The Lords of the Fallen

^cool that it's running better now. But is it me or does this game not really look that great? Seems to be a poor showing for an ue5 title, no? The bullshots they show on the store page look nothing like what I've seen of ingame footage. I'm far from a graphics snob but damn was kinda expecting a little more.
I do wonder if nanite look more impressive without youtube compression and obviously Elden Ring beauty was not just technical but the aesthetic design/choice and artistic execution, because I am not sure LoF look better at all.

because on the technical side, this look like it could be giant amount of triangle and details and show you on screen why it is so heavy to run:
https://www.dsogaming.com/pc-perfor...rop-to-40fps-at-native-4k-on-nvidia-rtx-4090/
LOTF2-Win64-Shipping_2023_10_14_10_59_16_056.jpg

It is just not that good looking game world design wise imo, a bit like a movie can have literal photo realistic image without being beautiful.
 
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^ some things I notice like enemy models and objects could use more polys and things seem kinda flat in general. Kinda ugly textures here and there as well. Seems sorted dated looking in a way. To be fair I haven't exposed myself to to much of the game to be honest, just going off what little I have seen. Also from what I've read there seems to be really few enemy types in the game, basically the same models used at later parts but just more bullet spongy...kinda lame tbh
 
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^cool that it's running better now. But is it me or does this game not really look that great? Seems to be a poor showing for an ue5 title, no? The bullshots they show on the store page look nothing like what I've seen of ingame footage. I'm far from a graphics snob but damn was kinda expecting a little more.

Idk, I'm not entirely sold on this myself and there still seems to be a lot of division among the playerbase, though it does have significantly more positive reviews now. This might very well be a wait for sale game for me, In the meantime I got ng+ modes to go through in LoP.
It looks a little better in person than the videos, but not by a lot. The screenshots on the store page are definitely bullshots. Initially when I launched the game I was disappointed with how it looked, it reminded me of Dark Souls 2. But obviously I've gotten used to it over the past few days. I think it looks just ok.

It doesn't looks like it should be pulling 400W from a 4090 for 60 fps that's for sure, Elden Ring only pulls around 200W at 60FPS with RT on at 4K. The RTGI... if it actually works, it isn't noticeable compared to other games with RTGI, I could probably lower it to medium (off) and I wouldn't notice the difference. I think the game uses software Lumen not Hardware RayTracing.
 
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I give this developer a lot of credit for really staying on top of things via patches...

Patch v.1.1.199

Major AMD GPUs Fix

-Fixed multiple GPU crashes on AMD cards by skipping Niagara compute shader dispatches when the thread count exceeds what is supported by the hardware

This update should resolve the majority of crashes reported in Sentry, as over 30% of them were caused by this issue in the communication between the drivers and DirectX12

Sentry Reported Issues
-Fixed a crash that could occur when interacting with an NPC character, especially when the NPC character actor was not ready
-Fixed a crash that could occur when opening the inventory and an item is removed from it when filtering the categories (DLC items that no longer exist in the player's inventory)
-Fixed a crash that occurred when trying to set the description of an item that no longer exists (DLC items that no longer exist in the player's inventory)
-Fixed a crash that occurred when soulflaying certain entities
-Fixed a crash by clearing a C++ timer for the fog gates
-Fixed a crash that occurred when trying to determine which ammo slot was selected without having a valid inventory component
-Fixed a very rare crash that could occur when picking up an item if the item disappeared while playing the montage
-Added a check to ensure that we have a player pawn on the client before attempting to disable interactions
-Ensured that the payload in the trigger event is correct and ended the ability otherwise

full patch notes at link...

https://store.steampowered.com/news/app/1501750/view/5320498334865908293
 
My only disappointment with the game is that they really screwed up with advertising Crossplay and it has not worked since day one. That is a huge miss, as I bought the game with a buddy on PS5 to play together. We've already decided we'll just try to play NG+ together instead and gave up on waiting on them to fix it.

That and the fact that the elevators don't reset themselves, lmao.
 
My only disappointment with the game is that they really screwed up with advertising Crossplay and it has not worked since day one. That is a huge miss, as I bought the game with a buddy on PS5 to play together. We've already decided we'll just try to play NG+ together instead and gave up on waiting on them to fix it.

That and the fact that the elevators don't reset themselves, lmao.
What do you mean by "reset" elevators? Because in Dark Souls the elevator stays at the landing where you last got off.
 
My character is stuck in the Water in the first area Steam says I should create another character it's a really bad bug.
 
