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Lords of the Fallen - All News

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Monday - March 03, 2014
Friday - February 21, 2014
Tuesday - February 11, 2014
Saturday - February 01, 2014
Friday - January 31, 2014
Thursday - January 30, 2014
Friday - January 24, 2014
Friday - January 17, 2014
Wednesday - January 15, 2014
Sunday - January 12, 2014
Friday - January 03, 2014
Wednesday - January 01, 2014
Monday - November 25, 2013
Friday - September 13, 2013
Tuesday - September 10, 2013
Sunday - September 08, 2013
Tuesday - September 03, 2013
Monday - August 26, 2013
Wednesday - August 21, 2013
Friday - August 16, 2013
Thursday - August 01, 2013
Sunday - July 21, 2013
Saturday - June 29, 2013
Friday - June 21, 2013
Sunday - June 16, 2013
Thursday - June 13, 2013
Wednesday - June 12, 2013
Box Art

Monday - March 03, 2014

Lords of the Fallen - Editorial @ Only SP

by Couchpotato, 05:45

 Only SP has a short article based on a couple of Tweets from developer Deck13.

In response to a user’s question about whether or not Lords of the Fallen would be more similar to From Software’s Demon’s Souls or Dark Souls, the twitter handle responded that the game will share more similarities with Demon’s Souls than Dark Souls. This is more than likely pertaining to how Demon’s Souls world is crafted, with a central hub that allows you to access different locations, rather than Dark Soul’s more open ended approach to its world.

Friday - February 21, 2014

Lords of the Fallen - Preview @ OnlySP

by Couchpotato, 04:26

OnlySP has a short preview for Lords of the Fallen with a few tweets from the developer.

The official Twitter account for Lords of the Fallen has answered some questions about the game in regards to the game’s difficulty settings, semi-open world and release platforms.

One Twitter user asked about the game’s difficulty and how enemies would react to a raised difficulty level. The spokesperson running the Twitter account told the user that the difficulty would be scalable and wouldn’t only relate to the “stats” of the player. This means that the enemies in the world will adjust to your skill level to basically keep you from becoming bored and making things too easy. Tomasz Gop was nice enough to drop by and further explain that what they’re looking to do with Lords of the Fallen is change things up each time you meet an enemy, meaning new attack styles and such.

The Twitter account joked about the “”wow this game looks easy” comments”, saying they can’t wait for people to get their “hands on the game”. Deck13 seems to be quite confident the game will not be an easy completion for most.

Tuesday - February 11, 2014

Lords of the Fallen - Gameplay Video

by Couchpotato, 05:59

IGN has a new video for Lords of the Fallen with seven minutes of gameplay footage.

It's a Zelda/Dark Souls/Darksiders mash-up. Yes, it looks as cool as it sounds.

Saturday - February 01, 2014

Lords of the Fallen - Preview @ Game Revolution

by Couchpotato, 03:56

Game Revolution previews the ARPG Lords of the Fallen.

When I say Lords of the Fallen looks like Dark Souls, I mean it descriptively, not derisively. Imitation is the sincerest form of flattery after all, and besides, the combat design of Dark Souls should be evangelized, spreading its influence like roots across the game industry. Of course, imitation is but a skip and a hop from outright plagiarism, and the developers for German studio Deck13 Interactive have had to field questions concerning this comparison multiple times, in part because Namco Bandai included it in its recent showcase. But rest assured that there are enough differences between Lords of the Fallen and Dark Souls to thwart any accusations of thievery.

Friday - January 31, 2014

Lords of the Fallen - Preview @ Venturebeat

by Couchpotato, 03:46

Venturebeat takes a look at Lords of the Fallen and calls it an arcade-style Dark Souls.

Lords of the Fallen has far more in common with Dark Souls than it does God of War, with even low-level enemies requiring a more dedicated, strategic approach than just swinging away. Selecting the right class, weapon, and runes for each encounter is pivotal not only to Harkyn’s survival, but the amount of experience and upgrades you can acquire from each battle.

But whether it’s in Dark Souls class — or a step below — is something we’ll determine this fall.

Thursday - January 30, 2014

Lords of the Fallen - Preview @ EDGE

by Couchpotato, 00:25

EDGE posted a new preview of the ARPG Lords of the Fallen.

Lords Of The Fallen is a single-minded proposition, a game that eschews anything that might distract from beautifully rendered fantasy characters knocking seven shades out of each other with broadswords. There’s still plenty of time between now and its release for technical demons to make themselves known, but as a taste of what a new generation of epic fantasy might look like, Lords Of The Fallen is a vivid prospect.

