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Astro Colony is a space base building game with three modes: survival, construction, and sandbox. From the intro cinematic right into...
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.
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Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset.
LOS ANGELES – Dec. 11, 2025 – Independent developer and publisher CI Games has revealed the very first look at gameplay of the highly anticipated action-RPG Lords of the Fallen II as
part of The Game Awards (TGA). The hard-hitting new trailer, featuring a
cover of “It’s a Sin” by chart-topping rock band Ghost, illustrates the
game's brutal soulslike combat against an array of fearsome, towering
creatures amid an expansive world characterized by its trademark dual
realms. Built on Unreal Engine 5, Lords of the Fallen II launches in 2026 on the PlayStation®5 system, the Xbox Series X|S console systems, PC via the Epic Games Store, and is available to wishlist now.
Watch the First Lords of the Fallen II Gameplay Trailer on YouTube
Lords of the Fallen II,
currently in active development, is a new soulslike action-RPG set in a
human realm besieged by eons of malevolent gods, visceral magic, and
unflinching defenders. 1,000 years after the fall of the dark god Adyr, a
lone kingdom stands against the forces of the dead realm known as
Umbral and its eldritch master.
This eagerly awaited sequel is bolder, braver, and
bloodier. As the Lampbearer, players can rend enemies limb from limb
with a brand new dismemberment feature and silence them forever with
all-new executions in a fast and fluid combat system. An even greater
wealth of enemy types and truly jaw-dropping boss battles will test even
the strongest in solo play or best-in-class shared progression co-op
and optional PvP multiplayer. Witness a first look at three fearsome
bosses in this first gameplay reveal, including the metal-encased
Heartroot Warden and his chain-wrapped greatsword, the bewinged Koydreth
striking from his rune-etched mirror, and the colossal dragon Lingao
the Souring Storm harnessing the power of wind and lightning.
“We are excited to share this first gameplay look for Lords of the Fallen II at the TGAs,” said Game Director, James Lowe. “Designed
and developed in accordance with our players-first philosophy, we look
forward to seeing the community’s reaction to the faster and more brutal
combat, the significantly greater enemy variety, and the more
spectacular boss battle showdowns. And this is just the beginning…”
Watch the Lords of the Fallen (2023) Version 2.5 Update Video on YouTube
Lords of the Fallen (2023) Version 2.5 Update
To satiate fans as they wait for the release of Lords of the Fallen II, CI Games has released the final major update for Lords of the Fallen (2023). Version 2.5 introduces extensive reworks to enemy and boss behavior across both Legacy and the all-new Veteran Mode, and more:
Version 2.5 is the culmination of over 70 updates forged through the feedback of more than 6 million players. For full patch notes, visit the official news feed.
CEO Marek Tyminski added, “We’ve been actively
listening and engaging with our community since launch. This is exactly
what they’ve been asking for and we’re delighted to provide it free for
all owners - the final major update and the ultimate representation of
our vision for Lords of the Fallen.”
CI Games will share more details in 2026 for Lords of the Fallen II ahead of its global launch. As fans wait for the sequel, new Lords of the Fallen (2023) players can enjoy a limited time discount of 50% off ($14.99, €14.99, £12.49) on PC via Steam and Epic Games Store, the PlayStation®5 system, and the Xbox Series X|S console systems.
For more game information visit the official Lords of the Fallen website. Fans can also follow on YouTube, Instagram, X, Facebook, Reddit, or join the official Discord.
To learn more about CI Games, visit the official company website.
###
About CI Games
Founded in 2002, CI Games is an independent, global
video games developer and publisher. The company has created
internationally recognised and celebrated titles for nearly 25 years,
including the acclaimed Lords of the Fallen and Sniper Ghost
Warrior franchises. CI Games is currently developing the next major
installment of the Lords of the Fallen franchise, as Lords of the Fallen
II is due in 2026. For more information about CI Games, please visit www.cigames.com.
“We are excited to share this first gameplay look for Lords of the Fallen II at the TGAs,” said Game Director, James Lowe. “Designed and developed in accordance with our players-first philosophy, we look forward to seeing the community’s reaction to the faster and more brutal combat, the significantly greater enemy variety, and the more spectacular boss battle showdowns. And this is just the beginning…”
CEO Marek Tyminski added, “We’ve been actively listening and engaging with our community since launch. This is exactly what they’ve been asking for and we’re delighted to provide it free for all owners - the final major update and the ultimate representation of our vision for Lords of the Fallen.”