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This game is Epic the sounds are great two world thing is done better than the last game Umbra or whatever. If you ever wanted to play a Souls game in Unreal 5 this is it all the reviews are really misguiding. If you were down in the dumps with Starfield pick this game up instead. Usually with Souls game you think it's pretty cool at first then it becomes too hard later on I hope that isn't the case here. Where you stop enjoying the game because of the spike and all you can focus on are move sets. I really didn't like my Mage way too squishy so I started a Spearman I might change over to a Sword because the Spear is just a stab where the Sword is an actual swing.
 
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I'm only a couple hours in but so far this game is the epitome of mediocrity. I feel like it's just a Demonsouls re-skin with a fancy flashlight. I was really hoping for something that felt like a proper evolution of the subgenre, especially in the combat department. As of now I think the first game was more enjoyable... Maybe I'm just burnt out on the Souls genre.
 
I'm only a couple hours in but so far this game is the epitome of mediocrity. I feel like it's just a Demonsouls re-skin with a fancy flashlight. I was really hoping for something that felt like a proper evolution of the subgenre, especially in the combat department. As of now I think the first game was more enjoyable... Maybe I'm just burnt out on the Souls genre.
I mean they did QoL. Switching between melee and ranged is finally less of a hassle. The combat itself is fluid, and not clunky like older titles. The umbral is a scary proposition in some regards, as you can become overwhelmed by overworld and umbral enemies simultaneously, and the longer you stay, the more start popping up. So there's an extra feeling of dread toward finding the next vestige or area to leave the umbral.

Having just finished Lies of P a couple of weeks ago, this game is much better with it's generous i-frames and the fact that enemies ACTUALLY stagger and weapons have impact. Every time I've died in this game I've said, Ok, that was my fault. Lies of P was basically bullshit central when it came to dodging attacks or how tight the perfect guard frame was.

To each their own, but this is the most fun I've had in the genre since Elden Ring, which won't be topped anytime soon.
 
What do you mean by "reset" elevators? Because in Dark Souls the elevator stays at the landing where you last got off.
it's a nitpick considering how much other QoL has been done. waiting on elevators to come down. it's not a big deal.
 
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This game is Epic the sounds are great two world thing is done better than the last game Umbra or whatever. If you ever wanted to play a Souls game in Unreal 5 this is it all the reviews are really misguiding. If you were down in the dumps with Starfield pick this game up instead. Usually with Souls game you think it's pretty cool at first then it becomes too hard later on I hope that isn't the case here. Where you stop enjoying the game because of the spike and all you can focus on are move sets. I really didn't like my Mage way too squishy so I started a Spearman I might change over to a Sword because the Spear is just a stab where the Sword is an actual swing.
i'm about 17 hours into the game and there haven't been any big difficulty spikes yet, thankfully. all of the bosses and mini bosses are very well telegraphed and you can learn them quickly and feel satisfied from beating them. if anything, it could be considered a little too easy for some, it's not a BAD thing that they were really generous on the leveling curve for the amount of souls it takes to level, but you could certainly grind your way to being overpowered with the right build. i've heard there are some pretty hard bosses later on, but we shall see.
 
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View attachment 606773


This game is Epic the sounds are great two world thing is done better than the last game Umbra or whatever. If you ever wanted to play a Souls game in Unreal 5 this is it all the reviews are really misguiding. If you were down in the dumps with Starfield pick this game up instead. Usually with Souls game you think it's pretty cool at first then it becomes too hard later on I hope that isn't the case here. Where you stop enjoying the game because of the spike and all you can focus on are move sets. I really didn't like my Mage way too squishy so I started a Spearman I might change over to a Sword because the Spear is just a stab where the Sword is an actual swing.
Dual spears plays more like dual long swords.
 
another big patch with performance improvements, balancing, VFX, UI etc

Patch v.1.1.203

We have begun to implement more substantial performance improvements...This is aimed at freeing up VRAM to provide additional headroom for GPUs that are operating at the limit of their capabilities...This process is taking some time because we are committed to ensuring that you do not lose any quality...

https://store.steampowered.com/news/app/1501750/view/3741987211178947784?l=english
 
another big patch with performance improvements, balancing, VFX, UI etc

Patch v.1.1.203

We have begun to implement more substantial performance improvements...This is aimed at freeing up VRAM to provide additional headroom for GPUs that are operating at the limit of their capabilities...This process is taking some time because we are committed to ensuring that you do not lose any quality...

https://store.steampowered.com/news/app/1501750/view/3741987211178947784?l=english
The game already has very low VRAM requirements.

1697630758379.png
 
Is there a class that makes the game easier? In Dark Souls I had a hard time getting past the undead berg.
 
