hot  /  reviews  /  video  /  blogs  /  forum

City Interactive

Lords of the Fallen photo
Lords of the Fallen

Lords of the Fallen to get a Game of the Year Edition


Apparently someone gave it that award
May 25
// Joe Parlock
Lords of the Fallen, City Interactive and Deck 13’s Souls-like, is getting a Game of the Year edition on June 26. Yeah yeah, I know what you’re thinking: ‘who even gave Lords of the Fallen their GOTY award?&...
Lords of the Fallen photo
Lords of the Fallen

Lords of the Fallen has a 'medieval BFG'


Bad. Ass.
Sep 23
// Brett Makedonski
This gameplay video of Lords of the Fallen gives a look at "Infiltrator" -- a new boss from what seems to be midway through the game. That's neat, but the real winner here is the glimpse at the magic gauntlets. The reas...
Lords of the Fallen photo
Lords of the Fallen

Feast your eyes on 20 minutes of Lords of the Fallen


These souls are dark
Aug 21
// Brittany Vincent
Lords of the Fallen is a action-RPG in the veil of Demon/Dark Souls. Instead of the constant hack and slash of the old action-RPG days, Lords of the Fallen continues the tradition of Dark Souls by focusing on smaller-scale t...

Limited edition, too photo
Limited edition, too

Lords of the Fallen trailer: Lustful women and a moody CCR cover


#darksiders2
Jul 24
// Steven Hansen
Lords of the Fallen sits somewhere between Darksiders (#darksiders2) and Dark Souls. The trailer, with the God of War-styled heavy petting foursome, leans toward the former.  With the trailer comes the announcement that those who pre-order get bumped up to a Limited Edition, which just means some weapons, The Monk's Decipher DLC, and a soundtrack.

First hands-on with Lords of the Fallen

Jun 12 // Darren Nakamura
Taking on the role of an armor-clad knight of some sort, I found myself at the bottom of a staircase, with an imposing figure near the top, waiting. I took the time to familiarize myself with the controls, wasting a few potions along the way. A few different weapons have been shown, but I was armed with a staff and a shield. After figuring out the buttons for light attack, heavy attack, block, and dodge, I was ready to go. Or I thought I was, anyway. Charging up the stairs and readying an attack, I was immediately beaten back by the faster monster. Attacks are extremely deliberate, taking what feels like a second or more between hitting the button and the character completing his animation and actually connecting. Additionally, each action in Lords of the Fallen takes stamina to use, so players cannot string together huge combos, block more than a few hits without being staggered, or roll away if caught in a melee with none left. Stamina does regenerate fairly quickly after only about a second of resting, but it informs how battles must be approached. Even though the first enemy at the top of the stairs was just a minion in comparison to what would come later, he took out a good chunk of my health, and I was quickly dispatched in the following room, where I was ambushed by two such monsters. After several deaths here, I took the time to reexamine my abilities, discovering a magic attack that deals a decent amount of damage and stuns enemies, but took a couple minutes to recharge. After getting the hang of that, I was able to pare the two enemies down to one well enough, and take the remaining one out with standard attacks. After that room came a hallway with a huge armored figure sporting an enormous shield. It seemed like he blocked every attack I sent his way. After several minutes of dodging and failing to deal any damage, he happened to walk in the center of the room, where a few loose boards gave way, causing him to fall into a pit. In hindsight, the pit was pretty obvious, but my attention had always been focused on enemies rather than the environment previously. After learning this, I explored the circular room more fully, finding a switch on the ground with an unclear purpose. It turns out to open up a door in the following hallway, where some armor upgrades could be found in a chest. After that boon, I tried the door across the hall, which had a similar chest. This room was another ambush, with a giant spider dropping from the ceiling. The spider killed me another half dozen times, each time sending me back to the beginning, forcing me to go through the previous rooms and enemies first. In addition to its regular attacks, it could emit a poisonous gas, and drop smaller spider enemies nearby. I was nearly ready to give up, but on my last try, I was able to kill it. Further on were more of the small enemies and another big guy to lure down into the hole. Further still was a third, but he would not follow me back to the pit. Fortunately, the demo's single checkpoint was right before him, so I was able to experiment freely. Failing to defeat him I eventually resolved to run past him and hope not to have to deal with him. Even after finishing the demo, I do not know how to take those enemies out in normal combat. Fortunately, he did not follow into the next room, which was clearly the set up for a boss battle. The boss appeared, an inhumanly large man with pointy armor called the Champion. He had a sizable health bar, but also a visible stamina bar like my own. With that, I realized that all of the enemies were probably governed by the same restrictions as the player, and the key was to cause them to waste stamina before striking to avoid a counterattack. The boss fight itself was arduous. He had a few ranged attacks that I learned to dodge, and a charge that would send him hurtling into a wall if I jumped out of the way at the last moment. These were the only opportunities to safely land a strike, and as the fight went on they became fewer and further between. By the last half of the fight, I had only a sliver of health left, so I could not take a single hit without dying. Still, after about fifteen minutes spent on the fight, with utmost care taken, I was able to land the killing blow. I realized then that my heart was pounding and my palms were sweating. I breathed a sigh of relief. In retrospect, the boss fight was not really difficult in the classical sense. All of his attacks were telegraphed with ample time to react, and the timing windows for dodging were fairly wide. The windows for landing hits were not, so greedy play would be punished, so in the end it was more a battle of attrition than one of pure skill. The rest of the demo can be viewed similarly; once the player knows where enemies show up and how best to avoid damage, he can make slow, steady progress. Still, I felt accomplished and relieved to have finished the demo. Lords of the Fallen definitely left an impression on me, with its oppressive world, fights that all demand maximum attention, and the thrill of just barely scraping out a victory in the face of defeat.
Lords of the Fallen photo
I can hardly believe I finished the demo
Where some E3 meetings have PR people hovering or hands-off slide shows to watch, the meeting with CI Games for Lords of the Fallen was on the other end of the spectrum. There was no briefing or helpful tips, just a station s...