Robots at Midnight by developer Finish Line Games and publisher Snail Games USA—Playstation 5 review written by Richard with a copy provided by the publisher.
The Last Oricru by developer GoldKnights and publisher Prime Matter—Microsoft Xbox Series X|S review written by David with a copy provided by the publisher.
Estimated reading time: 10 minutes
Wake up to an insulting man that simultaneously goes out of his way to be a donk, and explains the basic function previously mentioned, and then follow a humanoid rat to the other guy who’ll train you. The whole vibe of these two seem like a weird cross between pseudo-viking fiction aesthetic and a thick dose of orientalism for the “monk” feeling you’re supposed to get from them. Meet a couple other humans on the way and confirm that no, these Naboru people are not humans. They both have very different opinions on the situation though, and following up with both of them will reveal a bit about the central conflict. Not anything you’ve missed this far, but just in case , you get two opinions on whether the Ratkin deserve the apparent slavery they’re in or not.
Two sides to pick from, and one is justifying slavery with lines pulled straight out of Race Science nonsense. Okay then. Your first bit of training involves going to get weapons from a ratkin in the armory named Gok. I actually really enjoy Gok’s lines here, he’s good at playing into the “stupid rat” stereotype he gets treated with, and has a lot of jokes about “lots of rat iron-y” to come. You follow this up by being told to execute a ratkin for stealing from the kitchen. Hold up here. Argue against that and suddenly Tobias, your trainer, has a story about how his poor niece got taken in the night to their hole and eaten, sacrificed for their religion’s rituals. Blood Libel just casually wrapped into the way this whole racial conflict is cast.
Moving onto the next bit then. You get your first real option after killing Durg, you can’t get out of it that I found, and Gok is upset about it. Before you go to the next portion of the training though, and the game doesn’t mention that part, Gok wants a medical kit, so you get to explore a bit and learn just how much padding the game has in play-time by its unnecessarily labyrinthine level design and no suggestion of a map or compass. Maybe I’m just bad at navigating. Do the training, win or lose the next fight it doesn’t matter, the queen arrives!
And now we have a stealth portion to a game with zero stealth mechanics other than “Lol he looked at you” and then you die. (You don’t die here but later you do). The queen is looking for artifacts like the one you either succeeded at hiding or didn’t, and you get the chance to pick a side. Respect the Ratvolution. There are some fun dialogue bits throughout this, the giant spider fight is harder than the next three “boss” fights combined just because of animation nonsense par for the subgenre.
The combat isn’t overly punishing. It doesn’t feel like it has much weight to it, and what actually stops an animation or attack seems inconsistent, but that last bit might be a failing on my part. The terminals are how you access level-ups, gear upgrades, story updates, and activate the co-op function, which itself was pretty cool. There’s some synergy combat features they included just for co-op mode, which is both local split screen and online.
If these games aren’t your vibe because of that combat barrier that does exist, it’s got a switch to Story difficulty so you can just go through the adventure they wrote. And it is a pretty entertaining one. I like that I can’t tell how much I can actually trust Gok. I loved finding the pieces of Bufus’ armor and learning how he died before we got there, saving the surviving Brather responsible. The visuals are consistently great too. While there’s some Indie Jank, mostly in dialogues (necklaces like to vibrate pretty violently), it’s not disruptive in a way I noticed and the character models are solidly detailed.
With a heavy handed and uncomfortable racial conflict at its center, every choice alters the way the game progresses. Fight this Soulslike fight alone, or with a friend, but maybe wait for the sale.
Score: 6 / 10
Tasked with finding the Northwind Legion that hasn't reported back in some time, Hilda makes her way to the ancient and once grand city of Aphes. Having more than one reason to go, other than being an elite warrior even for her age, Hilda is looking for her father that leads the Northwind Legion but will find so much more on her journey.
Cursed with what is called the Asterigos, the city of Aphes and its citizens are actually still here a thousand years later. Unable to leave, and cursed to ingest what is known as stardust to survive, which they themselves are now made of, those that have survived are in various states and not quite human anymore because of the curse. Joining forces with one of the current faction leaders Minerva, Hilda sets out into the various districts to both hopefully find and bring back the Northwind Legion. And maybe, just maybe, become a hero to the people of Aphes while she’s at it.
