Lords and Lies - A Breakdown of Lords of the Fallen & Lies of P

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You know, I’ve played quite a few souls-likes in  my time. Every time I have thoroughly beaten a   FromSoftware souls game, souls-likes would  bridge the gap until the next proper souls   game releases. There’s just something  about starting with essentially nothing,   and being pitted against unimaginable horrors  or corrupt gods, eventually coming out on top.   It seems straightforward enough, but there’s a  delicate balance that has to be achieved in order   to make a good souls-like. In today’s breakdowns  (yes, plural), I’m looking at Lords of the Fallen,   and Lies of P; two recent souls-likes  that show up, and show out, respectively. As always, to understand the state  of the game we’ve got to peel back   the curtain and have a look at  the people that brought it to us,   starting with the developers of Lords  of the Fallen… this might get confusing. Way back in December 2014, the executive producer  of the first Lords of the Fallen (2014), Tomasz   Gop, confirmed the development of a sequel to the  game, which was dubbed Lords of the Fallen 2, for   the time being. In May 2015, polish game developer  CI Games announced that the game would be released   in 2017, and confirmed that German game developer  Deck13 Interactive, the lead developer of the   first game, would not be involved. In 2017, Gop  revealed that LOTF2 was still nothing more than   a concept, and that CI Games has significantly  reduced the development team along with the scope   of the game itself following the underwhelming  release of Sniper: Ghost Warrior 3. In 2018,   CI Games declared that NY-based developer  Defiant Studios would lead LOTF2’s development,   and that they would clean-slate the development  in order to start from scratch. However,   CI Games must’ve been having second thoughts  because, just one year later, CI Games terminated   its contract with Defiant, deeming their work on  the game thus far to be "inadequate". In 2020,   CI Games then founded a subsidiary, Hexworks,  and set them to task working on the game. The   game was officially revealed by CI Games during  Gamescom 2022, renamed as “THE Lords of the   Fallen”. It was then rebranded as simply Lords  of the Fallen in March 2023 in order to properly   reflect the game's status as a reboot. To give  you a sense of just how ambitious Hexworks was,   executive producer Saul Gascon basically said  the studio’s objective was to be "the second   reference [after FromSoftware]" for the Soulsborne  genre". A lofty goal to be sure. To minimize   confusion, I’m going to call the game Lords of  the Fallen 2 for the remainder of this video. Now, I feel that a souls-like should be able to  borrow the general structure of a souls game,   and build upon it in order to establish its own  identity. Deck13’s The Surge is a great example;   it took the high-difficulty semi-open  world, complete with sparse checkpoints,   area shortcuts and a plethora of weapons/armor  to choose from, and draped it in a corporatized,   sci-fi aesthetic that also incorporates that  feeling of hopelessness and despair through the   game’s many subplots, and the overall atmosphere,  that you’d expect from a proper soulsborne title. I remember the first Lords of the Fallen was one  of the PlayStation+ free games from September   2016. I was much less discerning about what games  I played back then, but I knew one thing for sure:   Lords of the Fallen did not look to be  worth any amount of money. Naturally,   when I got the game for free, I figured I had  nothing to lose, so I gave it a go. I recognized   that the game was rough and unpolished,  but I still enjoyed it for what it was. In Lords of the Fallen 2, all of the Dark Souls  “staples” are present: choose a class to start   the game as, which determines your starting  level, stats, weapons, armor, accessories,   and items. Learn the basics of the game through  fighting a handful of enemies, and use those   basics to beat one or two bosses before making  it to the main hub of the game. After that,   gain a base understanding of the abysmal state of  the world, and what you’re going to do about it;   exploring for new weapons, armor and items,  fighting small monsters, big monsters,   and gigantic monsters, all of which pose roughly  the same amount of threat to your livelihood,   and learning their attack patterns through many  straight-up unwarranted or aggravating deaths. Eventually, through sweat, tears, and all the  cursing you’ve done at your TV, the skills you   develop both as the player and as your character  will be enough to get you to the grand finale,   where you fight the most imposing boss thus  far. Lastly, you finally complete the game,   and feel a positively refreshing sense  of accomplishment and a well-deserved   sense of smug superiority wash over you;  then you enter NG+ and do it all again. As far as the aesthetic and atmosphere, Lords  of the Fallen 2 is very much “knights and magic   with a modest dose of body horror, in a  once proud kingdom now reduced to rubble   and overrun