Saturday, November 22, 2014

Lords of the Fallen Review

Lords of the Fallen is essentially a Dark Souls clone and like Dark Souls tries to be very challenging. Dark Souls did this by pitting you against huge and fast enemies with an array of weapons and magic to kill you. Enemies in Dark Souls ranged from the massive to the diminutive, included animal and humanoid and beyond with many unique and unusual enemies. Enemies were challenging and you felt a certain satisfaction when you defeated particularly large or strong enemies. Bosses were very varied too with a crazy variety, gargoyles, lava-spider enemies, dragons and more. Each boss was difficult and had different strategies necessary to defeat them some having special weaknesses that could be exploited. After each victory you felt like you truly conquered something mighty and that it was a combination of good tactics and skill that made it so. Throughout the game there were difficult enemies that made you feel like same, impressed with your skill when you managed to defeat heavily armed knights and the myriad unique non-boss adversaries throughout the game. Also in Dark Souls were hundreds of items and that changed the player's playstyles drastically, from heavily armed and armored warriors with huge weapons to being a sorcerer casting massive spells. You could be an archer, use a spear, great swords, fast short swords, great hammers and so on. Swords were the most ubiquitous throughout the game but the various types had very different attacks and thus different playstyles. Why all of this about Dark Souls though? Because Lords of the Fallen attempts to replicated it and fails on every level.

Lords of the Fallen is a Dark Souls clone, with the same controller scheme, same checkpoint, experience and leveling scheme. Let’s break Lords of the Fallen down into the ways it is different: story, art style, enemies, bosses and weapons.

The story is weak, confusing and supplemented with sometimes hard to find story bits hidden throughout the game. The story of Dark Souls is nearly impossible to follow and even hardcore players like EpicNameBro debate about what certain things mean in the game. It would take huge flow charts to map out all the relationships as time seems to not travel in a straight line in the Dark Souls world. Lords of the Fallen, however, is confusing in that it is poorly written and the dialogue adds little to the game. Antanas is a king, he can pull the evil out of people. They never show him do this, nor show why he became king of the world nor why it’s snowing everywhere. They show no normal people whatsoever and you’re essentially sequestered into this monastery/castle grounds for the duration of the game. You get voiceovers from notes left throughout the game telling you the devastation wrought by Rhogar but every Rhogar you see just hovers and waits where they are until you show up, no prowling, no setting fires and no killing. That’s all already been done by the time you show up so you don’t even get cutscenes where you see the brutality. In a medium based heavily in visual appeal we are told the main characteristics of our adversaries. We never see the burnt fields, destroyed towns and slain citizens of whatever kingdom this is. We only see soldiers dead to weapons that no enemy in the game wields. The way it sounds and looks is that there would be huge crowds attempting to enter the castle or refugee swarms everywhere. In Dark Souls the world was devastated long before and thus no remnants remain. Except for a few champions everyone is dead. You’d never see a town or townsperson except to view the decrepit remains. Lords of the Fallen does itself a disservice by saying this conflict with the Rhogar, the game’s main adversary, is on-going and has lead to widespread devastation. It makes the whole world surreal when Rhogar wait quietly for someone to show up and soldiers sit around doing nothing. You never see anything they mention, only in the middle and near the very end of the game do you see someone who isn’t a main character or soldier.  The story, instead of intriguing with mysteries, baldly tells itself to the player and shows nothing. The main ally in the game reveals himself to be an observer god-like being who is beyond the pantheon (of which only 1 is mentioned) you know. To do this his character model is shown in the ‘ghost’ palette, transparent blue and white. No crazy form, no images showing his great power, nothing to belie his true nature. Antanas is said to be this amazing king who everyone sees as being able to defeat gods and is the reason for the whole story. He’s just as bland as everyone else but his steel armor is slightly more silvery than the rest and he has a unique sword and cape. Nothing is ever shown of his magnificent powers, nor does he look unique or have an unusual aura about him. The Guard Captain and he look almost identical. The story repeatedly paints these pictures and the game consistently let’s you down in showing them.

This moves into the art style. Dark Souls had a recognizable art style that combined a dark palette with larger than life environments. Lords of the Fallen uses the same color scheme on nearly everything in the game and creates very same-y bland environments that grow dull swiftly. At one point, when the main character is told to go into another dimension/world I got excited, thinking we might see the artist’s vision of an alien hell-world ruled by the ‘evil’ god Adyr. Instead we see the same palette, the same textures and roughly the same architecture as the rest of the game. The only real way you can tell if you’re in one place or another are these statues ubiquitous throughout the demon world (of Adyr? Never found an explanation in game) and the gates are different. Other than that the colors, snow white and grey stone mixed with blackish gunmetal steel, are continuous throughout both environs. I’m annoyed that so little was done to differentiate between the two. The issue is the same with enemies in the game, most of them are humanoid except for spiders and use some form of handheld weapon. One enemy has a tower shield and is gunmetal with a reddish torso. One enemy carrys a battle axe and is gunmetal with a reddish torso. One enemy carries a huge sword and shield and is gunmetal with a reddish torso. And so on. Spiders and former humans infected with something have a different color pattern of a muddy skin color mixed with light green spots. Spiders can give birth to smaller spiders that are totally brown with black legs which is one of two enemies that have their own color pattern, the other being ghost enemies.

