Lords of the Fallen Review: Daring High Expectations, Swiftly Hampered
Lords of the Fallen has swaggered back into the Soulslike scene with high ambitions, fancy visuals, and more mechanical ideas than a Swiss army knife. It's clear that Hexworks and CI Games have been going over FromSoftware's playbook, but the result is a game that straddles a fine line: it’s fleetingly brilliant, largely stunning, and that level of chaos is simply too. Imagine a luxury sports car that is perfection on the showroom floor, but the steering wheel tends to detach when the car is mid-turn. This is the case with Lords of the Fallen.
Lords of the Fallen is perhaps the most beautiful game of the year. This is a game that simply has perfection to flaunt. With reckless abandon, the developers have leaned into the dark fantasy aesthetic – crumbling cathedrals, murmuring courtyards, and even demonic-infested halls that all could have come from the mind of a medieval architect with a horror movie fixation. The attention to detail with the rotting stone and the cold, oppressive air that the player can practically feel is one of the many masterpieces crafted by the designers. This world is one of the many that deserve exploration. The level design supports exploration. There is a sense of “what’s over that ledge?” and that something is hidden rewards observation and attention to detail, as well as nooks, hidden altars, and secret paths. This said, the freedom of some areas is occasionally disrupted by the linearity of certain obstacles. Curiosity is often punished by ambushes from enemies that are only just out of sight, and that can break immersion faster than falling into a cleverly disguised pit trap. There are times that it is a visual feast that feels like fine dining through a straw.
The world is defined and evocative when it clicks, however. There’s a lived-in quality to the kingdom, even the side corridors. Environment storytelling is abundant; a chapel bathed in blood, a shattered statue, and a library that’s been burnt can convey a tale without a single spoken word. It’s those kinds of questions, “What happened? Who lived here?” that are the signature strength a soulslike employs, and it is done excellently here, making it an ideal choice for anyone looking to buy cheap PS4 games while enjoying rich, immersive storytelling.

Technical Issues and Bugs
Firstly, let's discuss the downside. The technical problems of Lords of the Fallen are, to put it lightly, 'extensive'. This doesn’t fall under the ‘minor inconvenience’ category by any means. Numerous players have claimed they experience extreme lag spikes during combat, game-crashing bugs, and even glitches that freeze enemies mid-animation; they are lined up like the performers of a poorly produced horror movie, and for lack of a better term, they are acting… dead, which makes it all the more satisfying for those who want to buy cheap games that actually run smoothly.
The list goes on and on with bizarre glitches like: walls which are categorized as ‘invisible’, the camera no longer under my control and moving through the terrain, and even the occasional boss roar which sounds like a duck being violently attacked. This game in particular heavily relies on the player's ability to complete the objective promptly and use the environment properly. These are not simple problems; they are far more sophisticated than being mere ‘annoyances’ to be steamrolled.
The complete lack of technical bugs is the biggest issue. Without an integral structure, combat and exploration are far too complex. Although it is appreciated that Hexworks doesn’t ‘take the money and run’ as other companies do. Regular patches are being added, and updates are being released every month. Although it is comforting to have regular support, for a game that has just been released, the number of technical glitches is already overwhelming.

Broken Lock-On Feature
Another peeve I had was the lock-on system, which, for this game, made me want to break the controller. While the lock-on feature may seem unconventional, it is essential for combat in a Soulslike. It fosters focus and dictates the flow of attacks and dodges in a fight. With Lords of the Fallen, the use of lock-on seems to be optional or, even worse, part of a practical joke. Time and time again, the lock-on feature will fail to adjust to a target, or the camera will spin a full 180 degrees in an unintended direction, causing the player to stare at a wall while the enemy walks right in front of them. In a game where the main focus is on positioning and timing, the use of combat feels more like a game of chance than quick thinking. Winning a fight is the result of the game’s arbitrary decision and luck. The jank derives from the fundamental combat of the game, and despite the combat working smoothly, one must consider the issues.
As a Soulslike, Lords of the Fallen seems to have everything it needs—a variety of enemies, thoughtful exploration, captivating world design, and “rally” mechanics that make the combat interesting. There is a big asterisk, though, and it’s spelling out “technical issues.”
There is potential everywhere in the world. When the lock-on doesn’t glitch out, combat is incredibly engaging and tactical. The world is beautifully immersive, variety in the boss fights is there, and the sense of progression is meaningful. There is also the shame of the experience shattering when there’s a drop in the frame rate, enemies freeze mid-attack, and annoying camera moments appear. The polish to the game is not there, and even hardcore fans of punishing games will find themselves repeatedly swearing at the screens. Or, it’s like eating a gourmet meal with a gigantic fly hovering in the soup. Savoring it is the goal, but it is completely impossible to do so with that in the way. This supportive posture does indicate that the game can truly evolve and can attain a state of polish that the game should have in the first place. Those who are willing to put up with the current, adjoined state of loos are greeted with a set of guarantees. It is a world where the unworldly, in addition to the stunning, and the plaid multi-level of combat, an immersively designed world can and will crown the combat, despite the ever-growing technical nightmares.

Conclusion: A Game of Stunning Ambition, Frustrating Execution
This contrast truly rests on the duality of the Lords of the Fallen’s gameplay. An elaborate dark world that is rich in beauty, narrating the story of it, waiting to be profusely enjoyed. A world where combat is timed strategically in such a crafty way that rewards the player alongside the environment, aiding in storytelling over anything, is truly a combat marvel. It is, however, littered with technical difficulties throbbing pain from clone features, it is the mental agony but conflict dimension battling and simple fight, it is, alas, a pain, a pain that is easily and very much so baffling.”
For those who love action RPGs, the game brings quite a bit to the table, such as defeating intricate challengers, discovering secret sneak routes, and being a part of a world that is uniquely fashioned in extended, Gothic splendor. Still, it is not design choices that hold the experience back: it’s bugs, slumps in performance, and poorly executed mechanics.
As it stands now, Lords of the Fallen is a stunning, daring, and intermittently genius game that feels like it is being partially choked – in other words, it feels like the handbrake is on. Ongoing developer support is a good sign, and gradually, with patches, this could become a smooth experience, which every Soulslike game strives to provide. For now, players bear the responsibility of not being fooled: barren locations and amazing locations, rewarding fights, and massive potential all end in a shroud of frustration, sloppy game mechanics, and the desire to simply dump your controller somewhere.