 photo

Reminder: Enemy Front out next week, it's actually decent


Check out the multiplayer trailer too
Jun 07
// Hamza CTZ Aziz
Pretty sure I'm the only person in this industry that's talking up Enemy Front. Is it going to be a mindblowing revolutionary first-person shooter? No, not really. Is it going to be pretty fun? Yeah, I think so at least. But...
 photo

Get a taste of Enemy Front's stealth combat


Far Cry 3 meets World War II
May 18
// Hamza CTZ Aziz
Enemy Front is the upcoming World War II shooter that feels a whole lot like Far Cry 3. That's a good thing! For one, it's nice to go back to a World War II shooter. It's even nicer when it's just not a straight up mindless ...
Lords of the Fallen photo
Lords of the Fallen

Lords of the Fallen dev faces challenges with 1080p on Xbox One


1080p won’t let me be
Apr 23
// Brittany Vincent
The struggle of next-gen developers seems to be that of “Should it be smooth, or pretty?” CI Games executive producer Tomasz Gop has stated that with Lords of the Fallen, he's confident that his team will be able ...
Lords of the Fallen photo
Lords of the Fallen

Lords of the Fallen challenge trailer takes a mulligan, kicks in doors


Every victory is born from defeat
Apr 22
// Brett Makedonski
It turns out that when a hulking behemoth charges at you as fast as it can, you might want to get out of the way. If that wasn't common sense, the first 40 seconds of this new Lords of the Fallen trailer expertly convey...