Enemies in the game have very little differentiation in attacks, weapons and abilities. Big guys with big shields have infinity defense (cause that’s fun) and block in every direction simultaneously. The game pits you against really boring enemies because you just have to wait and wait until the attack before you can. It’s very dull and gets boring early when you realize you can tackle every enemy in the game the same way. Get up within one or two steps of the enemy, move to the left and jump between 1 and 4 times when they start to attack and attack after. Rinse repeat. The reason you have to wait is because so many enemies have uninterruptable attacks or impenetrable shields. The shield thing gets really annoying when you are behind them and swing and somehow hit their shield they are carrying in front. Lazy programming is what that is. There are also a preponderance of enemies whose every attack is faster than your attack should you have anything sword-sized or larger which is roughly half the games weapons. When playing as a Cleric or Warrior this can make many fights really boring when you know you have to wait until a specific pattern starts before you can attack. Also if there are 3 or more enemies attacking you at once the game has no real way to cope, you either have to run away or die. The lack of differentiation hurts most in the mid-to-late game where every enemy you encounter for about 5 hours is the same. There is also the issue of forced differentiation in enemies. There are two enemies in game, ghosts and sorcerers, who make it very hard for non-magic characters to beat. In Dark Souls you were given items that could allow you to hit them or ways around them where they couldn’t follow. Lords of the Fallen is having none of that. They force you into having this totally out of style ‘gauntlet’ (and by style I mean the in-game style of weaponry used by you and enemies) that shoots magic. It comes out of nowhere, is found just lying on the ground, and has nothing like it anywhere else in the game. It’s just there so non-magic users can defeat broken enemies later in the game and so patient players can deal with annoying bosses and enemies, all of whom are close-combat oriented or have slow ranged attacks that can be dodged easily. Like Dark Souls this game also has the issue of dodging being wayyy more important than armor for most enemies. Most enemy attacks will interrupt you no matter what armor you’re wearing (including a human archer whacking you with his bow, illusion breaking when my great hammer does the same as a bow) and thus dodging becomes the only way to really beat on some enemies. The first boss I faced naked and had no trouble beating because I could dodge all of his attacks and deliver some of my own. The game punishes wearing heavy armor. Finally, there is a huge issue with late game enemies being all these humans who have been getting their asses handed to them across the countryside. Not because they are easy, quite the opposite, they are crazy strong. When you see 3 humans in an area you think to yourself, ‘There’s no way I’ll be able to take them’ and you’ll try to lure them off one at a time. You shouldn't feel that way about humans who you've seen cower and tremble throughout the game and, after defeating Antanas, cower and tremble in your presence again. They take insane amounts of damage (equal to a lord) and deal insane amounts (equal to a lord). The icing on the cake is the archer with his meek bow doing high damage whacking you with it and interrupting your heavily armored body. Just lazy programming. ‘End of the game has to be hard so these guys have to be hard!’

Bosses in this game are very alike except for one or two standouts. Close range, slow attacks come in 3’s or 4’s that you dodge then take hit once or twice on the boss after, ranged ‘magic’ attacks that are either fire, lightning or a color coming at you. The last boss has a reddish color and a greenish color that can hit you, this hulking champion boss has a color that comes after you along the ground, a graveyard boss lets out a blinding light that instantly kills you, the first boss fires a red color at you from the tip of his sword after he’s sufficiently damaged. All in all the bosses are very same-y and uninspired. In order to be unique some of them don’t even fit the game’s art style and thus break the illusion. Most of them are generic, cool-looking humanoids with some close combat weapon. You can follow the same pattern with most bosses as you do with most enemies, get within one or two steps, dodge the 3-4 attacks they do and then strike once or twice. Rinse, repeat for 15 minutes. The game even breaks the 4th wall at one point by having the main character call out that it’s mostly a game of patience and not a game of skill when beating the Rhogar Lords; very telling. The last boss is as hard as the first boss and will take roughly the same number of attempts and roughly the same strategy.

The weapons in the game are supposed to feel much stronger than in Dark Souls and they do but leave very few playstyles to goof around with. When attacking somebody as a rouge with fast weapons you follow the same pattern as someone with a sword or great hammer. You just do more attacks. A rouge will attack 5 times for 100 damage. A warrior will attack 2 times for 100 damage. A cleric will attack 1 time for 100 damage. There is very little to differentiate when you face all enemies the same way.


Overall, Lords of the Fallen is a lesser clone of Dark Souls with little going for it over Dark Souls. It’s mercifully brief and can be beaten in roughly a day or two of play. Walkthroughs are ubiquitous online and can help you get through less than straight-forward parts where poor writing and gameplay leave you confused as to what to do next (looking at you ghosts of bosses past scene). I’d give Lords of the Fallen 7/10 if I worked at IGN but since I don’t I’ll give it a 5. It’s a mediocre game that fails in every way to live up to its parent game Dark Souls.

