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00:00Sous-titrage Société Radio-Canada
00:30in helping forge the game into what it is today.
00:33And now we're proud to present version 2.0, the definitive edition of Lords of the Fallen.
00:43Lords of the Fallen launched with a seamless co-op mode. Unlike many Souls-likes, players
00:47could journey together for as long as they chose. With version 2.0, we've taken things
00:53a significant step further. From today onwards, Lords of the Fallen now features full shared
00:58progression cross-play co-op.
01:01So how does it work?
01:04When two players join an online session, provided they're on the same new game playthrough and
01:08have defeated a similar number of the 12 main bosses within a margin of 1, both players will
01:14now retain all mainline progress. Bosses will remain defeated and beacons will stay lit or
01:20otherwise. Additionally, in all online sessions, both players will now receive all loot, 100%
01:26of vigour and also have the ability to revive each other, whether host or guest.
01:32Version 2.0 also introduces the Lords of the Fallen Free Friends Pass. As of today, anyone
01:38who doesn't currently own the game can now create a character and explore the entire tutorial
01:43area. Once completed, players can then join any friend who owns the base game in online
01:48co-op, ready to continue the journey through Mournstead side by side. But the question remains, who do you trust to watch your back?
01:55Many praised the combat system in Lords of the Fallen, citing elements including the focus
02:06on dual weapon wielding, the ability to switch between one-handed and two-handed attacks mid-flow,
02:12and being able to equip up to five different spells at any one time. However, some players
02:17voiced how movement could feel floaty, with attacks sometimes lacking sufficient weight or
02:22responsiveness. Building on the initial improvements introduced in version 1.7, which included a refined
02:29roll distance and tighter animation cancellation, version 2.0 presents a fully revamped character
02:35control and combat system in response to fan feedback and extensive playtesting. Starting with movement,
02:43walk and run animations are now much tighter. Thanks to improved physics, your character now stops
02:50almost instantly, offering more precise control in and out of combat. Turning your character is also much
02:57faster, with a far greater degree of mobility, while a new dedicated jump button means you can leap
03:04at any time, adding precision to platforming. As for combat, every weapon class has been refined
03:11to feel more responsive in battle. The distance with which you move when attacking has been reduced to
03:16feel more natural, while a tighter roll and quicker dash allows for more effective evasions. The lock-on
03:23system has also been modified to ensure more intuitive enemy selection, while removing the chance to
03:29accidentally lock onto environmental elements during combat. Furthermore, the soul flay attack is now
03:35much faster, for more effective use mid-combat.
03:42While combat fidelity is integral to any soulslike, equally important is how satisfying that combat
03:49feels, and that's where audio comes in. As well as both block and parry, every single weapon has received
03:56a full sound overhaul, resulting in a more intense and gratifying experience, with every swing,
04:02clash and thud. Alongside this, the sound effects when striking an enemy have also been intensified
04:08to ensure you really feel your weapon slice through every single layer, from armour through to flesh and
04:15finally bone. Another highly popular community request has been the ability to create more attractive and
04:25and generally realistic looking characters. Both the male and female options have been visually enhanced,
04:31while we've also increased the femininity of the female body type with more attractive face options
04:37and a more conventionally feminine body shape.
04:42The game's UI has also received a full visual upgrade. It's now cleaner, more modern and easier to
04:48navigate. Players can completely disable the HUD for a more immersive experience, or use the dynamic HUD
04:55setting where it fades in and out based on gameplay. These UI improvements arrive hand in hand with a
05:02fully revised tutorial. Player prompts have been streamlined for increased clarity, while the addition
05:07of an all new guidebook means players can revisit previous prompts at any time throughout their adventure.
05:14And talking of guidance, your umbral lamp now has the ability to highlight the path towards your next
05:20vestige point, aiding Lost Crusaders through the winding passages of Mournstead.
05:26Numerous quality of life improvements also arrive with version 2.0, including an option for automatic
05:32vigour collection, and new button prompts for both grievous strikes and environmental soul flays.
05:40Lords of the Fallen version 2.0 is the definitive edition of the dark fantasy action RPG,
05:47and is available now for all lap bearers. In light, we walk.

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