Friday - January 24, 2014

Lords of the Fallen - Interview @ VG 24/7

by Couchpotato, 01:51

 VG 24/7 has posted the full interview with  Producer Tomasz Gop about hiis new game Lords of the Fallen. They talk about the game’s setting, its tough difficulty, and morality.

Lords of the Fallen is out this year and has been in co-development for over two years at CI Games and Deck 13. If there’s one thing Gop’s time on The Witcher franchise has taught him; it’s that carefully propositioning your players is the key to making a good first impression. There’s no advantage to dressing mutton as lamb, and that’s why we haven’t seen a gameplay trailer yet. Gop admitted he is stressing out a little about that first footage, as it has to perfectly explain what kind of game Lords is.

It’s not Dark Souls, it’s not The Witcher 2; it’s something that spans both games and more. That it can’t be so readily pigeon-holed in its entirety is surely a major plus-point for Gop and his team. “Technically,” he concluded, “in my opinion, this is a very different game to The Witcher, because it’s not an orthodox RPG, which I perceive The Witcher to be.

“It’s an action RPG. We have not released any gameplay trailers yet. There is one trailer that is out, but we’re working very hard to deliver the gameplay trailer soon. I don’t know when that’s going to be yet, but you can be sure that the kind of depicting and the picturing of the user experience in all the trailers that we’re going to do is going to be a bit more like an action movie, rather than telling the story, which is probably what CD Projekt is trying to do.”

“I don’t think you can stick similarities between the games, but the way that we work; the way that we message the game, and the way that you’re going to be ready to experience what you’re getting in the box the day that you buy it is important.”

Friday - January 17, 2014

Lords of the Fallen - Interview @ VG 24/7

by Couchpotato, 03:10

VG 24/7 has a preview of an upcomiing interview with Executive Producer Tomasz Gop. They discuss the comparisons between Lords of the Fallen, and the Dark Souls series.

The action-RPG is coming to PC, PS4 and Xbox One this autumn and takes place in a fantasy world where god himself has been imprisoned deep below the Earth; with only his arm sticking out of a vast mountain range, stuck there after one final attempt at escape. Without warning, his minions have sprung forth and are wreaking havoc on the land.

In this world, wrongdoers have marks of their misdeeds tattooed on their body as a reminder of their shame, and only Harken; the most tattooed wrongdoer in the land has the power to stop this threat. He’s not a nice person, to say the least. Gop conceded that Lords of the Fallen is a difficult game, and stressed, “It’s not a franchise,” so the game’s world and lore needs to be memorable, just as its combat must be fluid. First impressions – as they say – are everything.

On the Dark Souls comparisons, battles will prove tricky, with nine weapon pools to choose from spread across three classes. Melee is the heart of combat, and boasts a range of combos that must be mastered to fell demonic enemies with ease. Some attacks offer brief windows of invulnerability that must be used to increase your survival, as well as blocking and dodge rolls. Just like From Software’s series, attack patterns must be memorised and brutal foes must be slain against all seemingly impossible odds.

He explained, “Lords of the fallen is a game that is not a game about – and I don’t want to get this wrong because we do have storyline, we do have characters, NPCs and quest – but this is not a game where you would like to take out 100 hours of storyline and a thousand side-quests. This is a game about you crossing the gap, and the difference and distance between being a random noob at the beginning, and skilled pro player at the end. This crafting of your skill is what this is about, and I thought Dark Souls was exactly about the same thing.”

Wednesday - January 15, 2014

Lords of the Fallen - Preview @ Adroit Gamer

by Couchpotato, 03:43

Adroit Gamer has a new preview of the ARPG Lords of the Fallen.

Lords of the Fallen has the potential to be a good action game, the screen shots and trailer look great and I’m always partial to a fantasy RPG. There’s nothing new to the spec, we have the tried and tested classes along with upgradable weapons and armour, reminding me of Kingdoms of Amalur which was, like Lords of the Fallen, based on it’s combat and big monsters. I’m interested to see some gameplay footage to further understand the combat mechanics but so far I’m excited for this game.

Sunday - January 12, 2014

Lords of the Fallen - New Screenshots

by Couchpotato, 04:04

DSO Gaming has two new screenshots for City Interactive’s ARPG Lords of the Fallen.

Two new screenshots for City Interactive’s upcoming fantasy action/role-playing game, Lords of the Fallen, have been unveiled. Lords of the Fallen is said to be a demanding and strategic third-person action-RPG experience that is being created for next generation consoles and PC. The game is scheduled for release later this year. Enjoy!

Friday - January 03, 2014

Lords of the Fallen - Full Interview @ OnlySP

by Couchpotato, 04:53

OnlySP has posted the full interview with Lords of the Fallen’s Producer Tomasz Gop.

Lords of the Fallen, the upcoming RPG by Deck 13 and CI Games Studio, has gotten lots of people quite excited. Promising to deliver a hardcore gameplay experience in an RPG package, Lords of the Fallen has often been described as a European Dark Souls. We recently spoke to Lords of the Fallen’s Executive Producer Tomasz Gop about story, gameplay, tech, and how his experience with The Witcher has shaped Lords of the Fallen’s development. And, of course, we get his opinion on single player games.

Wednesday - January 01, 2014

Lords of the Fallen - Interview @ Only SP

by Couchpotato, 04:52

Only SP has a short interview with Tomasz Gop about Lords of the Fallen.

According to Gop, on top of the traditional Cleric/Rogue/Fighter class trinity, Lords of the Fallen will follow a “three pillar” system for character class development – magic, gear, and stats. Magic is the only one of the three bound to class, with Clerics preferring HP regeneration, Rogues focusing on stealth and critical hits, and Fighters looking to buff defense. Once a class is chosen, then their potential magic choices are streamlined to their class.

More freely, any class can boost any stat with XP, but certain stats are more important to certain classes.

Gear, which represents armour, weapons, and shields, has natural affinities with certain classes, but can be used by any character, regardless of class. Most of the gear in Lords of the Fallen can be found through exploration, although it can also be crafted.

Monday - November 25, 2013

Lords of the Fallen - Preview @ TheGameHeadz

by Couchpotato, 04:28

TheGameHeadz has posted a short preview of Lords of the Fallen talking about what the game is all about. So if you never heard about the game, or need a refresher read on.

For more than two years, developers at City Interactive and Deck 13 have worked to design a game that stands out from others within its genre. This RPG features a fantasy world filled with foes to defeat, spells to cast, and secrets to uncover. And while the game is still being developed, its E3 preview looks promising. In 2014, you can fall into an all-new adventure with Lords of the Fallen.

The main character in LotF is Harkyn, a societal outcast who—ironically—must save his society. When a fallen god named Roger escapes from imprisonment, it’s up to Harkyn to save the day. Players must fight against Roger’s generals, or lords. And to further complicate things, half the society is on the fallen god’s side. In LotF, developers want to make every person’s gameplay experience different. Players can choose from warrior, rogue, and cleric skill classes. They can also customize their character based on gameplay style.

LotF gameplay includes a combat system based on precision. In others words, players can’t simply throw mindless blows at an opponent—they really have to study their opponent’s moves. When and where they strike foes does matter. If you’re battling a tough boss, for example, observing when he must recover could be the key to victory. The strategy necessary to defend and attack in this game definitely keeps gameplay challenging—and rewarding. As you hone your fighting skills, you’ll be able to defeat foes more swiftly.

Developers want this game to be challenging, but not necessarily I-want-to-throw-my-controller-into-the-next-dimension challenging. That’s one reason they included options other than combat to help gamers along their journey. In certain situations you can flee from enemies or use sneak attacks. You can also use magic spells, which allow you to defeat an opponent with relative ease if you don’t want to engage in challenging combat. But be warned: magic or evasiveness cannot be the answer every time. To win this game, you’ll have to fight too.

Friday - September 13, 2013

Lords of the Fallen - Preview @ Joystiq

by Couchpotato, 01:10

Joystiq has a new preview of Lords of the Fallen writing the game wants to challenge players not mindlessly punish you.

It's become fashionable for developers to name-drop Dark Souls as emblematic of their own games' similar, tough-as-nails appeal, but this often lacks meaningful merit. Not so in Executive Producer Tomasz Gop's case. His Souls-drop, made when first announcing Lords of the Fallen, was absolutely visible when I saw the game in action. That's not to say it's a replica of the Souls games, something Gop is keen to stress, but I did recognize a familiar mano-a-mano challenge in its third-person RPG combat.

Tuesday - September 10, 2013

Lords of the Fallen - Preview @ Twinfinite

by Couchpotato, 00:05

Twinfinite has a new preview of Lords of the Fallen from Pax Prime 2013. Nothing we haven't read before, but you're interested in the game give it a look.

The Witcher 1 and 2 veteran makes no claims about Lords of the Fallen being trailblazing. It uses a number of tried-and-true elements, and you will see influences from games like The Witcher, Darksiders, Warhammer 40K, and especially Dark Souls. The style is informed by those prior 3 games, and the gameplay is informed by Dark Souls. However, this sort of gameplay was never exclusive to those titles, and City Interactive seems to be giving the game a unique style of its own.

Some 8000 years ago, legend has it that people rose up in defiance of an angry God, and were able to defeat him (at least temporarily). Now the followers of this God are returning, and it’s your job to defeat them (and one would guess, eventually the God himself). Although Gop says that story is not necessarily the emphasis of the game, rather than playing as a faceless champion, you play as Harken, a defiant, tattooed warrior. You will also have access to dialogue options when talking to NPCs, adding a bit of depth and personalization to the plot.

Sunday - September 08, 2013

Lords of the Fallen - Preview Roundup #5

by Couchpotato, 00:22

I managed to roundup a few more previews for Lords of the Fallen.


There's also room to explore a bit; the game isn't open-world, just large areas connected by a world map. Like Lords of Shadow, you can return to these areas at anytime and as you progress in the game, you may find new skills and items that will open new paths in earlier levels. In the demo, Gop used an alternate route to get behind a larger enemy and deliver a vicious backstab. He could've faced the foe head-on, but he was still in Rogue armor and the backstab evened the fight a bit. Again, Lords of the Fallen can be hard, but that's not its default state.


Lords of the Fallen is not a hack-and-slash action-RPG, according to executive producer Tomasz Gop, and attempts to button-mash your way through a fight will most likely meet with failure. Combat appears to be a methodical give and take of blows, blocks and dodges. In one boss fight we watched, Gop was cautious with his attacks, waiting for a Rhogar called the First Warden to strike with his curved greatsword, then attacking quickly while his foe was locked into his swing animation. Gop played defensively throughout, strategically keeping his distance from the First Warden and dodge-rolling out of harm's way when the demon attacked.


While the game does look to keep players on their toes, the developers did emphasize that they don't want players to become discouraged. This is where magical abilities were shown off. The character unleashed an astral ghost of himself into an opponent, knocking them off their feet and leaving them open to a combo of attacks. As the game is still in early stages of development, the magic abilities, while still impressive looking, were far from a finished produced. For the more hardcore fantasy players a crafting system was mentioned, but only briefly.

Tuesday - September 03, 2013

Lords of the Fallen - News Roundup

by Couchpotato, 00:37

Lords of the Fallen was at Pax Prime this week, and as a result I have a bunch of news to share. First we have three previews.

Gamers Nexus

One the main ways Lords of the Fallen breaks away from action-RPG conventions is through its boss battles. This is done primarily by information conveyance, battle staging, and preparing the player for battle. For starters, any time there’s a boss battle, there are indicators in your surrounding environment (like a pile of corpses outside a door), conveying to the player that it may be time to re-equip and focus. It’s a small feature, but it makes a huge impact on the player’s experience.

Game Fanatics

As we wrapped up our demo, one thing we took away was the sheer complexity of medieval strategy games that’s found in Lords of the Fallen, from crafting to an interesting lore, to weapons and equipment, but Gop assured us that the complex nature of the game will not lead to  grueling or punishing gameplay for the player.


Lords of the Fallen looked good at E3; it looks even better at PAX Prime. After another hands-off demo, the next-generation action role-playing game really seems to be coming along nicely. Admirably, it seeks to improve, or at least deviate, on the formula that a certain well-known and similar couple of titles nearly perfected.

And to end the news-bit has a new video interview with Tomasz Gop.

Monday - August 26, 2013

Lords of the Fallen - Preview @ GameSpot

by Couchpotato, 00:38

If your interested in knowing more about Lords of the Fallen GameSpot has a new preview for you.

Watching the demonstration for Lords of the Fallen, the upcoming, third-person action role-playing game from Deck13, I was struck with a sense of déjà vu. Here was a very deliberate, calculated game where every blow was decisive and deadly. I felt like I’d seen this before, in a game GameSpot’s own Tom Mc Shea will never stop talking about. However, after speaking with developers Jan Klose and Tomasz Gop, I learned that Deck13 is aiming to distinguish Lords from Souls in a few key ways.

"We want to make our combat really feel credible and make you feel like you’re in control of every action and see the consequences," said Klose. "Dark Souls didn’t invent this style of game--but it did execute on that style in a really brilliant way. This is something more games should be doing, instead of just [hacking-and-slashing]." Devil May Cry, this is not.

Wednesday - August 21, 2013

Lords of the Fallen - New Cinematic Trailer

by Couchpotato, 00:46

City Interactive has released the first cinematic trailer for Lords of the Fallen.

LORDS of the FALLEN is an action-RPG featuring advanced combat systems and robust class skill trees. Set in a richly created fantasy world where the Gods have failed mankind, players will take on the role of a human named Harkyn who sets out on a quest to stand against an apparently unstoppable supernatural force. Players travel across a world that is deeply divided by those who follow, and others who resist, the Fallen God. Along their journey they will be faced with a series of decisions that will alter both their gameplay experience and their character.

Friday - August 16, 2013

Lords of the Fallen - Video Interview @ GameReactor

by Couchpotato, 01:16

GameReactor has a video interview of Lords of the Fallen. Below is some text from the video.

During the interview Gop explained why the word 'action' is being used in conjunction with RPG when it comes to describing Lords of the Fallen: "You craft your own skill, that's the basic of the game," he explained. "That's at least the way I perceive adding ‘action' in front of an RPG. There is a story, there is a hero, there are quests, you drive through that. But action means that the biggest part of the game is combat, you have to craft the skill."

"As somebody once said there is a large difference between games that allow you to finish them without learning the basics of their system, and games like Lords of the Fallen, where you have to do your homework to finish the game. That's why action RPG means let's get some action, let's learn the moves, and let's capitalise on that."

Thursday - August 01, 2013

Lords of the Fallen - Preview @ GamesRadar

by Couchpotato, 00:22

GamesRadar has a nine page preview of Lords of the Fallen.

The RPG grinding elements are inspired by Infinity Blade

Besides being able to dodge, parry, and attack your foes, Lords of the Fallen will also include powerful abilities you can build up over time. Gop referenced several examples of games that have done this in the past, giving some insight into what the strongest abilities in the game will be like. "Then think of games that focus on duel experience, like fighting games. Then add to that what we call the 'smart-bomb' kind of skills that you have to manage, like limit breaks from Final Fantasy VII, action skills from Borderlands, and some powerful abilities from Deus Ex series. That’s the kind of mixture we’re brewing here…"

Sunday - July 21, 2013

Lords of the Fallen - Preview @ TheGameHeadz

by Couchpotato, 01:03

TheGameHeadz has a short prevew of Lords of the Fallen. It's the same info given as the other previews so I leave to you to read or not read.

The similarities between Lords Of The Fallen and Dark Souls are screaming out for everyone to see, but what needs to be focussed on is the differences. Having a character that's a completely blank slate is one of the things I've always wanted to try out in a game. Often you'll start a game by choosing a set of certain perks that define your game play for the duration of the title, but with Lords Of The Fallen you miss out that step. Being able to forge a character solely from your actions is quite revolutionary, as even games such as Skyrim start you off with Race Perks that define how you play for the rest of the four hundred hours.

It's going to be difficult for Lords Of The Fallen to make a noise in the next generation of consoles, as Dark Souls 2 is already absorbing everyone's attention. Hopefully the differences in mechanics and the subtlety of the openness of this game will draw players in, showing them that they've actually found a real monster of a title where the least expected it. Initially Demon's Souls, the spiritual precursor to Dark Souls, wasn't a huge hit, it took a long time for people to appreciate what the game was about, making you think tactically and carefully. The combination of this aspect and the added freedom in Lords Of the Fallen should make it a fantastic game to look out for.

Source: N4G

Saturday - June 29, 2013

Lords of the Fallen - Preview Roundup #4

by Couchpotato, 03:16

Here is the fourth round of previews for Lords of the Fallen.


Combat is most interesting. Hack & slash fans will have some re-learning to do as the combat here is based on enemy pattern recognition and knowing when to counter. There’s some resemblance to a fighting game in how a bit of strategy is required to dodge or block and then identify when to strike. Some enemies are quick, others are slow and strong, and boss characters are enormous. To help with the combat, each character class has a special skill that can be activated. The Rogue class, which was shown in the demo, has the Shadow ability. This ability stops time and allows the character to circle around the enemy and attack from behind. The combat has its own brutal (and satisfying) finishing moves, too.

The game world will be expansive and connected. There are secrets galore for players who want to take the time to explore the world, including audio tablets that share lore about the world and the characters in it, extra weapons and armor, and even full equipment caches to alter classes when desired. There are also multiple paths to reach certain objectives, which can allow players to skip potentially fatal areas with roads a bit less dangerous.

Topless Robot

The key to this game, according to its creators, was to have a duel-based system, where you actually have to think about every fight, looking at your opponent's moves and figuring out counter-moves. The way it plays out, it's almost like a combination of button-mashing battles and turn-based RPG combat - though real-time, you have to calculate when and how to strike, with several of your foes - who look a lot like McFarlane Toys' Dark Ages Spawn - boasting one-kill hits in their arsenals.

Levels are also laden with secrets, many of which are unlocked by returning to prior levels after progressing further in the game and gaining knowledge as to what to do in the previous settings. Though there is a linear story, some of these secrets involve finding ways to take on bosses in a different order, or side-step others completely.


Taking a page from The Witcher and Dark Souls, the combat moves away from mindless button-mashing and peppers combat with hints of strategy. In the demo, we were shown several examples of how button-mashing with even the simplest of enemies gets you killed, so your best resource is to figure out a tell or be adept at dodging. The same goes for trying to separate packs of enemies. Again, this is something we've seen done before, but it's good to see the fluidity with which the combat occurs.

As far as graphics are concerned, there's plenty of next-generation flourish here. The character textures are highly detailed, especially the protagonist's facial tattoos, which are visible during in-game cut scenes. The environments also display this high level of texture without harming the frame rate. Like most of the next-generation offerings seen thus far, there's an emphasis on particle effects, and this game has them in abundance. The boss fight with the lava knight saw sparks as his sword hit the ground and a flurry of them followed his sword during the final stages of the battle. Even the introduction to the player is accompanied by swirls of smoke and particles that look like it came straight from an Nvidia PhysX demo reel. The fight included the natural shedding of his armor as it progressed. What made it more impressive was that this was all done with the company's in-house engine, showing that there's still room for custom-built engines in an era where such things are tackled by specialized development houses.

There's still a ways to go before Lords of the Fallen hits its wide-open 2014 release date, and there are lots of things for them to do, including figuring out which next-generation platforms they'll be hitting. What they're showing off, while not exactly revolutionary, is very impressive and shows lots of promise in how all of the gameplay mechanics are coming together.

Friday - June 21, 2013

Lords of the Fallen - Preview Roundup #3

by Couchpotato, 01:01

Here are a few more previews for Lords of the Fallen.


Lords of the Fallen proved itself to be a true definition of what it will take to be a next generation ARPG. To look at gaming as of now we see a modern community with lack in original ideas. We have been sucked into a whole of ‘every games the same’ or ‘there is so much cut scene that I’m hardly even playing’ but Lords of the Fallen has established that next-gen isn’t about that. To this company next-gen is about taking an experience that we love, gaming, and making that experience better for the player while remaining a game; there is not much more we can ask for. A note to the wonderful team who continue to work hard on Lords of the Fallen: thank you for remembering your audience and appealing to us in an improved way that we would have never imagined possible.


The enemies and bosses in Lords of the Fallen appear to have a set pattern of attacks which they’ll move through until they hit another phase, at which point the pattern will change – so it’s fairly traditional in that sense. Once the player learns these patterns they should be able to hit the enemy without much of a problem, but that’s when there’s only one, however, and there’s very often more than one. The bosses of the game (or at least the ones at CI Games were willing to talk about) comprise of the Lords of the Fallen, the lieutenants of the fallen God. These can be seen coming from their realms into our own through a particle effect-heavy entrance which the player will see long before the Lord actually spawns in their world. This is the origin of the tag-line for Lords of the Fallen “I see you through the fire” and is something that appears to be a running theme throughout both the story of the game and promotion of it.

Lords of the Fallen looks amazing, with the newly created (and proprietary) Fledge Engine pumping out particle effects and true next-gen visuals at every turn. The combat-heavy gameplay mechanics will appeal to players of more modern fantasy-RPGs while the storyline that runs through it appears to be something that more classical players will be able to grab onto. As this next console generation gets into full swing, there will be a lot of big players making a grab for your attention with lots of explosions and fire, but Lords of the Fallen is coming, and it looks very impressive indeed.


I’ll give Lords of the Fallen one thing—it’s pretty. The visuals on display during my hands-off demo were nothing short of astounding, with lighting, particle, and weather effects that were well beyond anything I’ve seen on current-gen consoles or my (now horrendously outdated) PC rig.

The trouble is, nothing about the rest of the presentation really stood out to me. The character designs and locations were fairly run-of-the-mill, uninspired fantasy tropes I’ve seen dozens of times before, and the combat, while certainly punishing in terms of damage dealt and received, didn’t seem all that technical. Encounters seemed to revolve around a whole lot of running around to the imaginary tune of Yakety Sax, waiting for a huge gap in the enemies’ attack animations, then running in for a quick slice, with a dodge or two thrown in for good measure. I was hoping for some sort of parry system or any sign of greater depth, but it wasn’t present. Keep in mind, I’m not saying it won’t be present in the final game—it just wasn’t something that was on display here, and that was a huge disappointment for a game that clearly wants to capitalize on the hype of the Souls titles.

The one thing that might actually salvage Lords of the Fallen for me is the class system, which isn’t nearly as rigid as in some other RPGs. While there are three different classes with their own special abilities, that power is tied to the weapon you’re currently wielding, allowing you to mix up your strategy on the fly without having to waste too much time on a respec. I’m always the guy who tries to play a jack of all trades, and if Lords gives me an outlet for that—and offers more combat depth that my small taste implied—I might actually give it a shot. For now, though, I’ll be hard pressed to remember anything about it a week from now.


Sunday - June 16, 2013

Lords of the Fallen - Peview Roundup #2

by Couchpotato, 00:17

Here are a few more previsws for Lords of the Fallen and it's E3 demo.