While not perfect, as Asterigos: Curse of the Stars has some issues, it was hard to put down. Hilda's journey, her monologuing and her conversations with others helps build a picture and makes the world feel alive. Whether within your main hub with NPCs or out in the districts knocking on doors in-between combat, even the most desolate places have people with something to say. Whether it helps you, or helps them as you pick up a side quest, is entirely up to you.
This is a big enough departure from the norm set by From Software where everything is grim, dark, desolate and, for lack of a better word, empty. Are there enemies? Sure, but other than that and an occasional NPC, the story is in the lore, in the item descriptions and unless you go out of your way, you’re pretty much there for the thrill of the challenge set out in front of you. Stepping a bit away from that, the only other title I can think of is Star Wars: Jedi Fallen Order. Otherwise, unlike Cal's journey through the Star Wars universe between Episodes 3 and 4, Hilda's journey is a bit scaled back in the Soulslike department and concentrated more on the action adventure RPG Elements which wasn't a bad thing.
Soulslikes generally have a checklist.
● Vague background. Check.
● Combat heavy. Check.
● Convoluted exploration and needing to unlock shortcuts. Check.
● Substance to pick up and lose if you die? Check.
But, Hilda doesn't need Stardust to level up, gain attribute points and new abilities. She just needs experience points meaning you can level up at any point in time as long as you gain enough experience points. The Stardust? That's for improving your equipment, buying new items and the occasional side quest.
This part of the shift made things interesting as you don’t even really notice it at first. Combat feels pretty natural and while you gain experience points, the Stardust that you accumulate… accumulates. If you fall in battle, you’ll lose a percentage of it but that’s all there is to it. So it was a bit odd that it took until talking to a few important NPCs to find out that you can improve your gear and then buy items. Other than that, unless you really need it for “something”? There’s no stress of losing it all before getting to a rest point and leveling up like a lot of others out there.
Rest points found in and around Aphes function pretty much as we’ve come to expect. These points act as checkpoints to respawn from if you fall in battle while also allowing you to heal up and respawn enemies. Eventually, a LONG while down the line, they’ll also act as teleport points which may be one of my two biggest issues with Asterigoes: Curse of the Stars. It’ll take about a dozen or so hours to unlock this feature. It makes sense within context, but, other than a one-way ticket home? The amount of manual backtracking was legendary at times making you wonder if heading back to the hub was worth it for an upgrade or two, or new trinkets that act as defensive items.
Because otherwise? The general flow of the adventure is pretty solid and each part of the adventure leaves itself open to what you want to do instead of railroading you. Having these choices was nice as you could change up the path you take in a NG+ if you feel like it. Or, if an area is currently too hard, you could go to another which may be a bit easier, level up, gear up, and come back. Having that choice is always nice to have and other than the introductory section and the finale? Everything in between is up to you.
Getting into the actual combat itself, well done. Given all your weapons from the beginning, Hilda has access to a Sword and Shield, a Spear, Hammer, Staff, magical bracelets and a pair of knives. Able to have two equipped at a time, each has both standard attack patterns and an alternate ability. If you’re like me, you may want the Sword and Shield at all times to be able to block and deal with most situations as they are versatile. The knives however allow for an epic level dash attack that can similarly be used for defense to get out of the way. Or, you could use the staff which while in normal combat will use one of four elements, its alternate mode acts as your true ranged weapon to take enemies out from afar.
Again deviating from the norm, Hilda doesn’t need to worry about stamina for normal combat which others have also successfully done. Each weapon has its own attack pattern and you can even mix and match such as a few sword strikes and then a staff blast knocking you backwards to give a bit of breathing room. Running, dodging and the alternate forms, such as blocking or ranged staff attacks do cost SP so it’s still good to keep an eye on that bar. Adding in an extra level, Hilda also has special abilities with their own Astral Point (AP) cost that can be used whenever there’s enough AP such as a devastating sword into hammer attack or a super useful Captain America shield throw that also protects Hilda from attacks for a short period of time.
A side to all of these, is that magic isn’t just for the magical bracers or the staff. Split between four veins, Hilda can infuse all of her attacks with Fire, Ice, Electricity and Astral magic. Making me think of Skies of Arcadia a bit, I thought this was genius as it also made me think to Nioh / Nioh 2 where there’s a “style” for every situation and if one element doesn’t seem to be doing the trick? Swap! It takes seconds to do and there’s no harm in trying out what works best depending on the situation as it can only be to your advantage to get it right.