Preview: Dropping fools in holes in Lords of the Fallen

Apr 22 // Steven Hansen
Yes, you are a cool man with anvil shoulders who twirls his staff around nonchalantly during idle animations as if to say, "Hey, look how cool I am. I am wearing this cleric robe despite being a warrior because I want to dazzle my enemies with cloth physics and staff spinning. The kids laughed at me when I twirled the stick in marching band. Who's laughing now?" This Lords of the Fallen demo was hands off, so I had a lot of time and mental space to make these sorts of observations. Executive producer Tomasz Gop (The Witcher) led anvil arms to some blind "Infested" enemies easily dispatched and then some other Infested equally easily dispatched except they come back from the dead once so you have to kill them twice. Why not four Infested in the next area instead of two that die twice? Why not twice as much health? I don't know. Then a more formidable looking opponent was fooled into walking over unstable planks and falling to his death. It's a sneaky, easy way out for the player, though you miss any loot. I'm wondering if that was just a novel instance or if things like this will be frequent. It would seem a bit tacky to keep putting weak planked pits before areas with larger enemies, after all. There is some promised non-linearity in map design -- doors that you might not want to go through until halfway through the game, but could earlier -- but I'm not sure how much or how far that extends to the mechanics. Can't let that combat system go to waste.  [embed]273591:53530:0[/embed] Aside from your weapon of choice, you also have a magic gauntlet that can be continually crafted and upgraded. There is a pool of multi-use spells, but also spell trees specific to the warrior/rogue/cleric classes. The rogue has unique spells like invisibility with a boosted attack coming out of it. The warrior has a battering ram and other combat oriented spells. Like Dark Souls, you'll leave a ghost when you die that contains your experience. You can also store experience points you don't want to use yet at save points. Your soul will slowly leak experience as you make your way back to it, though, which could add to the loss even if you're banking regularly. To round out the demo, Gop took a pair of claws and some magic to a big bad boss. The boss hit hard and the fight took a couple of tries. But quick claws and massive combo damage won out in the end. The disgusting monster thing was destroyed and his family shamed. I like that Lords of the Fallen isn't a grind-heavy, padded action RPG. It's meant to be about big, tough encounters. But I still need to play it to go beyond anything but optimism and being impressed by it looking nice. Here's hoping.
Lords of the Fallen photo
Oh, they fallen' alright
Thousands of years ago, people defeated god. They believed evil could be excised from humanity. Sinners were marked with tattoos and exiled. People also believe vaccinations lead to autism and that How I Met Your Mother is a ...

Lords of the Fallen video photo
Lords of the Fallen video

Lords of the Fallen finally shows off some gameplay


Lorde has fallen
Feb 11
// Steven Hansen
Lords of the Fallen has been an intriguing action RPG for the better part of the last year, but we've only seen trailers and screenshots. Hamza complained about the latter last month, asking for some gameplay, finally. Well,...

Enemy Front is a fresh approach to World War II shooters

Jan 30 // Hamza CTZ Aziz
Enemy Front (PC [previewed], PlayStation 3, Xbox 360)Developer: CI GamesPublisher: CI GamesRelease date: June 2014 Enemy Front has you playing as a resistance fighter, traveling to different parts of Europe over the course of the game. From the Warsaw Uprising, taking out a factory in Norway, sabotaging rockets in Germany, to joining the resistance in France -- expect to see various locations over the course of the 12 missions. You can also expect to see some lovely visuals. CI Games was wise to go with a vibrant color palette instead of the brown and grey like WWII shooters of the past, especially with this being the CryEngine 3 engine. That said I wouldn't say it looks just as good as Far Cry 3 visually, but it comes close. Also I can't believe how garbage these screenshots are that we were sent to go along with our coverage. Trust me when I say the screens don't do the game any justice. From the levels I saw they're wide and open similar to the missions of the Bad Company series. As for the enemy encounters, they'll remind you of Far Cry 3's Outposts that were scattered across the island. You can go in hard, guns blazing, or you can carefully scout the area and stealthily take out enemies one by one. With the levels being fairly open you have many options, like going to a nearby ridge to snipe enemies, or go right into the camp to perform stealth kills as the enemies are out on patrol. Oh I should mention the sniping system from CI Games Sniper: Ghost Warrior series is in Enemy Front. Holding your breath will slow down time, and wind resistance will be a factor when you aim your rifle. Guns blazing can work, but if an enemy is really close to you just one well-placed shot will instantly kill you. If you do get caught -- from letting the enemy dedication meter get completely full or an enemy spotting a body you didn't bother hiding -- all the enemies in the vicinity will hunt you down at your last known location. Eventually they'll stop hunting for you, but their guard will be up so long as they're alive rather than eventually going back to a complete relaxed state. Another level saw me taking on a mass of enemy soldiers with fellow resistance fighters, so there will be at least some levels where you'll be taking on waves of enemies. After that I went to another section of the game where I needed to infiltrate a base. I was doing pretty good quietly making my way through, throwing rocks to distract guards and such, but I got cocky and spotted. Thankfully, there is no fail state for getting caught, but I quickly got swarmed by guards and died. I wasn't expecting to like Enemy Front at all going in and now I'm looking forward to it. The Outpost stuff from Far Cry 3 was one of my favorite things about that game so getting to do that again but this time sneakily stabbing Nazis in the back is enough for me to want to get back into a WWII shooter. There is a multiplayer mode, by the way. It offers three modes with deathmatch, team deathmatch, and a domination-like mode called Freedom Fighter. There's support for up to 12 players and I have know idea what it plays like as CI Games wasn't showing anything off in that regard. Is there a market for World War II shooters this day and age? It's been so long since there was a good one that CI Games may get lucky and capture a good audience here with Enemy Front.
Enemy Front preview photo
Think Bad Company 2 mixed with Far Cry 3
Back in 2011 CI Games announced Enemy Front, a World War II shooter that was being worked on by Stuart Black who was the guy responsible for Black. It's funny how over-hyped that game was looking back. Anyway, Black left at s...