with unholy abominations”, and I’m  very much on board with that. Style-wise, it   sits somewhere between Blasphemous and Agony. So,  what sets the game apart from other souls-likes? One mechanic that stands above all else in the  game is the Umbral Lantern. The Umbral Lantern   is essentially a doorway; on one side is Axiom,  the physical plane where you spend most of your   time by default; on the other side, is Umbral,  the death plane, and your understanding of the   two worlds is crucial to making it anywhere  in the game. In Axiom, things operate as you’d   expect a souls game to: explore, kill enemies,  and find items. When you cross into Umbral,   whether you wanted to, or because you died while  in Axiom, you’ll encounter all the enemies that   are still alive in Axiom, on top of the enemies  that only exist in Umbral, and the additional   enemies that will spawn while you are in Umbral.  Basically, the longer you stay in Umbral,   the more frequently additional enemies will  spawn, and the more dangerous these additional   enemies will be. If you stay far too long,  something called the Crimson Ritual will begin,   where some overpowered enemy in red robes  will pursue you no matter how far you go,   and attempt to forcefully remove you from  Umbral, as in kill you. When you die,   you respawn at the nearest Ancient Vestige, this  game's equivalent of a bonfire, and your vigor,   this game's equivalent of souls, is left with  the enemy that killed you. Fortunately, you   can make good use of the Axiom/Umbral transition  during boss battles, since you’ll essentially get   two “lives” in every boss fight. Unfortunately,  sustaining damage in Umbral applies Wither to your   health, turning a portion of your health bar gray,  requiring you to deal damage to any enemy in order   to gain that withered health back without using  an item. Also unfortunately, your Sanguinarix,   which is your primary method of healing, only  heals half as well in Umbral as it would in Axiom. Two last tidbits about the Umbral realm and the  Umbral Lantern; one, some areas in Axiom can only   be progressed through using obstacles or bridges  within the Umbral realm. If you see a gathering of   white moths somewhere, shine your Umbral Lantern  on that spot to reveal something you should   interact with or find a way to remove in the  Umbral realm. Be careful not to look into Umbral   for too long, because umbral enemies can see you  while you’re looking around, and if they hit you   while you are shining the Lantern, you’ll get  dragged into the Umbral realm against your will.   You can manually enter Umbral whenever you want  via the Lantern, but to return to Axiom without   dying, you’ll have to use the Rest function at any  Vestige, or find an Emergence Effigy, which are   found in a limited number in each area. The other  thing, if it’s been a while since you’ve seen a   Vestige, look for an Umbral flowerbed. When you’re  near one, you’ll see vines decorated with white   flowers on the ground, and your Umbral Lantern  icon will flash. You can use an item called a   Vestige Seedling, which can be found or bought  throughout your adventure, to plant a Vestige in   that flowerbed, which can do everything a normal  Vestige can. You can only have one planted Vestige   active at a time, and because you really don’t  know when the next real Vestige or area shortcut   will happen, you’re almost guaranteed to waste  your Vestige Seedlings every time. Your Umbral   Lantern and Sanguinarix can be upgraded to improve  their functionality and benefits, so as long as   you’re exploring and picking up every item you  see, you’ll have both fully upgraded in no time. Lords of the Fallen 2’s combat, while being better  than the previous game, still has its issues.   Controls are much more responsive than the first  game, which feels so, so good; but since they   made the game noticeably more fast-paced than its  predecessor, it feels… floaty. Enemy weapon swings   will sometimes hit you even though they shouldn’t  because their attack swings will either slide   them 20 feet to connect with you, or the attack  itself will remain active even when the attack is   over. I feel like that’s another a souls’ staple:  dying, and then saying something to the effect of   “How the fuck did that hit me?” I feel like  this was how the devs planned to make players   really pay attention to enemy attack patterns and  force the player to utilize the i-frames you get   during dodges, or to use the parry system  (which I still haven’t really mastered). A   mechanic I tried to like is the Weapon Combo  mechanic where, whether you’re dual-wielding   two different weapons or going from a one-handed  grip to a two-handed grip on a weapon, you can   change between the two, mid-combo, and use some  cool-looking combination moves. The caveat is,   these moves take a lot of stamina, and  are damn near impossible to cancel out of,   leaving you wide open to attack. Two-handing a  weapon typically hits harder and has an easier   time staggering enemies than single-handing  or dual-wielding weapons. Not to mention,   the more clean and precise nature