Accessing that alternate dimension is done with your Umbral Lamp, which you'll use in both exploration and combat. Often a dead end, large gap, or blocked path can be negotiated by entering the Umbral, where platforms or ladders that don't appear in the real world might exist, so venturing between the two worlds is a major focus. And it's through the Umbral that you can actually cheat death-when you take too much damage, you're knocked into the Umbral dimension rather than killed outright, giving you a second chance to heal and survive. As a Dark Crusader adventuring across the world in hopes of stopping the return of an evil god, you have the unique capability of interacting with and even entering the Umbral. The main element that sets Lords of the Fallen apart is the Umbral realm, an alternate dimension that sits on top of the world you see as you play through the game. Lords of the Fallen is a game that has all the right Souls-like elements on-hand, but never quite gets the proportions right. ![]() There's a combination of elements at play-the game's meandering level design, the spongy enemies you face as you progress, the uneven checkpoint and death systems-that creates a series of long and frustrating slogs. Though Lords of the Fallen ticks off many items from the list of things that Souls-like games are known for, it's the ebb-and-flow pacing, or rather the lack of it, that vexes the most. Now Playing: Lords of the Fallen Video Review By clicking 'enter', you agree to GameSpot's
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