Lords of the Fallen photo
Think world exploration like Zelda with fights in the style of a fighting game
A couple of weeks ago I wrote up this little story asking for CI Games to show us some real gameplay footage of Lords of the Fallen. Well, there's still no footage but at the very least I got to see the game in action earlier...

 photo

Hey Lords of the Fallen, show us actual gameplay already


More like Lords of the Tease
Jan 16
// Hamza CTZ Aziz
Hey City Interactive, I'm really interested in Lords of the Fallen but enough with just releasing screenshots like the two new ones in our gallery. Yeah, you released a neat looking teaser, but where's some actual gameplay fo...

Lords of the Fallen keeps looking better and better

Aug 30 // Brett Makedonski
[embed]260399:50113:0[/embed] If Lords of the Fallen comes off as punishing, there's a fair chance that you're doing something wrong. Dying will happen, but the developers don't view deaths as a failure; they view it as part of the learning process. If you're repeatedly dying, try something new. Be more patient, learn the patterns of your opponent, and try to limit battles to one-on-one. There are times when you'll encounter multiple enemies at once, but those will likely be few and far between. The developers think that the majority of the game will be spent engaged in single-enemy affairs. "I may be prone to exaggerating, but we want every single fight to feel sort of like a Tekken or Street Fighter battle," one developer told me. It's obvious that combat is the primary concern in Lords of the Fallen. Actually, the developers went so far as to say that it really isn't story-focused. Sure, there will be a narrative, cut scenes -- everything needed to make it a coherent experience -- but, Deck13's putting more emphasis on ensuring that the fighting sequences are up to snuff. However, exactly how those fighting sequences play out are entirely up to the player. Magic spells looks as if they'll play a big role, but the game can be beaten strictly with conventional melee attacks. Each class will have a few unique spells, which appears to be the only way that players are barred from complete customization. As shown at E3, changing gear can effectively switch the player's class on the fly, but these magic spells are a way to lend weight to the class decision made at the beginning of the game. We're still a long ways away from Lords of the Fallen's release, as it's slated for late 2014, but any action RPG fan needs to keep tabs on this one. Every time we see it, it's looking better and better. Hopefully it can deliver on all this promise it shows. 
Lords of the Fallen photo
Start keeping tabs on this one
Lords of the Fallen looked good at E3; it looks even better at PAX Prime. After another hands-off demo, the next-generation action role-playing game really seems to be coming along nicely. Admirably, it seeks to improve,...

