Global illumination is the key player here, which can consistently light the various materials in a realistic manner. There’s a natural, believable look to outdoor areas, and a claustrophobic feel to its many dungeons. Lighting in the game is the most immediately noticeable aspect of its visual makeup. Lords of the Fallen could easily pass for a 2023 remake of Dark Souls, and I’d like to attribute some of that to developer Hexworks’ use of Unreal Engine 5. I’m somehow still not tired of seeing medieval monolithes and Gothic structures for the hundredth time, and it’s that familiarity that can really get you to appreciate how far we’ve come. I might have shed a tear the first time I came across a glass window in Control ( with RT on).īut there’s just something about seeing one of favourite genres in games be realised with the kind of next-gen tech that put the CG announcement trailers of years’ past to shame. Cyberpunk 2077 with path tracing, Metro Exodus with entirely RT-based rendering, etc. I’ve played/seen plenty of visually-stunning games in my time. What I want to do is gush over just how damn good-looking Lords of the Fallen is. I am not here to talk about how well it plays, though (you’ll get more from us on that soon). This has not been my experience with the new Lords of the Fallen, and it was genuinely surprising to see how well the game learns from the greats while forging its own path. To see this content please enable targeting cookies.
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