Is there a class that makes the game easier? In Dark Souls I had a hard time getting past the undead berg.
I have a Strength build and a Agility build on my 2 characters. Agility (+Light Armor) builds are better at boss fights, Strength (+Heavy Armor) is better when progressing. Agility has more access to Daggers which deal massive critical damage. Strength builds have access to big weapons with long reach and high single hit damage but next to no critical attack damage . So either way you have to make a tradeoff here. There is the option to do a "Quality build" it's not named that in the game but that is where you level Strength+Agility equally and use weapons that have split scaling, it is the most versatile for non-spell based combat.

For spell focused builds. If I were to guess a Radiant build would be the easiest. Inferno/Umbral would probably be for more advanced players.
 
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I'm using a strength + radiant build with weapon "bloody glory" max upgraded + "radiant weapon" magic buff. The damage is insane. Makes the rest of the game super easy.
 
Patch Notes v.1.1.207

Stability
  • Fixed a crash that could occur when the soulflayed character is destroyed while the player has not yet finished the soul flay pull animation.
  • Fixed a crash that could occur when the GameThread timed out waiting for RenderThread after 120 seconds.
  • A failsafe has been added to prevent an access violation crash in DirectX. The suspicion is that the RHI texture is deleted before FD3D12DynamicRHI::RHIAsyncCreateTexture2D returns.
  • A sneaky bug has been fixed where lower supported AMD cards could crash when using 32-bit wave operations in shaders instead of 64-bit.
  • We've are now calling TerminateOnGPUCrash() when the GPU has actually crashed, not when it's unresponsive, to get better information on Sentry in case of crashing.
  • Fixed an issue where the wrong descriptor was passed to the d3d12Resource constructor, resulting in asserts when getting resource allocation info for shared buffers.
  • Fixed a crash that could occur when an actor in the process of being soulflayed was destroyed before the player could finish the pull animation.
  • Fixed a very rare crash that occurred when continuously hitting walls. Occasionally, the wall would take revenge and crash your game.
Optimization
  • The 4000 books on the shelves at Bramis Castle now lack collision to reduce memory usage.
  • It was gardening day on the Fief, and several trees have been optimized.
  • Certain UI textures have been optimized to load more quickly and reduce their VRAM usage.
Multiplayer
  • Fixed an issue where the audio from the host could sometimes not be heard by the client when in spectator mode after dying.
Gameplay
  • In some instances, when using the lamp to traverse certain platforms in Axiom, falling would trigger the fall animation twice. Now it only triggers once as intended.
AI
  • Fixed enemies that could sometimes be spawned in a T-pose at the lower part of the manse.
  • Tweaked the navmesh on a small section of Lower Calrath to help AI navigate better in that complex environment setup.
  • Trapper's traps can now be destroyed with ranged options such as arrows, grenades, magic, and more.
Quests
  • In one of the character's quests, there was a big door that would disappear. Now, when it disappears, it does so with style, as we've added moth particle systems to the disappearance.
Level Design
  • A puzzle involving umbral platforms at the Empyrean could be exploited by soulflaying one of the platforms from a specific angle.
Collision
  • Collisions on some umbral platforms in the cistern have been fixed to improve the navigation of certain enemies.
  • On the Fief, during our gardening day, we've improved trees that needed better collision detection.
  • We've covered a ground hole in Pilgrim's Perch that was causing players to fall through it. It wasn't visible enough and felt unfair.
  • We've fixed the collision of a small wood platform in Lower Calrath that was causing Bringers of Stillness to fall through it instead of lurking from the shadows.
Audio
  • We've added a new (slightly sexier) sound when pressing "continue" in the main menu.
  • The Exclusive Section of the Collector's Edition now has a specific song.
Steam Deck
We've identified the issue causing the game to crash on Steam Deck in the latest builds. We have a fix, and as soon as it passes QA, we'll publish it tomorrow. In the meantime, please ensure that you've updated your Steam Deck software to "Stable" (not "BETA" or "Preview"). Additionally, you can work around the issue by booting the game on your PC and resting at a vestige to get rid of the red eye.
 
The patch notes read like an April Fool’s joke.
  • The 4000 books on the shelves at Bramis Castle now lack collision to reduce memory usage.
  • It was gardening day on the Fief, and several trees have been optimized.
WTF?
 
Its too bad they didn't delay the game. The game seems good and it might have sold even better, if it had shipped in a better state. This has been a lot of patches for the first week of release. I will be buying it, but will wait a little longer. I was excited for the game and thought about buying it day 1----until I saw user reports of the various issues.

They seem to be dedicated to fixing it up, which is nice. But, It would be nicer to not have to buy a Beta on release day.
 
I"ll most likely let this one cook a little longer as well. Maybe around the Christmas time Steam sale it'll be cheaper and in a better state.
 