Finally, while improving your items with Stardust back at the main hub through the Blacksmith will help, it’s the abilities that you unlock while leveling up that will make a difference. Set into three branches, Hilda has access to a skill tree that will allow you to both learn these above abilities and make “adjustments” to certain attack patterns or attacks. This threw me for a bit in the beginning as I was thinking to myself, why would I trade “X” for “Y”?
For example, why would I want to be able to run longer but run slower? But these options, or the option to accumulate less points for special attacks while attacking but gain them from blocking or taking damage, can be turned on or off as needed and you’re not stuck with the decision. Some you’ll probably want to keep such as hold less healing items (20 -> 16) but have them be more effective.
This leads into the other issue that I had with Asterigos: Curse of the Stars. With most things being so well designed, even if it takes over a dozen hours to get fast traveling, healing items and management was truly a curse. Hilda can carry by default twenty potions. Get the ability to make them better but carry less, sixteen potions. Get an item to bring that back up? There’s ways around everything BUT restocking them. I thought I was mad for a while as I just could truly not figure it out.
Potions do not restock themselves if you rest, if you fall in battle, or, if you go back to the hub. They’ll only restock if they dropped from a defeated enemy, or, if you buy new ones. HOWEVER, beside the current number within your inventory, you’ll see a stock number which will range in the hundreds by the time you’ve completed your first adventure. So where are those? Why can’t I have those? If you over buy from a merchant? They’ll add to that number but you’ll never be able to access them. I was originally fine with the Demons’ Souls approach, but even there, you could restock from your storage. This could make certain sections rather tricky, especially when you are faced with the choice of having to “run” all the way back to where you are because you need healing items.
Otherwise, Acme Gamestudio and tinyBuild’s Asterigos: Curse of the Stars is a solid adventure. Not simply following the standard Soulslike formula, they’ve gone and made it their own and have given us both the mysteries of the past as well as a solid journey in the present.
Score: 8 / 10
Wo Long: Fallen Dynasty by developer Team Ninja and publisher Koei Tecmo America—Sony PlayStation 5 demo preview written by Pierre-Yves with a copy downloaded from the PSN.
Estimated reading time: 10 minutes
For those that have followed my trek through the Nioh series, you know that I love a good demo trial. Nioh alpha demo, Nioh beta demo, Nioh last chance trial, Nioh 2 alpha demo, Nioh 2 open beta demo, and my reviews of both in the paragraph above. I’ve sunk a lot of time into each of these and not because I’m good at them, I wish, but because I enjoy the challenges that they bring. Each had its unique twist and Wo Long: Fallen Dynasty is no exception. Ditching some of the more “staple” elements of a Soulslike, it may have made itself even more so as a result.
Other than being super smooth, and I mean, SUPER smooth, Wo Long starts you off in this demo in a cliffside region filled with both human and monstrous enemies. To fight these enemies you’ll have access to your normal attack and a stronger attack which are par for the course. From there, Wo Long has a new magic and guardian system from Nioh’s in which once the gauge is filled, you can summon them for attack, or, you can summon them to help out your teammates if you’ve summoned anyone. Alongside your guardian is a magic system in which four spells can be equipped each with their own gauge costs.
Finally, la piece de resistance is that Wo Long does not have a stamina bar. This threw me for a while as you think to yourself, ok, I can dodge “X” amount of times or swing “X” amount of times before I need to back up. Not here. Here you’ll instead have a whole new system to worry about and I also hope you’re good at parrying as blocking isn’t exactly an option. Thankfully I learned to dodge in Bloodborne / The Old Hunters because my parrying sucks…
This really changes how you approach this system but in some ways feels more “natural”. The reason that I say this is because when you’re in the moment and not looking at your stamina bar, things can get messy. Here, with the spirit bar, it’s right in front of you at all times and if you’re not swinging as much as you thought you would, stop. If you’re not dodging as much as you thought you should be, stop. If you’re really good at parrying? Do it! There are only upsides to performing a parry, as long as you can. I really need to get better at it…
Your character’s morale can go up or down depending on your actions. Taking a critical blow for example will bring yours down by one. Performing a fatal strike, a coup de gras, a visceral attack or just the shiny triangle button, will decrease your enemy’s morale and increase yours. The tricky part here is that, if you die, your morale will not only drop, but the morale of the enemy that killed you will increase, making them even tougher the next time. Not only that, but taking a slightly different page from what was done with Nioh, Wo Long will see a return of player graves but in a different format. Now, instead of being able to fight NCPs of fallen players for better equipment or a challenge, these graves will be boosting certain enemies on the field instead.
