“Lords of the Fallen 2 Developer Emphasizes Unique Identity Beyond Soulslike Norms”

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“It’s crucial that our game doesn’t just feel like FromSoftware,” says Ryan Hill, creative strategist at CI Games, in a recent developer update about the upcoming Soulslike action RPG, Lords of the Fallen 2.

Hill, along with three other developers from CI Games, frequently references FromSoftware’s titles and the established principles of the Soulslike genre during their combat-focused discussion. However, they are also optimistic about what sets their game apart from the genre. While we haven’t had the chance to play Lords of the Fallen 2 yet, their vision is intriguing.

Hill provides an indirect example: “In a typical Soulslike, you have your light attack and your heavy attack,” he explains later in the video. “Your heavy attack is slower but deals more damage, and that’s pretty much it. This time, the team has really focused on giving those heavy attacks a purpose in combat.”

In this segment, alpha gameplay footage showcases a character in Lords of the Fallen 2 using heavy attacks to break through a shield-bearing enemy’s guard, indicating that these moves have a disruptive quality that extends beyond just dealing damage.

Game director James Lowe emphasizes that a key goal for Lords of the Fallen 2 is to encourage players to “experiment” in combat. “Sure, they can unleash chaos with heavy attacks,” he notes, “but they can also charge that attack to imbue it with even more power.”

“It’s about creating these little micro loops and encouraging players to make quick decisions in tense moments,” he adds.

Hill highlights the challenge of balancing the speed and agility that Lords of the Fallen 2 aims for while maintaining “that sense of weight and commitment that players appreciate in a Soulslike,” where you really “commit to the hit.”

Lowe reiterates the importance of purpose: “Every button press has consequences that need to be planned.” He describes his combat philosophy as “enemy-first,” allowing enemies to dictate the flow of combat. An enemy known as the Hysteric “uses the environment even more than the player,” Lowe explains. “In those moments, you feel slow, and that’s the kind of spike we want players to experience.”

Both developers agree that combat should feel like a dance. “Every Soulslike needs that sensation,” Lowe states, adding, “I believe Lords of the Fallen 2 takes it a step further.”

This leads to a discussion about diverse enemies. “You get that feeling in abundance, but you also have the ability to mow down foes,” Lowe continues. “It’s that Dark Crusader fantasy, right? Just charging in, causing mayhem, and then suddenly facing something that makes you think. Time to reassess and re-engage.”

While varying combat pace isn’t a new concept, and letting players dominate weaker enemies while taking their time with tougher foes is common, the motivation behind it is noteworthy. The goal is to create a game that respects the expectations of Soulslikes without sacrificing its unique identity.

It’s also somewhat unusual to hear developers openly reference Soulslikes so frequently. This often reflects the difference between audience terminology and developer intent, as well as how broad that terminology can be. Many developers of action RPGs tend to distance themselves from the Soulslike label, but CI Games embraces it wholeheartedly.

In other games inspired by FromSoftware, the successful elements can sometimes overshadow original ideas, leading creators to follow established paths rather than innovate. This isn’t unique to Soulslikes, but in a relatively young genre influenced by a single standout series, this can feel particularly limiting.

The original Lords of the Fallen was a clear Souls clone, but the 2023 reboot managed to be quite enjoyable despite some flaws. I’m hopeful that the sequel will truly shine by exploring areas that aren’t typically covered by FromSoftware.

“I’m not criticizing FromSoftware,” says the director of Lords of the Fallen 2, “but CI Games’ Soulslike aims to experiment more with your build.”

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