"It's Important that Our Game Doesn't Just Feel Like FromSoftware": Lords of the Fallen 2 Dev Says What Too Many Soulslikes Forget

"It's Important that Our Game Doesn't Just Feel Like FromSoftware": Lords of the Fallen 2 Dev Says What Too Many Soulslikes Forget

GamesRadar+
GamesRadar+Feb 13, 2026

Companies Mentioned

FromSoftware

FromSoftware

Why It Matters

The game’s differentiated combat system could set a new benchmark for Souls‑like design, influencing how studios balance homage with innovation. Success may broaden the genre’s appeal and encourage deeper mechanical experimentation.

Key Takeaways

  • Heavy attacks now break enemy guard, not just damage
  • Combat encourages micro‑decisions and experimental playstyles
  • Enemy behavior drives tempo, creating “enemy‑first” encounters
  • CI Games aims for weighty, agile combat without copying
  • Lords of the Fallen 2 seeks to evolve Souls‑like conventions

Pulse Analysis

The Souls‑like genre, popularized by FromSoftware, has become a template for countless action RPGs. While the core loop of punishing combat and meticulous exploration remains appealing, developers risk stagnation when they merely replicate established mechanics. CI Games recognizes this pitfall and positions Lords of the Fallen 2 as a case study in purposeful deviation. By reimagining heavy attacks as tools for guard‑breaking and stagger, the sequel injects tactical depth that forces players to consider timing and positioning rather than relying on raw damage output.

Beyond individual moves, the studio’s design philosophy centers on micro‑loops—short decision cycles that keep combat feeling dynamic and responsive. Director James Lowe describes an "enemy‑first" approach where foes dictate tempo, compelling players to adapt on the fly. This creates a dance‑like rhythm where every button press carries weight, mirroring the tension of classic Souls experiences while rewarding experimentation. Such systems aim to preserve the genre’s signature sense of commitment without sacrificing agility, offering a more nuanced battlefield where both player and AI shape the flow.

If Lords of the Fallen 2 delivers on these promises, it could signal a shift in how studios treat genre conventions. Rather than using the Souls‑like label as a marketing crutch, developers may invest in unique combat vocabularies that respect the original’s spirit yet push boundaries. This evolution could attract a broader audience, from hardcore fans seeking fresh challenges to newcomers drawn by richer, more varied gameplay. Ultimately, CI Games’ ambition may redefine what it means to be a Souls‑like, encouraging the industry to innovate within familiar frameworks.

"It's important that our game doesn't just feel like FromSoftware": Lords of the Fallen 2 dev says what too many Soulslikes forget

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