
Lords of the Fallen wears the familiar armour of the Soulslike genre, promising grim worlds, punishing combat and quiet suffering. It wants to be taken seriously, and it succeeds at that part at least. Very seriously. What it struggles with is convincing the player that this solemn ordeal is worth enduring for dozens of hours.
Gaming Heaven
At first glance, the world is impressively bleak. The environments are richly detailed, dripping with decaying grandeur, and clearly crafted by people who understand gothic fantasy. Combat is responsive enough, with a decent range of weapons, builds and enemy types to keep early encounters engaging. The levelling and stat systems are surprisingly clear, avoiding the usual spreadsheet nightmare. There are also some genuinely interesting ideas layered into the mechanics, such as alternative combat states and risk-reward systems that try to encourage aggression rather than constant retreat. Bosses, when functioning properly, look intimidating and hit extremely hard, which Soulslike fans will recognise as a form of affection.

Gaming Hell
Unfortunately, ambition outpaces execution. Combat often feels inconsistent, with enemy tracking and hit detection occasionally deciding that physics is more of a suggestion. Difficulty spikes appear without warning, less as a test of skill and more as a test of patience. New mechanics are introduced enthusiastically, then poorly explained, leaving you to rummage through menus like an archaeologist searching for basic instructions. Performance issues and technical rough edges further erode any sense of mastery. The game wants tension, but too often delivers frustration instead. Even the lore-heavy world feels oddly hollow, with atmosphere doing most of the narrative work while actual storytelling quietly avoids eye contact.

Final Judgement
Lords of the Fallen is not without merit, but it is weighed down by its own seriousness and uneven design. It gestures confidently towards greatness, then trips over its own systems. For every moment of grim satisfaction, there’s another where the game feels more punishing than purposeful. Dedicated Soulslike fans may persevere out of stubborn loyalty, but for everyone else, this is a long, stern lecture delivered in a very impressive cathedral.