Part of the problem is that a bite-sized playable chunk of any sprawling RPG isn't going to give a keen sense of what the game will ultimately be like. Covering even less ground than in last year's demo, this section from somewhere near the middle of the game is just a few castle halls populated with a handful of enemies. Slavering undead purple beasts that will resurrect after putting them down, shield-wielding bruisers, and poison spewing spiders before a boss; even though they're scant, these enemies, demonstrate handily just how difficult it is to contend with foes in Fallen. There's even a trap to trick one of the biggies into falling down a pit. But the grand scale from last year's demo is lost here.
So too is the nuance of the combat. With only one character class to try, there's no way to get a feel for how the hammer, sword, and dagger weapons work since they're not as effective as the paladin's preferred staff. Magic, including fireball shooting gauntlets and far stronger grenade-like blast, feel like essential tools, but scant magic potions render them moot by the demo's halfway point. (A better player than I might not use up the allotted magic potions before then, but I had to to survive.) It's clear that Lords of the Fallen has intricate options to customize your play style and character, but there was no way to see how they compared to From Software's famous Dark Souls.
Dark Souls is simply inescapable when playing Lords of the Fallen. The combat here is swifter thanks to its weapons, but simultaneously slower since there's no devoted dodge. Even with those differences, it still feels as intentional as Souls'. And just like in that game, you regain lost experience when you return to a spot where you were killed last. Fallen distinguished itself at E3 2013, but in 2014 it simply can't get out from under Souls until it's actually out in the wild or playable in a more substantial setting.
[Images: City Interactive]