of two-handing  a weapon makes it easier to work in your attacks   between an enemy’s attacks, and be able to  stop at a second’s notice to dodge or parry,   because dual-wielding attack combos can easily  get away from you, and get you killed. Just like   in Dark Souls, your ability to actually use  a weapon or be effective with it depends on   the stat requirements of that weapon in order  to wield it properly, and the stat-scaling of   the weapon. Remember, you want to use weapons  that scale with stats you have an abundance of. There were quite a few parts of Lords  of the Fallen 2 that garnered criticism,   such as the density of enemies in a lot of  the areas of the game, the amount of health   the constantly-spawning Umbral enemies  have, graphical glitches, stuttering,   and things like that. Since the game’s release,  Hexworks has been hard at work squashing bugs   and tweaking things in order to ensure the game  is, you know, playable, and I can confirm it has   gotten a bit better to play since launch. Enemy  density was one of my main gripes about the game;   a true souls game may have one or two dozen  enemies between one bonfire and the next,   but Lords of the Fallen has enemies left  right and center, up high and down low,   which made my initial playthrough feel like  a tiring slog through each and every area   I visited. After about 20 hours, I was praying  for the end. Instead of each section of the game   getting me excited about what weapons and armor  I would find, or what the next area might bring,   the number of enemies I would have to  fight through got to be so exhausting that,   after a certain point, I just ran around them all  in order to make some kind of meaningful progress. Less of a bug, and more of a personal grievance  of mine, is the game’s navigation. You typically   don’t get any kind of map in a soulsborne game.  Lords of the Fallen 2 decided to give you a “map”   for each area, but it’s more akin to a “greatest  hits” collage of sketches of statues or points   of interest in the area; so, not a map at all.  Then, there’s the Fast Travel that you can do   between Vestiges. Each Vestige location will  have the name of the Vestige, an accompanying   “Location Name” that goes with it, a picture of  where the Vestige sits, and a little paragraph   that fleshes out the relationship of that Vestige  to that location. All of that is fine and dandy,   but the few times I needed to go to an exact  location, I could never figure out what Vestige   would get me the closest to where I needed  to be. This was especially frustrating when   I had to locate an NPC that wandered off for  a questline, or when I had to find the sixth   and final Beacon to cleanse in the main story,  because all you can do is get to higher ground,   look out over the horizon to see what direction  the red skybeam is in, and then try to figure   out which Vestige you’ve previously visited is  closest to the beacon you’re trying to get to. Lastly, the Lock-On function, which is  supposed to ensure your attacks target   the specific enemy you want to attack, is very  finicky. It seems to prioritize enemies far away   from you rather than the enemy directly in  front of you, and that’s just… not correct. Oh, there’s also this game’s version of dark  souls’ “covenants”, which essentially boil   down to “Kill players in PvP or kill bosses  in Co-op to gain a special currency to add   to the community bank and unlock special  gear”. I did my first playthrough entirely   solo just to prove to myself that I could,  and in NG+ I decided to give Co-op a shot.   I joined someone’s game and we just ran  around doing what you’d usually do solo;   killing what needs to be killed, and trying not  to lose our own lives in the process. The host   of the session has control over access to Umbral,  using Emergence Effigies, opening path shortcuts   and picking up once-per-playthrough loot, but  everyone gets vigor and any items dropped by   slain enemies. Usually in a souls game when you  die in co-op you get booted back to your own   world with whatever vigor you gained. In this  game, you just respawn along with the host,   and do the walk of shame back to wherever you guys  died. It’s nice to have someone to suffer with. If you beat Lords of the Fallen 2, which took  me roughly 40 hours to do, you get the option   to either start the harder NG+1, with all your  items and character level, OR restart the base   difficulty playthrough, with all your items and  character level. The thing that really makes NG+   harder, but also easier, is that the number  of Ancient Vestiges are noticeably reduced,   forcing you to rely more and more on Vestige  Seedlings. Whatever difficulty that provides,   that still means you’ll be less  likely to use them unnecessarily. In my own opinion, I think that pulling the game  from Deck13, the developers of the first Lords of   the Fallen, was the worst thing that could’ve  happened to the reboot; if anyone would have   truly understood where the first game lacked,  and how it could be improved, it would’ve been   Deck13. The Umbral realm and the Lantern were  definitely unique additions to the tried-and-true   souls formula, but that’s where I feel this  game’s individuality ends. Either way, with   the fixes and changes still to come, and the free  additional content that’s on the way, Hexworks   is doing their best to round out the experience  and keep players coming back. I wish them luck. On to our next subject. Lies of  P was announced on May 19, 2021,   by South Korean developer and publisher NeoWiz.  