Between your melee attacks, your ranged attacks, your magic attacks, and your martial arts alongside both spirit bar and morale systems, you’ll be able to summon two types of help. The first type of help is in the form of an NPC who will fight alongside you for as long as they can until their hit points are depleted. The second type of help is in the form of another real player. In both cases, these forms of help can alleviate aggro in order to heal, can help pincer attack, can add more damage than you yourself can do, and above all else, THANK YOU Stranger of Paradise: Final Fantasy Origin, can pick you up if you fall.
Falling in battle while in actual co-op is not a death sentence. If you can pick up the other player, or they you, the fight can continue and it doesn’t just “stop” there. This alone was one of Stranger of Paradise’s shinier aspects in co-op, but the application in a real soulslike is a game changer. Not having to worry about things just being over because someone else had an unlucky dodge brings the level of stress down just a notch. Not completely, but just a notch and with how tough some of the normal enemies already seem to be? It’s a welcomed addition!
So overall, I absolutely loved my time with Team Ninja’s Wo Long: Fallen Dynasty’s Demo. Super smooth on the PS5 whether in solo or co-op, while there’s going to be a lot to adjust to in terms of gameplay, I cannot wait for either a new demo trial or the full version as this may be once again setting a new bar in this genre of Soulslikes.
Score: N/A
Estimated reading time: 10 minutes
Having originally sat down to a first look of Lost Epic by One or Eight Inc. around this time last year while in Early Access on the PC, this side-scrolling Soulslike has now been fully released for both the PC (Steam) and the PlayStation 4/5. Blending in Soulslike toughness and a much more Metroidvania style for exploration and intrigue, there’s plenty to love here once you get the hang of the world you now find yourself in.
With several New Gods to face off against, their realm of power will generally resemble the deity that you are tasked with dispatching. Lush forests, rich underwater environments, a stone city overrun with gross tentacle blobs or dark underground passageways where you cannot see more than five feet ahead? Each of these is solid in its puzzles and its challenges as they loop back into the premise. Is it perfect? No, but it helps bring everything together as Lost Epic finds itself in a vein where it lets the journey do the storytelling instead of verbally telling you one.
This form of storytelling is not a problem for me, as again, it is par for the course when it comes to a Soulslike. You start with next to nothing, you know next to nothing, and you have to fight for everything. This said, I do think that there could have been a bit more lore spread throughout the world though as I think that it would have enhanced the journey a little bit. Instead, there is very little dialog from a group of witches that will be your guides in various locations to help you materialize items and upgrade your equipment. Aside from them, there are very few NPCs that you’ll encounter and other than a few lines of dialog from them? They’ll generally be asking you to bring them materials or dispatch a certain amount of enemies or bosses.
Where things shine for Lost Epic is in the journey and the exploration. The world that you’ll be exploring is huge and you won’t always be able to get from Point A to Point B that easily. This is also part Metroidvania afterall with switches, levers and obstacles needing to be destroyed in order to move on. Each square or rectangle on your map will have nodes telling you how many pathways lead out from this point which can help you plan your path forwards… as long as you can see the node. A bit of a design flaw here is that if there is an NPC available, a checkpoint statue (broken or whole), or a campfire? You may miss the node making you wonder what the hell you're missing when all you had to do was go up and to the left from one of these areas.
Within each of these areas you’ll have plenty of foes to contend with. Small close ranged melee, heavy hittings, archers, flyers and casters. If you hate a particular Soulslike element, you know they have it, and for some of these enemies? You’ll need to figure out how to take them out fast as there are always a lot more of them than you. So it’s a good thing that you have plenty of choice at your fingertips! Standard melee attacks with one-handed and two-handed swords, bows, and flying gauntlets / shields allow you to cast magic independently of what you’re currently doing. Beside the gauntlets / shields for magics, you can also learn new abilities from your weapons that one learnt? Can be used with any other weapon.
