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Tuesday, May 27, 2025 2:49:46 AM

Lords of the Fallen Review (xxadonisxx)

Released in the early shadow of Dark Souls II, Lords of the Fallen (2014) tried to carve a space for itself in the newly popular “Soulslike” subgenre. While it never quite reached the same heights, it delivered a dark, methodical action RPG with weighty combat and striking visual design. It’s rough around the edges, but Lords of the Fallen deserves credit as an early Western attempt to replicate and reimagine the punishing loop of death and discovery.
The heart of Lords of the Fallen lies in its slow, heavy combat. You play as Harkyn, a grizzled convict with a violent past, tasked with facing demonic invaders called the Rhogar. The game emphasizes methodical movement—every swing, block, and dodge consumes a chunk of stamina, forcing players to commit to their choices.
Weapons feel powerful, especially two-handed axes and swords that send enemies reeling. But sluggish responsiveness and occasionally janky animations undermine the flow, particularly during tight encounters. Unlike FromSoftware’s offerings, there’s less precision and fewer tools for fast-paced players or dex builds.
Still, the game succeeds in making combat feel weighty. It’s visceral, punishing, and satisfying once you find your rhythm.
Despite being billed as a "Soulslike," Lords of the Fallen is significantly more approachable than its Japanese counterparts. Checkpoints (called “crystal shards”) are more frequent, healing is generous, and players can farm XP easily. It feels more like an action game with RPG elements than a pure endurance test.
That accessibility can be a double-edged sword—while newcomers may appreciate the forgiving systems, Souls veterans might find the experience lacking in challenge and tension.
Visually, the game is stunning for its time. The grim, high-fantasy setting is dripping in medieval decay—ornate cathedrals, crumbling castles, and frost-covered hallways all ooze atmosphere. Armor designs are detailed and imposing, giving Harkyn the look of a walking tank.
But this strong aesthetic doesn’t extend to the level design. Environments are relatively linear and lack the intricate interconnectivity or environmental storytelling seen in its inspirations. The world is more stage than organism—a backdrop for battles rather than a character in itself.
The narrative is passable, centering on Harkyn’s redemption arc and the moral questions of sin, power, and punishment. But most of the story is told through static dialogue, lore scrolls, and basic cutscenes. There are interesting themes—such as the idea of sin physically manifesting in the world—but they aren’t explored with much depth or consequence.
Harkyn himself is a serviceable protagonist but never transcends his archetype as the “gruff, brooding antihero.”
The game offers three magic classes (Warrior, Cleric, and Rogue), each influencing your combat approach. Magic is flashy and fun, if underutilized. Gear progression is robust, with a wide variety of armor sets and weapons to discover and upgrade.
A clever XP risk-reward system lets you “bank” experience at checkpoints or continue forward for increased multipliers—adding a smart layer of strategy for daring players.
Lords of the Fallen (2014) is an ambitious, flawed, but ultimately worthwhile entry in the early Soulslike wave. While it lacks the depth, polish, and design brilliance of its inspirations, it lays down a solid foundation. Heavy combat, striking visuals, and forgiving systems make it a great entry point for newcomers to the genre.
Pros:
-Heavy, satisfying combat
-Beautiful gothic visuals
-Accessible difficulty for genre newcomers
-Solid gear and magic customization
Cons:
-Clunky controls and animations
-Shallow story and characters
-Forgettable level design
-Lacks the depth of true Soulslikes
I think this game is only for genre enthusiasts curious about the evolution of Soulslikes—or those looking for a less punishing alternative to Dark Souls. It’s rough, but it's also part of the blueprint.
Rating: 7/10