![]() ![]() Add to that the fact that enemies have a nasty habit of hiding behind boxes and then lunging out at just the right moment to try and shove you off the edge. One area, Pilgrim’s Perch, is built entirely along the side of a mountain, with instant-kill falls being a threat at literally every turn. But that said, there’s a lot of challenge that comes from the level design and the situations you’re put in. It is a bit more forgiving than most other Soulslikes I’ve played, with very generous parry windows, lots of invulnerability frames on your dodge roll, and enemy attacks that feel very deliberately timed to allow you to just get out of the way if you dodge right after you attack. ![]() I did have some issues with the camera making sudden, jerky corrections when I was locked on to an enemy, which threw me off occasionally, and the sound effects felt a little off, but outside of those minor nags, I had a great time with Lords of the Fallen’s combat. It opens the door for a lot of freedom of expression through combat, which is something you don’t see all too often in the Soulslike genre. This is even better when you add magic to the equation, as you’re able to easily swap between melee and magic attacks even mid-combo. I could start with two light attacks, press the stance switch button, and do another light attack, I’d get a unique attack in which my character seamlessly goes from a dual-wielded slash, into a two-handed thrust. You can seamlessly flow from light attacks to heavy attacks, and can even change weapon stance in the middle of a combo as well. There’s a great fluidity to Lords of the Fallen’s combat too. There's a great fluidity to Lords of the Fallen's combat. ![]()
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