Lords of the Fallen photo
Lords of the Fallen

Lords of the Fallen debut: Smash monsters with a hammer


More like Lords of the Ballin'!
Aug 20
// Steven Hansen
I forgot Lords of the Fallen was a thing at this recent E3 and announced a month earlier for PC, PS4, and Xbox One. Maybe because it didn't get any sort of snazzy trailer, like this crazy, CG debut trailer. A man with a gian...

Lords of the Fallen shows a lot of promise

Jun 19 // Brett Makedonski
The demo displayed the combat's overarching strategy component to a tee. Lords will rarely throw more than a handful of enemies at you at once, but that doesn't mean that they're pushovers. Each enemy requires methodical dissection to best; rushing in with a hack-and-slash technique will lead to nothing more than certain failure. One boss was shown, and he exemplified the necessary play style. The developer that was leading the demo let it strike a few times to simulate the player "learning" where the gaps in its attacks were. Once these were understood, he jumped in at every apt opportunity, slowly chipping away at its health until it was bested. As long as he remained patient and didn't get greedy, the boss was definitely beatable. Lords of the Fallen takes place in a medieval fantasy setting where the gods have failed mankind. Some sort of "unstoppable supernatural force" has taken over, and Harkyn, our protagonist, is called upon to save the land. The developers didn't go into too much detail regarding the plot, opting instead to focus on the game's core mechanics. As Lords begins, the player must choose to play as a Warrior, Rogue, or Cleric. However, this decision only affects the weapon and armor sets that the player starts with. Later in the game, players can effectively switch classes by using different equipment. Further, skill points can be put into any combination of three trees. This all keeps the class role very dynamic and never locks the player into one specific direction. Lords of the Fallen is aiming for PC, PS4, and Xbox One, and won't release until sometime in 2014. There's still a ton to learn about this title, but what's been shown looks really promising. Right now, it's shaping up to be one of the games on a short list that action-RPG fans adore.
Lords of the Fallen photo
There's method to the madness
Action role-playing games are usually hit-or-miss in the way that they're received. The slightest deviancy in mechanics can turn a thrilling affair into a mundane and unexciting one. For the past few years, From Software's De...

