Saturnalian wrote:
Why the hell not? That's what the Internet was designed for. And porn. I was checking it out but was undecided whether I wanted to dip my toe.
Ok....
Reasons Lords of the fallen is not too great:
1) Technically it's arse. I can only talk about the pc version, but framerates <20 are less rare than one might hope. And you rather need v-sync off to get anything out of it which turns it into a horrible tearing nightmare. And don't use the gauntlet unless you value framerates somehere < 1fps.
2) Thing Dark souls never does: Makes your character invisible. Knowing the current state and position of your character is rather important. Am I on the floor? Can I dodge out of the way, or get a shield ready? Etc etc.Guess what? Yeah, get too close to a wall and your character is handily rendered invisible. Usually the case because an enemy has knocked you into the wall and you're possibly on the floor. Who knows? Not me.
3) Controls. May not be an issue if you're not used to the DS control scheme, but having different, undefinable controls is not great. (No, I didn't mean to change magic spells, I meant to roll, thanks) amera is rather hopeless even beyond it's ability to dematerialise you.
4) Active equipment inventory being done on a cyclic basis. DS had a whole load of different toggles (left hand, right hand, both hands) meaning you can quickly get to the configuration you need. This it's all done on one button. And the feedback as to what you're currently holding is... not great (particularly when invisible) The item and spells weren't quite as simple, but did give you fairly clear graphics. Again, not the case here. (And not only are the graphics indistinct, the choice of having the use spell button being the same as switch spell is an... interesting design choice. (Would be the same for items, but I only ever have the health potions equipped anyway)
5) On the subject of feedback, the lock on indicator is tiny and out of the way. Not great.
6) Depth of combat options is slightly lacking. For ranged combat, you get 4 rather pants spells and a magic gauntlet. That's it. the weapons you can get are a small array of different weapon types.
7) Crafting system. For ages it bugged out and didn't work. Even when it does it's somewhat limited in scope.

The shield enemies. Seemingly the only way to reliably kill them is to Benny into them repeatedly. Ridiculous. And the non Bennyable enemies are hateful. (Particularly the ones who are bosses who summon more enemies. Which was not great in DS2, and it remains so here)
9) Indeed in general, the enemies period of vulnerability is often swingingly small. If he's taken a huge lunge at me, I don't expect him to be able to get the shield up/jump out of the way before I can counter. If he's charged head first into a wall, he shouldn't be able to turn round ready to attack with nary an animation.
10) Oh and it's inconsistent. Benny into an enemy once and you'll knock him back. Another time and he'll just ignore yo and then smack you. No obvious reason for the difference. Same for damage from the gauntlet of ultimate slowness Whether it does damage or not appears random, Or whether lock on actually locks on (See: rubbish lock indicator) In DS I rarely felt damage I got was anything other than my mistake. Not so here.
11) Distinct lack of tension. Staying alive isn't exactly important, and for the most part it's easy but tedious.
12) That despite having a 'proper' tutorial, it's considerably less clear than DS. (The lack of player hints really shows up here).
13) Which really shows up with the tough enemies that can only be killed once you've picked up something in an anonymous jar elsewhere in the level. I had to look that up. It was either that or I would've stopped playing at that point. Seriously, you spend minutes killing the bugger and after you exhaust ypur health, he punches the floor and returns to life. The only hint you have is a red ribbon which charges off into a wall.
14) Generic levels. Again with the dark sould comparison, everywhere there had a unique feeling, and once you'd reentered an area via a shortcut or whatever, you immediately knew you had and recognised the area. And it was easy to generate a map in your head as everywhere was rather distinct. Not the case here. You go somewhere and you may possibly have been there before, but it's hard to know as it all looks the bloody same.
15) Also - generic, bland plot.
16) Also also - the game isn't long. Although you might argue that's a blessing.
17) Not strictly game related, but if you announce a patch in the next few days, hold yourself to that. 15 days later... Still nothing.
So yeah, I don't much like it. Other people do, but I've seen very little bumming of it.