We are a multinational and culturally diverse crew, and each of us also drew inspiration from our own nightmares and cultural legacy. ILP: What sources are the inspiration for the art design of the game?ĬV: Firstly, we dove into the dark fantasy gothic genre, where worlds and characters are woven from negative emotions, where the divine warp and twist the minds and bodies of the faithful, uncaring frayed worlds are on the brink of unravelling, and there are little in the way of happy endings. They’d had a breakthrough about the lamp while trying to solve an early challenge: how to give players the means to observe the Umbral world from Axiom in a dynamic fashion. As for the lamp becoming the linchpin of the whole paradigm, that came from our design and programming team. The fantasy of an eerie lamp guiding the souls of the dead is present throughout European folklore, so having a lantern as the perfect conduit to bridge realms of existence made sense. ILP: Also, I’m curious where the inspiration for the Umbral Lantern came from?ĬV: The idea of the player being an Umbral revenant, that is, someone able to slip between realms using a lamp, existed since the game’s concept phase. ILP: Are the sound effects fixed to sound more impactful? That was a big concern for the community.ĬV: We’ve given the SFX in the game another round of polish as part of the final push towards launch during that pass, we prioritised enhancing the impact sounds for all weapon types. Every aspect of their design speaks loudly of their characterisation, from the more obvious such as their dialogue, to the more obscure like their stance and behaviour quirks. While all of them are unknowingly architects of destruction they are also victims of their dogma and context. Some of these mechanics are fairly exotic, so the player will need to get accustomed to “think Lords of the Fallen” before attempting to brute-force encounters.īoss-wise, ours are tragic characters moulded from the misery of this in-game world on the brink. For example, seamless stance switching, charging attacks, and multiple ways to incapacitate opponents, through to taking advantage of systemic environmental hazards to dispatch or cripple indomitable foes. The gameplay is considerably more fluid than in the original, and the player has more options to engage enemies regardless of RPG progression. ILP: How does the gameplay and boss design compare to the original and other games in this genre? Lastly, the game has coop gameplay, so calling for help from friends or random players is just one button away at any of the in-game checkpoints. That being said, the game has a smoother difficulty curve, a longer onboarding, and a number of gameplay features that allow players to mitigate challenges if they choose to do so. ILP: Are they strict on difficulty settings or are there options for less skilled players?ĬV: True to the genre there are no difficulty options for players to adjust. Upon defeating a boss and witnessing an Umbral narrative event, the player will receive a memento, which they’ll take to an Umbral priest so gear can be purchased. ILP: Will there be conditions under which we beat certain bosses to get special weapons?ĬV: We have reworked the system of awarding gear and spells upon defeating bosses to make the selection more straightforward and transparent. For example, in the tutorial, the player must defeat Pieta to advance. That is the general rule of thumb, however, there are instances where the path is more linear. Iron Lords Podcast: Is the game more like the Elden Ring or Dark Souls? Like if I get stuck on a boss, can I go do something else or do I have to beat the boss to move forward?Ĭezar Virtosu: As the world in Lords of the Fallen is interconnected and there are multiple paths available to the player at any point, they can choose to disengage from the current challenge and seek another path forward. From its gothic influences, to how the studio tackled handling boss battles in the ever-growing souls-like genre. They discussed a variety of different aspects of the upcoming RPG. A reimagining of the 2014 souls-like title, that gained quite a cult following in the early days of the Xbox One and PlayStation 4.Īhead of its October release date, our very own Lord Addict from Iron Lords Podcast was able to sit down with HexWorks Creative Director Cezar Virtosu. Perhaps one of the last big RPGs of this year is the upcoming release of Lords of The Fallen. It will only continue as we head into October. It is honestly hard to believe how spoiled we have been this year. 2023 has been packed with many incredible RPGs.
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