments.
Although Lords of the Fallen possesses a distinct feel as a Soulslike game, it still needs to achieve the same level of excellence as the games it imitates. While it does a decent job in this regard, some argue that it doesn't quite reach the same level of quality as Lies of P. Furthermore, it makes an unusual decision by excluding one feature commonly found in FromSoftware Soulslikes: the fun and efficient shortcut system that reduces travel time between areas.
FromSoftware Makes Run-Backs in Soulslikes Convenient with Elevator Shortcuts
In Soulslikes, run-backs are not often pleasant experiences, nor are they designed to be easy or convenient, especially in the beginning. One of the aspects that make FromSoftware's Soulslike level designs exceptional is the initial difficulty players face when navigating through an area. However, if they manage to survive the challenging enemies along the way and make some progress, they will eventually stumble upon a shortcut that leads them back to their previous respawn point.
Players may come across locked doors or non-functional levers, only to discover later on the corresponding access points. In the event of falling in battle, players will find navigating back to their previous progress significantly easier, thanks to a checkpoint reward for making it as far as they did.
How Soulslike Lifts Help Alleviate Run-Back Stress
Another aspect of elevator shortcuts involves the operation of the levers. Typically, these elevators are activated by stepping on a central pressure plate. Players can exploit this mechanism by quickly stepping on and off the plate, effectively sending the lift back to its starting point. This allows immediate re-access to the elevator in the event of player defeat, eliminating the need to manually pull a lever and wait for its gradual arrival.
Lords of the Fallen Doesn’t Let Players Send Lifts Back for Next Time
Lords of the Fallen features elevators that bear a striking resemblance to those found in other Soulslike games. Regrettably, however, players are unable to exert the same level of control over them. In contrast, instead of allowing unrestricted movement, Lords of the Fallen's elevators are equipped with guardrails to prevent players from accidentally plummeting off before their journey begins. As a consequence, players find themselves confined to the elevator, unable to embark on their ascent or descent until the ride comes to an end.
Lifts can become a tiresome component during return trips, like when attempting to reach the boss fight against Gentle Gaverus, Mistress of Hounds. This is especially noticeable because many Soulslike games have ingrained this mechanic in players' muscle memory. It's not as if Lords of the Fallen completely eliminated elevator shortcuts, but making the rides tedious during return trips is only seen as a frustrating alteration.
Although the game doesn't have a significant number of lifts overall, players who efficiently navigate through Axiom and Umbral might never have to backtrack or rely on lifts for return trips. Nevertheless, this change to the traditional FromSoftware formula seems unnecessary and purely detrimental to the overall experience.
Lords of the Fallen (2023)
Being the second installment in the Lords of the Fallen series, Lords of the Fallen (2023) presents players with a captivating and expanded universe. This highly anticipated release introduces a vast world that is approximately five times larger than its predecessor, immersing players even further into the intriguing lore of this grim and atmospheric realm. Armed with a diverse arsenal of weaponry, skills, and abilities, players will navigate through the challenging landscapes of this release.
Platform(s): PS5, Xbox Series S, Xbox Series X, PC
Release Date: October 13, 2023
Developer: HEXWORKS
Publisher: CI Games
Genre: Action RPG
Engine: Unreal Engine 5
ESRB Rating: M for Mature 17+ (contains blood and gore, partial nudity, strong language, violence)
Estimated Gameplay Time: 30 hours
Editor's P/S
As a passionate fan of FromSoftware's Soulslike games, I have mixed feelings about Lords of the Fallen's decision to diverge from the cherished tradition of allowing players to send lifts back. On the one hand, I understand the desire to put a unique spin on the formula and create a more distinct experience. On the other hand, I can't help but feel that this change takes away from the sense of satisfaction and accomplishment that comes with mastering the shortcuts in FromSoftware's games.
The ability to send lifts back in FromSoftware's Soulslike games is a clever and elegant way to reward players for their exploration and perseverance. It allows them to save time and effort on subsequent playthroughs, making the game more accessible and enjoyable. It also adds a sense of strategy to the level design, as players must carefully plan their route through an area in order to make the most of the shortcuts.
Overall, I believe that Lords of the Fallen's decision to remove the ability to send lifts back is a missed opportunity. It takes away from the game's replayability and diminishes the sense of satisfaction that comes with mastering the level design. While I appreciate the developers' desire to create a unique experience, I believe that they would have been better served by sticking with the tried-and-true formula that has made FromSoftware's Soulslike games so popular.