Its too bad they didn't delay the game. The game seems good and it might have sold even better, if it had shipped in a better state. This has been a lot of patches for the first week of release. I will be buying it, but will wait a little longer. I was excited for the game and thought about buying it day 1----until I saw user reports of the various issues.

They seem to be dedicated to fixing it up, which is nice. But, It would be nicer to not have to buy a Beta on release day.
2014 is good enough for me
 
I feel like I spent 5 hours in Forsaken Fen. The level design in this game is really intricate. So many alternative and hidden paths. It's an explorer's dream.
That being said, I'd be ok with never seeing another swamp area in a video game again. I'm over it.

Ya the game is pretty dark and depressing. Has anyone run into any comedic relief or anything that lifts the mood a bit as you progress in this? Or is this just how most souls-like games are? Do they all take themselves this seriously?

I'm unsure I even want to grind this one out lol, but maybe it will grow on me. Games like Blood or Silent Hill 3 are pretty dark, but at least in those you had some comedic relief and the protagonist was interesting and/or attractive. This is just despair.

It is a very beautiful game in terms of graphics quality and effects though, and it's nice that they are cranking out so many patches and fixes.
 
I have a Strength build and a Agility build on my 2 characters. Agility (+Light Armor) builds are better at boss fights, Strength (+Heavy Armor) is better when progressing. Agility has more access to Daggers which deal massive critical damage. Strength builds have access to big weapons with long reach and high single hit damage but next to no critical attack damage . So either way you have to make a tradeoff here. There is the option to do a "Quality build" it's not named that in the game but that is where you level Strength+Agility equally and use weapons that have split scaling, it is the most versatile for non-spell based combat.

For spell focused builds. If I were to guess a Radiant build would be the easiest. Inferno/Umbral would probably be for more advanced players.
I've been running Pieta's sword, RAD build (with enough STR for a good shield) with Radiant Weapon buff since I was able to equip it after getting the Bowl of Remembrance and enough Scouring to buy it from the NPC. Never once questioned even changing weapons and the game has not been that tough. Have it at +5, currently LVL 100. I had the Deluxe, started as Dark Crusader. Used their armor (everyone else should use Hallowed Knight armor) until I got Fitzroy's Armor. Mostly pendants, rings and runes that increase Radiance damage and I hit like a truck.
 
I don't think I've ever seen a game get so many small updates. Feels like there's one almost every day, sometimes 2-3.
 
Hexworks has shared the release notes for today's 1.1.224 patch, and has also shortly detailed the next patch, which is planned to be released this Thursday...I wish they would keep the difficulty high instead of nerfing things...

Enemy Density

-Today as a means of helping with enemy density, we're improving our 'leashing' system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

We aim to have further refinements in Thursday’s patch, including reducing the number of enemies present in areas where players most struggle. These enemies will be removed in your initial playthrough, but will remain in NG+, in keeping with the more challenging experience players are seeking.

Additionally, we are going to tweak some crowd behaviors so enemies will not swarm players as often; multiple enemies will no longer land hits at the same time,while enemies will also be a little less aggressive when swarming the player in greater numbers...

https://store.steampowered.com/news/app/1501750/view/5320498334865886527
 
Hexworks has shared the release notes for today's 1.1.224 patch, and has also shortly detailed the next patch, which is planned to be released this Thursday...I wish they would keep the difficulty high instead of nerfing things...

Enemy Density

-Today as a means of helping with enemy density, we're improving our 'leashing' system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

We aim to have further refinements in Thursday’s patch, including reducing the number of enemies present in areas where players most struggle. These enemies will be removed in your initial playthrough, but will remain in NG+, in keeping with the more challenging experience players are seeking.

Additionally, we are going to tweak some crowd behaviors so enemies will not swarm players as often; multiple enemies will no longer land hits at the same time,while enemies will also be a little less aggressive when swarming the player in greater numbers...

https://store.steampowered.com/news/app/1501750/view/5320498334865886527

I wouldn't say the game is difficult to begin with. I think it's on par with Dark Souls 2 (base game).
 
-Today as a means of helping with enemy density, we're improving our 'leashing' system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

Why is rushing through a level a support-worthy activity?
 
Patch 1.1.231

https://store.steampowered.com/news/app/1501750/view/3741987211200878576

NG+
Due to popular demand, we will allow players to activate the new NG+0 mode from vestiges tomorrow, once they've completed the current game.

Stability
  • Identified a particular post-process material permutation that certain GPUs could not handle.