Review: Sniper Ghost Warrior 2

Mar 21 // Allistair Pinsof
Sniper: Ghost Warrior 2 (PC [reviewed], Xbox 360, PS3)Developer: City InteractivePublisher: City InteractiveRelease: March 12, 2013MSRP: $39.99 I like those on-rails stealth sequences in Call of Duty 4 and Killzone 3, as they break up the action setpieces and add variety to the campaign. Sniper: Ghost Warrior 2 is what happens when you stretch those sequences across an entire campaign. Although it's a short one at four hours, the redundancy, lackluster visuals, and banal story make it feel like it goes on forever. Instead of taking breaks from mental exhaustion, I felt it necessary to walk away from the game out of absolute soul-crushing boredom, hoping I'd magically rediscover some joy in it upon returning from a sulk. That did not occur. The meat of SGW2 comes from the long-distance shooting galleries where a teammate calls out specific targets to shoot, stifling any creative input from the player. When you go against orders, you will fail or the game will fail via a weird glitch, like one where enemies in the next area didn't spawn properly, failing to trigger an event. For what it's worth, these shooting galleries are fun in short bursts. Wind and distance alters the trajectory of bullets, so the player needs to account for reticule positions and readjust. Noscope bros may want to look elsewhere. If you hover over a target or hold your lungs (which also slows time), a red circle will show where your bullet will hit. This takes some of the fun away. Sniper Elite V2 offered a much smarter system for this -- it showed where your last bullet hit, leaving it to the player to figure out how far off they were -- making it a much better sniper-centric shooter. For many reasons. Limiting SGW2 to shooting galleries may make it a glorified iPhone game, but I'd prefer that to what it is: a painfully dull and badly designed Call of Duty clone that offers nothing unique, while poorly replicating the experience you get in those titles. Every mission in SGW2 involves following an NPC (odd since you are commanding them in many operations), following a specific linear path, performing stealth kills on enemies that are permanently turned away, and holding when your NPC leader tells you to. Nothing is wrong with this in small measure, but this is all that SGW2 consists of, outside the shooting galleries. More importantly, it's awful when all you care about is getting to the next shooting gallery. Frequent glitches only further sour the experience of walking in line and waiting on the epic sniper quest from A to B. I expected, in the very least, SGW2 would offer some stunning visuals out of CryEngine 3. In truth, the only stunning thing about it is that City Interactive managed to make a game that looks like CryEngine 1 at times. Foliage looks like cardboard, pop-in occurs even on PC (which also lacks anti-aliasing support), facial models make your heroes look like mongoloid freak things, and the textures are PS2 quality. The worst offender is how lazy the programmers are, leaning on CG scenes so that they don't have to code basic situations that every FPS includes these days. Instead of rendering large areas, awkward CG scenes split the load. It can get downright laughable at times, like a 10 second CG scene of the hero jumping into a lake below. Even worse, the CG looks hideous and has all sorts of nasty compression on it. I feel like I'm watching someone's 240p YouTube playthrough. If only. What else? The voice sync is off, crouching/prone requires a staggering 4 keys (despite only 1 button on console), checkpoints are far and few between and usually placed before scenes, enemies awkwardly jerk to a standing position to accept the stealth kill you kindly offer, killing the wrong guy can often break the game when it doesn't summon instant death, the physics is so bad that a crumbling cave looks like an Ed Wood set, a heartrate/exhaustion mechanic makes the frequent escape sequences even more insufferable, there are 2 - 3 sniper rifles and a side pistol and nothing more -- you get the idea. There is an enjoyable camp quality to the script, which is full of nonsensical twists and tough guy talk ("We've got a major shit sandwich!") that takes itself way too seriously. I can see some appeal in getting together friends and having some drinks while playing. The constant waypoints and enemy icons make me think that being inebriated would make for an acceptable challenge. Nevermind online, which is composed of 2 maps, 1 mode (Team Deathmatch), and 0 active servers. The task set before Sniper: Ghost Warrior 2 is not a hard one: make sniping fun. Apparently, City Interactive didn't get the memo, filling the game with a never-ending sequence of following an NPC guide through uneventful, recycled, and ugly environments. Even at four hours, Sniper Ghost Warrior 2 requires a level of patience and commitment that even the best snipers won't be capable of.
Wesley Snipes photo
"I love recycling strategies"
Sniper Ghost Warrior 2 is not better than any Call of Duty game -- okay, maybe Declassified. Despite developer City Interactive copying its formula, beat for beat, there are some readers that will grimace at this comparison. ...

Sniper: Ghost Warrior 2 photo
Sniper: Ghost Warrior 2

Sniper: Ghost Warrior 2 debuts generic launch trailer


'There are soldiers, and then there are snipers'
Mar 08
// Chris Carter
Sniper: Ghost Warrior 2 is nearly here, and you can check out what it has to offer with the new launch trailer from City Interactive. Unfortunately, it doesn't really do a good job of conveying what makes this game different...
 photo

Step into a World of Mercenaries


May 23
// Daniel Starkey
The closed beta for the new MMOFPS, World of Mercenaries opens today. Created by Polish Developer City Interactive, WoM is a "teamwork focused" shooter based on Unreal Engine 3.  Seeking to enter the super-crowded class-...
 photo

In what can only be described as truly serendipitous, City Interactive has just wrapped their first media tour for Enemy Front and it's shaping up to be not half bad. Stuart Black, the brains behind Black and ...

 photo

Sniper: Ghost Warrior 2 is deserving of your attention


Mar 22
// Tara Long
The first Sniper: Ghost Warrior holds a special place in my heart. It certainly wasn't without its technical problems, but the prospect of a game focused purely on sniping, my favorite weapon specialty, was intriguing e...
 photo

New multiplatform FPS Enemy Front looks nice


Nov 17
// Dale North
City Interactive has announced a new WWII shooter called Enemy Front. It comes to us from the creator of Black, Stuart Black, and City Interactive's UK and Poland teams. Black joined the CI team earlier this year and has been...

  Around the web (login to improve these)




Back to Top


We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter!
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -