Publisher CI Games Published a new video demonstrating pure gameplay Lords of the Fallen. In the video you can look at the battle with the boss and the special mechanics of the game.

The video is recorded with the interface turned off, which makes the picture more cinematic, but gives less information about the game itself.

During the video, the hero changes equipment sets several times. You can see how in the game fights with a heavy two -handed ax, two swords in both hands and with a short sword and shield are realized. Also demonstrated firing from onions and the use of attacking spells.

The video player fights with different types of opponents both in the world of living and in the world of the dead. It is noteworthy that the fiery breath of one of the enemies can easily be blocked even without a shield.

One of the key mechanics is also demonstrated – using a lamp, the player can tear out the soul of the enemy from the body. All the damage that will receive the soul will be inflicted on the shell when they connect again. With the help of this mechanics, you can also send the enemy to a long fall by placing the soul over the abyss.

Release Lords of the Fallen It will take place on October 13 on PC (Steam, EGS), PlayStation 5 and Xbox Series. Russian localization is not declared.

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Lords of the Fallen (2023)

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Xs, personally visual and gameplay are pretty. The style of play is balancing between Elden Ring and Bloodborne, while brings some kind of editing. I will gladly appreciate all the locations in the game after the release.

Looks better than the last part

In fact, it looks better than I expected. Although Mortal Shell reminded most of all, that, as it were, not very sample before imitation. At least some kind of interest in the game video originated.

Hitboxes are absolutely broken, which can be seen in several points when the enemy’s weapon passes directly through the player, and he does not teach damage, and only after a fraction of a second begins to evade.
Muvsets are boring, what’s the boss, what’s at the player.
There is no impact from blows, including the player. Like mobs on a wooden cabinet are jammed, and it does not care. There are almost no staggers, on the one hand, on the other. And this is when using two -handed heavy weapons. The pair swords of the lounges are so heavy, slow! Feeling, light and sharp, like diarrhea, an enemy, such as that shadow-killer shadows, should fly away somewhere in the orbit of Mars, and he does not even interrupt the attack.
Skill effects are bright, but that’s okay, you can twist.
Animation also needs to be fixed. Dragon, for example, before the portal appears stupidly from the air. But this will be licked to the release. Maybe.

It seems that the studio does not study anything on its mistakes or the success of competitors (whom they try to imitate, yeah).

According to my feelings, they went somewhere in “spectacular” without efficiency. At the very beginning, these magical techniques with such effectivity close the enemy until a complete overlap. Because of such spectacular magic, even the enemy is not visible with these effects.

Also AI. That the boss, jumping off the dragon, which at the end of the fiery skeleton with a two-handed man, both at the beginning of the battle for some reason begin the attack away from the player and end it before they reach him. That is, they do not even take into account how many distances to the player, but will the attack reach him? After such an initial demonstration, the enemy somehow loses in the menacing.

A little more instilled animations. They somehow do not have constancy. Most of the very widespread (again as if focus on spectacity> efficiency), and at the very beginning the first attack with an ax: when charging an attack by a player’s model, it just seems to be frozen. It turns out somehow … clumsily: D small movements would still be present, but then the Persian has a tetanus/pause/something else, and then it is inflated. That is, in other animations they have smoothness, and here the power of impact is simply accumulated absolutely without movement.

Yes, and when with two swords. He, it seems, has only one of the swords of the two -handed man, but in the animation he has such heavy sills, as if they were both weighty. I understand that they need to take some one muvset, and a light one is not an option, but with a strangle to catch a light sword-well, this is also so-so.

At the battle with the boss, by the way, it seemed strange. Why doesn’t the player attack the dragon? He does not attack him. And then the boss jumps off him (whose first attack goes into milk without any movements from the player), and the player is already attacking him. How will the player know that the boss is not a dragon here at all? Though … maybe they simply did not finish the animals with the dragon, and therefore during the demonstration they did not touch him.

Mechanics with a flashlight cool, of course. It is very cool that you use these abilities both with the environment and with enemies. This is true cool. The swing, however, is a tin spectacular: you need to steal powerfully, bunned, hoba hit forward. YES! The platform moves on me. The more epic the movement, the more epic the consequences of it should be, but here you are too much: D I’m not talking about the fact that you need to make these “consequences” something more epic, you just need less useless extracts in animations. After a few hours of the game, these long animations are already finishing you up (and if there is some long puzzle with this mechanics-wow). You can look at Zelda (Botw, Totk) Link has different abilities and their activation is short -lived. The light movement of the hand with a more powerful reverse reaction is felt more abrupt than the magicians of the Earth from the Avatar Shyamalan: D

This is me, I wanted to share my thoughts, but it’s good that the developers give at least you see the intermediate result. But wild and blind fanaticism from the players in YouTube-cocked-also not very good. I wanted to dilute and share with you.

MB is not bad, but I can’t get rid of a feeling of bias to everything that has not done from Software.

The game has not yet come out and the story cannot be appreciated, but it feels like all imitators make gloomy for the sake of gloomy. Whereas in Fromoma it was ENT who justified the hopelessness of what was happening. And this is the problem of all imitators. There is no view in them that the Japanese have.