The Penny Arcade Report

“Germans still like all the epic material where a guy has a club in his hand and runs through forests,” said Creative Director Jan Klose of Deck 13. “Maybe Polish people as well. I think for the region, stories are really big and storytelling is really big in this part of the world. And Dark fantasy is a cool way of telling stories, because they get more to the heart than some lighthearted, shiny-mailed knight running around without a care.” You can hear the disdain in his voice when he talks about traditional fantasy fare.

Every region of the world is different, and has different tastes and inclinations. He gave adventure games as an example. They're still a viable business in Germany, but less so in North America. “It's a cultural thing that people want to have these stories, and in Lords of the Fallen we don't want to tell the player a story, we want them to explore it.”

That's another very European style of game making. More than once this week at E3 I've heard from a developer that when you make a game for Americans, you generally need to tell them what to do every step of the way, or they get frustrated and annoyed. Tomasz Gop said that Eastern European players want you to leave the game obscure and explorable.

“They appreciate when you do that,” he said. “There's a strong demand from people to find out things on their own. So that's why we want to do this type of game, and we hope that we can be successful with it.”

Digital Trends

Old school and new. Combat is typically slow and methodical, with the big Rhogar (boss baddie Lords) capable of downing the hero in one swipe. Gop openly compared his game to Dark Souls, which engages in the same environmental and combat play, but also cites old one-on-one fighting game Tekken as an inspiration. Every death, he says, and every conflict should feel fun and like something the player earned by learning how to play steadily.

Choices+. The characters you create are broken into three classes: the hammer-wielding cleric, the speedy rogue, and the tank warrior. You’re not locked into these roles once you start playing, since you can change up provided you find a full set of each class’ armor and weaponry. There are also three skill trees for leveling up your character as they fight and earn experience: intelligence, vitality, and endurance. It’s basic stuff, but it also accommodates different styles of play. If you like to be agile or a bruiser, it’s easy to change that up on the fly.


This might be an action RPG, but don’t think you can just charge into battle and spam abilities. You’ll quickly be punished for your foolish actions. The game has vicious foes who would like nothing less than to chop you in half. You’d be wise to learn enemy habits and dodge their attempts to murder you.

Most combat sequences will be between yourself and fewer than four foes. It’s intimate and challenging with blows received putting a large dent in your health pool. It’s difficult not to draw a correlation with Dark Souls, a game that follows some of the same core principles. However, Lords of the Fallen isn’t a game that emphasizes constant trial and error. Instead, it fills up time with a story.


The game's primary focus is evidently combat, with a heavy dose of strategy used to determine the when and how of battles. For example, with the cleric and his massive war hammer you have to time your attacks perfectly to even hope of landing a hit, while with the rogue you will have quicker strikes at your disposal. The game will also let you switch classes on the fly without much interruption to the flow of the game.

Armor will also play an important role in the game's progress as you will find pieces of equipment in chests and through specific actions. The catch is these armor pieces are not only specific to your class but all the classes, so if you find a cool dagger you'd like to use you may consider switching over to rogue for a bit to try it out. Each class also has their own special move based on action points. Once you have enough you can unleash your special move to turn the tide of combat.

Den of Geek

City Interactive's lead developer Tomasz Gop claimed that Lords of the Fallen will be the most challenging of the next gen RPGs, and boasts that the game is more centered on combat and action than anything else. While I didn't see anything out of the ordinary as far as difficulty is concerned, the action within the game looks incredibly fun. You can play as three different classes: a Warrior, Rogue or Cleric. Each type of character plays as you would imagine: the warrior uses heavy armor and is strong, the Rogue is quick and uses mostly daggers, and the Cleric uses lighter armor but uses a heavy hammer that has to be timed well to be most effective. Each type of character has their own action, as well. A Cleric has the Dogma skill which allows him to spawn a clone of himself to fight alongside him. The Warrior had a power skill, and the Rogue had Shadow, which allows him to disappear to stealthily kill his foe in a powerful way.

Lords of the Fallen won't only focus on the action, though, as CI games promises there will be plenty of background lore for the medieval fantasy RPG. The story that we were given is that the game takes place 8000 years ago during a time when there's a fight against god and his army. In fact, if you look closely at the first image we received from Lords of the Fallen, you'll notice that what appears to be mountains is actually the hand of that fallen god. As you traverse through the world, there is more lore scattered about in different forms. We saw the protagonist, Harkyn, pick up a couple notes that were randomly spawned in the world, which contained lore. Tomasz Gop stated that finding lore is a major factor into the game's replayability and branching off from the main storyline. In fact, Gop teased that the game will be heavy on secrets and discovering, and re-exploration will be important to find hidden items that weren't there the first time.