This would, again, be pretty par for the course however where things change up in Lost Epic is that there is no “unblockable” attack. You can swing at your enemy, they can swing at you, you can block their attack, you can bat their arrows out of the air or even cancel out their magic with yours. Even better, a red exclamation mark above an enemy’s head which normally tells you to DODGE as you can do nothing about it? In this case, Lost Epic is telling you to parry that blow. You can dodge it if you want but you can just as easily parry once you have the timing down which is a saving grace against bosses.
Following this up, you can also “Divine Counter” which is the act of using one of your special weapon abilities against an enemy with a yellow exclamation mark. This will help you further break their guard and their advance on you, but like the red exclamation marks, timing is everything and practice makes perfect. Until practice has made perfect however, that’s what the rest of your inventory is for. Healing potions, cooked meals and stat boosters are all available to quick-slot into place for when you need them the most which works in concept, as long as you’ve made sure to find out how to make it work properly.
There really isn’t much instruction on certain elements of Lost Epic and item creation is one of them. Healing potions for example need either grass for lesser ones and flowers for larger ones. You can find these in the field for sure, but you’ll never get enough to keep a solid nine on hand which is the maximum unless you quite literally farm for them. So once you’ve picked them up, you’ll need to go to one of the above mentioned witches to materialize seeds. These seeds will then need to be planted and cultivated giving you more than what you started with, and from there, you’ll have to turn a portion of those back into seeds while using the rest to make what you need. Eventually if you remember to keep track of things it becomes easy enough, but you have to remember to do so otherwise you’ll only be getting three per item box visit which won’t get you very far.
Unfortunately, Lost Epic falls into the same trap that a lot of other titles in the genre do, obscene difficulty spikes. Going well enough one minute, the next you’re dead. Just dead. As things move further in the adventure you get a mulligan and even then, certain combinations of enemies or bosses are just… for the lack of a better word unfair. “Git Gud” only brings you so far before you need to grind some level-ups or materials to upgrade some of your gear which is another area that could have used a bit more explanation in the beginning.
The localization of Lost Epic isn’t perfect, and while some things are close enough to not worry about, like the following translation “X has leave the lobby” when playing in co-op, there are other menu items that don’t make as much sense. Craft weapons for example isn’t a menu for crafting weapons. It’s a menu for crafting armors, new magical gauntlets and cosmetic items. Evolve weapons is your weapon crafting and because of the interface? It’s apt to leave you making a mistake by trying to upgrade the wrong piece of gear as things are not in the same order from one window to the next. Once you do know which weapon you are evolving though, that standard piece of steel found in the field becomes a marvelous weapon making you wonder how you ever lived without it.
Finally, while not a complaint about Lost Epic itself, playing in co-op was…
It was something. Also having Richard’s interest, we found ourselves joining forces a few times in order to battle the forces of the New Gods and the New Gods themselves. Two is definitely better than one especially with some of the numbers that you’ll face off against. More weapons are being swung, more magic is being slinged, and aggro can be diverted from one player to the other in order to give a chance to heal. Best part? You can join in or leave with little ceremony as you only need to “load a lobby” to get started and this can be done from anywhere with the click of an unlimited use item which is great.
Where things didn’t work so well here is that while in co-op, you can’t make items. You cannot level up. You cannot interact with certain elements of the map. You cannot interact with the NPCs to get or hand in quests. Worst of all? The lag was so damned bad, I think we got better once we returned to real time because of the sheer precision that we had to do once the screens froze and we saw our impending dooms. When it was stable enough it was great, but there were some moments where we basically kept up with one another in voice chat as we could make it further solo in real time than co-op in lag time. While we do have different grades of internet packages, there are other titles that we are playing on and off and do not have these issues so they really were localized to Lost Epic.
Otherwise, while certain features could have used more details or explanations on how to do certain things like making new weapons for example, Lost Epic is fun. Graphically it’s pretty to look at and each of the areas that you’ll be passing through all have their own little flairs and details really letting you know who’s domain that you’re in. The music in all of these domains change and certain tracks really let you know that it’s about to be go time as you aren’t closing in on a mid-boss, you’re closing in on a real boss and the New Gods? They do not go down easily which is great as each offers a different experience ranging from what the hell to WHAT THE HELL and I wouldn’t have a Soulslike any other way.
Overall, Lost Epic, while not perfect, is a fun 2D side scrolling Metroidvania Soulslike. While it may be rough around certain edges, there’s still plenty to love here and it holds a challenge that I think fans of the Soulslike genre would appreciate.
Score: 7 / 10