Wednesday, January 1, 2014

My Recent Absence

I've been gone from this blog for some months now. Tons of new stuff has come out and I can't even find it all at my new FLGS (Friendly Local Gaming Store). I've been at training since about a week after my last blog post and just recently got settled at my new base. I'm going to finish reviewing Eldar as soon as possible. I also have to do math for new Space Marines, the supplements, dataslates, Escalation rules, Stronghold Assault, Kill Team and Inquisition (not in that order). Also why doesn't GW list all their books in one section? Took me awhile to find all these books. Apparently GW is now releasing rules for every individual mini? For essentially the same price as one mini. Sheesh. If I can find a copy of the dataslates I'll review them but $12 for fluff for an individual mini with some rules seems excessive.

Anyways I'll get back at it as soon as I can. Gonna finish Eldar.

Wednesday, August 14, 2013

Numenera Part 2

Some more griping. Sorry but this setting is just bad and bothers me a lot. I feel like I should be letting other people know about it and at the same time cathartically putting my gripes down. Eventually I'll read the rules and see how good they are.

Tuesday, August 13, 2013

Numenera

I've gotten a pdf of the core rules of Numenera and want to get my thoughts about it out here. I'm not so much interested in the rules because the people I game with tend to break them so it's a competition between DM and god-like beings so not worried about imbalance. What bothers me really is the story. It falls for a lot of the 'errors' I see in other settings. Let me explain:

Tuesday, June 11, 2013

Eldar Review: Part 1, The Eldar Warhost

This should be short and sweet. There aren't a ton of rules that the Eldar have for army-wide and the rules aren't that complicated. Which I wish I could say about Daemons but nonetheless here we are. Let's get started:

Monday, June 10, 2013

Been disappointed lately

Been spending a lot of time on modelling and trying to learn how to sculpt green stuff. I've been putting off reading the Eldar codex because of one thing and one thing only:

$115

That's the price in USD for the Eldar Wraithknight. The advertising campaign for it had the line, "And you thought the Riptide was big". For some reason reading that just shocked my system. It made my shake my head in...disgust. Really. I've spent a lot of money on this hobby. As a lot of the readers and other members of the hobby have. This number though bothers me. It made me realize that first and foremost GW is a company but more than that it's a company that actively ignores and dislikes its fans. I stress that last part: GW actively dislikes fans. Why? Well a few reason, fans like the books and like the fluff but they don't like blowing tons of money on new minis. So instead of making cheaper minis (as if their shit-tier quality is something that we should pay for) they've instead decided to make utterly OP models and charge you a ransom for them. Want to win tourneys? $115. Want to play the best unit? $115. Want to play 3? $345.

What I'm getting at is that GW has completely lost touch with new and old players alike. We like new things. We like new toys and we can all figure out how much they actually cost to make and how much you're marking things up. So, in essence, the fans know how much they are being robbed. In turn, GW has decided to see how much they can rob us and how quickly they can do it before we realize. Well, $115 made me realize. I feel like an idiot but that's what did it. I understand this hobby can be expensive. I understand that paints, bases, extra bits, dozens of models etc. can be expensive. But when I can look at a competitor like Flames of War or even after-market specialists like Scribor and see them making better products for less. You can get a whole army for less than $500. Name a GW army you can do that with without getting used. That kind of entry price is deterring new users and old users from starting into the hobby.

I think what I really want my readers to take away from this rant is this: GW is doing something wrong to it's fans. I understand it costs money to run a business, I'm no idiot, but markups at this level with a quality this low and growth and change in the game almost non-existent (other than to make new books automatically better) does not a hobby make. I'm done buying GW for a long time. I will only buy used from Ebay if that. I haven't bought a single new model or bit in over a year and I don't plan on changing that until GW changes it's absolutely stupendous price-gouging. We can wait GW out. GW can't wait out its fans.

And with that...I'll review the Eldar codex.

Monday, May 6, 2013

Games Workshop and US Copyright

I've been reading about copyright recently and wondering if it's okay to be posting some rules from various codexes and the main rulebook online.

Apparently it is. But! I cannot (or you cannot if you're going to do it too) post the rules verbatim you can say, "Furious Charge gives you +1S when you charge" but you can't use the exact wording as it appears in the core rulebook. This is known as expression of game rules and is registerable for trademark. Whether or not GW has registered this stuff, I don't know. I do know that I, or anyone else for that matter, can post their rules online as long as they don't use the exact wording as it appears in the rule book. That's why certain games have very similar knock-off versions that use the same rules; they're just worded differently. If you look at Dog-opoly, for example, it's almost an exact replica of Monopoly but each use different wording of the rules (and different square names) to create what the copyright office considers a unique enough game to avoid infringement. That's why you can have Dog Place and Dog Walk replace Park Place and Board Walk without infringement because even though they are essentially the exact same thing it's the wording that counts.

So, just to wrap it all up: You can post rules, just not with GW's wording. Neat!


For those interested in the documentation:
http://www.copyright.gov/fls/fl108.html