Summary
A week out since its release,Lords of the Fallencontinues to entertain fans of Soulslikes with its unique approach to exploration. One ofLords of the Fallen’s most interesting contributions to the Soulslike genre is its use of a dual-world mechanic, with players expected to regularly shift back and forth between the material realm of Axiom and the spirit world of Umbral. Not only does the Umbral realm open up new paths for solving puzzles and tackling environmental traversal, but it also provides one of the best risk/reward mechanics in the genre.
Balancing risk and reward is a core component of every Soulslike, with nearly every facet of gameplay requiring players to consider how the greatest boons typically arrive following putting oneself in harm’s way. Slaying enemies generates currency used in leveling up, but dying in encounters results in losing everything gained and a singular chance to recover experience before it’s lost forever. Similarly, players can rest at regularly dispersed checkpoints, but the respite comes at the cost of regenerating all slain enemies.Lords of the Fallen’s Umbral realmelevates this risk/reward motif to the next level by offering players increased rewards for time spent in the realm in exchange for greater difficulty and a continually dwindling doomsday clock.

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The Umbral Realm In Lords of the Fallen Offers More Vigor, At a Cost
Lords of the Fallenincentivizes players early on to frequently shift back and forth between Axiom and Umbral thanks to how each of the two worlds are interconnected in surprising ways. But the game also makes a point to inform that enemies drop more Vigor (the game’s version of Souls) and that enemies continually respawn the more time is spent in the spirit realm. Thanks to the fact that it’spossible to enter the Umbral realmat any time and exits have a tendency to be frequently within proximity, players should definitely be taking advantage of the increased efficiency Umbral provides toward grinding.
However, the trade-off for this increased reward is that players will eventually incur the wrath of the reaper enemies. These incredibly challenging foes are practically nigh-invincible inthe early hours ofLords of the Fallen, making constant awareness of the countdown timer signaling their arrival a must. The longer players spend in Umbral, the more substantial the reward and the greater the risk of losing it all thanks to dying in Umbral being permanent.
Even thoughthe reaper enemies inLords of the Fallenaren’t immune to death, the player’s increased fragility in the Umbral realm makes extended stays there an enticing but dangerous prospect. Additionally, the game can lure players into a false sense of security because of how dying in Axiom immediately transports players to the Umbral realm, giving the impression that death is temporary, and any lost gains can be recovered. Unfortunately, losing Vigor in Umbral means losing it forever, potentially erasing significant progress.
The element of constant danger and risking security for the promise of reaping a large reward is central to the Soulslike experience, andLords of the Fallen’s ability to iterateon the traditional risk/reward gameplay inherent in the genre helps to set it apart in what’s quickly becoming a crowded space. The Umbral realm provides plenty of interesting wrinkles to the traditional Soulslike experience through how having an extra world influences the healing, leveling, and traversal aspects ofLords of the Fallen’s gameplay.Lords of the Fallenmay be the first game in the Soulslike genre to use dual worlds to great effect, but there’s a good chance it won’t be the last.
Lords of the Fallenis available now for PC, PS5, and Xbox Series X/S.
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