There are a number of features that Lords of the Fallen has which sets it apart. Equipment and weapons are completely customizeable and there are secrets hidden throughout the game world that can be unlocked for amazing upgrades. The demo had three starting character types (Rogue, Warrior, Cleric) but you have the ability to customize it however you’d like as you progress. Characters can also learn Action Skills which can help you by increasing your power, distracting enemies, or rendering you invisible for a short time.

Source: GameBanshee

Thursday - June 13, 2013

Lords of the Fallen - Preview Roundup

by Couchpotato, 00:01

Here we are a day later from E3 and a few more previews for Lords of the Falllen.

Trendingfever - "Lords of the Fallen is your subsequent-gen Dark Souls"

The game will have non-linear exploration, but will be broken up into chapters. The developers genuinely wanted to emphasize that the game will hold many secret collectibles and enhancements for those that really go hunting for them. The game will also reward players who decide to backtrack to previously visited levels when certain things or keys are obtained, with potent equipment and weapons.

One exciting point to note is that even although the game was shown off on a Computer, the game was built from the ground up for consoles, which means the Computer version is the port. Looks like subsequent-gen is turning development on its head, with PC’s acquiring ports rather than the other way around.

GamingNexus - "Step by Step: Lords of the Fallen demo"

The gameplay demo follows Tomasz Gop, executive producer at City Interactive, as he guides a rogue character through the corridors of an ancient castle. Gop, formerly a senior producer on The Witcher 2: Assassins of Kings, stresses that Lords of the Fallen is all about tactical combat that forces the player to learn from every death.

“Our goal is to make a game that properly rewards players for doing what it takes to win,” Gop said.

“Dying is not a failure; it’s part of the learning process.”

Gop runs across the demo’s first enemy, a knight reincarnated by a mysterious light hovering over the scene. The evidence for Gop’s “learning” approach is soon seen, as Gop’s character dies after two swings of the enemy’s sword.

“There’s a big difference between randomness and skill,” Gop said. “We want to cross that gap.”

After respawning close by, Gop uses his rogue’s quick dodges to dodge his enemy’s sword, quickly gaining an advantage as he stabs the knight up close. When the knight finally falls, Gop gains a level and points that he can allocate t”o specific character upgrades.

“It’s important that we give players a feeling of progress, and a feeling of learning new skills,” he said. “We’re not orthodox, though. We’re not focusing [entirely] on classes.”

Gamezone - "Lords of the Fallen is your next-gen Dark Souls"

Lords of the Fallen is an ARPG through and through, and actually takes a lot of elements and inspirations from Dark Souls. For one, the game wants to focus on very duel-oriented combat, meaning that rather than sending 10 enemies on you at once, you're generally going to be fighting an enemy or two at a time. While it sounds limiting, each fight, whether its a standard enemy, a miniboss or a giant monster, will feel tense, ande difficult.

Wednesday - June 12, 2013

Lords of the Fallen - E3 Preview

by Couchpotato, 00:02

It seems Lords of the Fallen was at E3 but none of the big sites reported on it. So instead I have a rough translated article from a polish site called GameZilla.PL.

Eight thousand years ago there was a war between humans and God, and his army. People won over the years have forgotten what actually happened. And now suddenly this army returns. What is it?

The main character does not know, but I will fight. This means the player will fight, with a choice of three classes - Warrior, Cleric, with a powerful, but very slow weapon and Rogue - fast but weak.

Class distinction between so-called. action skills. So, for example, Rogue can disappear for a while. Warrior is a sort of berserk, but can not at this time to defend. Cleric creates while his clone, who aggruje. Leveling is used to unlock the skills that make up the whole tree - that differentiates the game of Dark Souls. Action skills are also a way for developers to facilitate the game. Aha - equipment can be freely chosen form, regardless of class.

Hero talks, dialogues are (your choice there were two options), so there will be so that we know the story just by reading or listening to descriptions of items monologues haunted NPCs, as in Dark Souls. You must also read the scattered notes, for instance to find out that to get a unique weapon you should look at one of the three statues. During the game there will be a few renders - but they will be enough. This what I've seen they look cool climate and make an impression.

Overall - I can not compare this game to Dark Souls, but stands out skillami action or even dialogue - but this is not a defect. Lords of the Fallen looks very solid (although not shocking graphics) as you like challenging titles, one-on-one battle lasting several minutes and generally broad challenge to be happy. I'm waiting!

Information about

Lords of the Fallen

Developer: Deck 13

SP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Combat: Real-time
Play-time: 40-60 hours
Voice-acting: Full

Regions & platforms
· Homepage
· Platform: PC
· Expected at 2014-12-31
· Publisher: City Interactive