Optimization
  • Adjusted the spawn distances for Umbral Parasites to reduce the number of active actors simultaneously in the Revelation Depths area.
  • We have worked in collaboration with hardware manufacturers to enhance the automatic graphic settings configuration.

AI
  • Fixed navmeshes in the cistern to better support umbral enemies on a specific floating platform.
  • Refined the navmesh on a specific turn at Path of Devotion that could mislead AIs to a dead-end, potentially causing them to get stuck.
  • Refined the navmesh at the bottom of Pilgrim's Perch, allowing AIs to traverse a thin wooden plank that players could previously use as a safe spot.
  • Fixed an issue with sparrows getting stuck under specific conditions on the Manse Supply Elevator path.
  • Re-enabled the lock-on feature for ambush enemies in Upper Calrath.

Bosses
  • Sister Delyth will now have her parasite active from the beginning of the fight instead of after a few seconds, as it was observed that this could confuse some players.

Balancing
  • The amount of healing from killing an enemy with the Ring of Nourishment equipped has been increased from 5 to 15.
  • Umbral egg health reduced from 205 to 166.
  • We've increased the Pilgrim's Perch key buy price from 9500 to 18000, as we noticed that some early-game players were attempting to grind for it, only to discover they didn't have the appropriate level for the area.
  • We noticed that endgame players were not relying on parrying as much toward the end of the game. That's why we've reduced the maximum stagger health region scalar in NG+ and normal gameplay from 1.5x to 1.25x.
  • Grievous strikes damage output increased on some weapon families, especially heavier weapons and fists.
  • Scalar for over-leveled players increased by 50% to make over-leveled clients deal more appropriate damage.
  • To shake up a bit the meta for PVP, Pieta Light short sword received nerfs to poise and posture damage dealt, while the judge cleric spear received a buff to smite damage dealt.

Level Design
  • Discovering a secret temple in a hidden location now displays the temple's name in a more prominent position.
  • Added an additional void volume at the Empyrean to prevent players from falling for too long at certain spots.

Collisions
  • The large altar asset inside the Cathedral lacks object collision in several places.
  • Hitting the wooden door on the left side of the pilgrim's arrival area used to produce a stone-related sound effect, but now it sounds like wood.
  • The collisions of a moving staircase in a castle have been improved to accommodate shooting from the moving stairs better.
  • Players could enter an inaccessible area under the Umbral platform at the end of the hidden path in Sister's Abbey due to a missing dead zone. Not anymore.
  • Revised fog walls when fighting a boss in Sister's Abbey when being helped by a secret character.
  • A wall at the Sunless Skein has received some camera collision refinement to prevent players from seeing through it.
  • Fixed the collision of a rock at Fritzroy's Gorge cave that could hold an enemy on top of it if hit with a big displacement weapon.
  • Fixed a collision at the Fritzroy's Gorge cave that could block enemies from trying to jump down the scaffoldings.
  • Fixed a bug on Fief of the Chill curse in which a small asset could block the player when jumping down from a rooftop.

Elevators
  • Elevator doors now have a brief delay before they start moving up or down, allowing players to exit before they begin moving. This change provides players with the chance to "reset" the elevators for their next respawn.
  • But beware! Elevators still have an attitude. This cannot be fixed.

Visuals
  • Fixed material in some umbral statues in Lower Calrath - Mines District.

UI
  • Moved the resolution scale to graphics settings.
  • The Catalyst spell power statistic is now displayed in the Inventory tab.
  • Resolved an issue that could occur when the character slots were full and the player overwrote one of the old characters.
  • We've hidden the health bars of enemies that receive damage offscreen to avoid seeing them in boss fight rooms or unintended locations.

Audio
  • We've resolved an issue where some ambient sounds could stop playing under certain conditions.
 
Increasing the price of the Pilgrims Perch key is so stupid, that was already ridiculously expensive. They should have just made it appear in the shops inventory later in the game if they want players to acquire it later.
 
Increasing the price of the Pilgrims Perch key is so stupid, that was already ridiculously expensive. They should have just made it appear in the shops inventory later in the game if they want players to acquire it later.
Agreed. They might not realize that people might just try to grind MORE to try to get it only to still be disappointed.
 
Dark Souls 2 (not the DLC) was the easiest Souls game by far
Lords of the Fallen isn't very difficult. There are areas you might think are difficult, but it's actually because you went there way too early (this happened on 2 occasions in my first playthrough, both of them were the Bell Doors). It's kind of like walking into the graveyard on DS1 and progressing the game that way before going to Undead Berg.

I made the mistake of complaining about these areas in my 'artificial difficulty' post, but it was actually me just finishing them early. So aside from my navigation errors through these areas too early the game was as easy as Dark Souls 2 (not the DLC).
 
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