Director Ji-Won Choi states the game had been   in development for about three years, and  the studio chose Pinocchio as the theme in   order to appeal to a wider fanbase. Ji-Won Choi  notes that the original story of Pinnochio has   a "dark" tone and "diverse backgrounds" that the  staff could naturally use. They chose to set the   game in a Bell-Epoque-esque environment in order  to properly "encapsulate a city's transformation   from opulence to ruin" and convey "a period of  unparalleled cultural and artistic prosperity,   yet severe darkness and negativity".  Right off the bat, they nailed a solid   aesthetic choice and the accompanying  atmosphere. Now, what did they do with it? Lies of P starts you off by having you select a  “combat style”, which they are, but also aren’t.   I’ll explain more in a second. Basically, you  can start strong and slow with a two-hand sword,   lighter and quicker with a Rapier, or  a saber which is more balanced between   the two. I started with the saber, just in case I  needed to pivot stat-wise later on down the line. Once you select how you want to start, it’ll  only take you maybe an hour or two at most,   to finish the starting sections; learning  all the basics, and fighting your first real boss,   and then you end up at the main hub, Hotel Krat.  That being said, the game doesn’t really begin   until you defeat Archbishop Andreus, who  is the fourth boss of the game. By then,   you should know how you want to play the  game, where you want your stats to be,   what weapons you want to use, and so on. I’ll  tell you hwhat, once I got immersed in the game,   it truly felt like Lies of P is the closest  we’re going to get to Bloodborne on PC (it’s   available on PlayStation and Xbox  too, but my point still stands). Anyway, there are two unique elements  in Lies of P which your character,   Timothee Chalamet, can use to  overcome any and all threats:   your Legion Arm, and your choice of weapon.  Stat-scaling is also a mechanic in this game,   but the good news is you can wield any weapon  you find right away, since there’s no minimum   stat requirements to do so. Weapons can be found or bought as one  assembled weapon. Lies of P sees weapons   as having two parts: the handle, and the  “blade”. A little ways into the game,   you will find a tool you can bring to  the blacksmith girl back at the Hotel,   which will allow her to disassemble the weapon;  separate blade from handle. Do this to a bunch   of weapons, and what do you have? Blades  and Handles you can mix and match at will. It doesn’t let you get as creative as you’d hope,  but it’s still fun if you want to try some wacky   weapon and handle combinations, like a knife  blade on a greatsword handle. Your choice of   Handle determines how you will hold the weapon,  how you will swing the weapon, and what stats the   weapon will scale with. Your choice of Blade  determines how slow or quick the weapon swing   or thrust will be, the damage type (since some  blades have inherent elements), and the blade is   also the part you upgrade in order to strengthen  the attack power of the weapon, once you have the   materials to do so. This brings us to Fable Arts.  Your weapon’s blade and handle each have an innate   Fable Art that you can use, shown on the lower  right, and will show you how much of your Fable   Gauge is required to use the Fable Art. Some Fable  Arts can buff you, some will do a special attack,   some will shield you from damage or provide a  window of time you can use to parry an enemy’s   attacks. Fable Arts cannot be moved from one blade  to another, or one handle to another, but it still   provides another layer to the mixing-and-matching  of blades and handles that you can do. Next, we have the Legion Arm. As you  might already know, Timothee Chalamet   is Geppetto’s finest puppet, appearing  almost human, apart from his left arm,   which is very much still puppet-like.  You begin with a very rudimentary Legion   Arm that can do a simple punch (I never  used it) and, after the starting section,   you are made aware of more types of Legion  Arms you will come to possess once you find   the necessary item to unlock them. There’s only  a handful to choose from, but pretty much all of   them have a role that they fill. The Fire one is  good for fleshy enemies like creatures or humans,   the Puppet String is good for yanking enemies to  you or yourself to them, the Acid or Electric arms   are good for killing inorganic enemies like  puppets, and so on. My favorite is the Aegis,   because it looks dope, and a shield that explodes  once an enemy touches it is pretty handy. Actually, I lied, there are four unique elements  to the game. Number three is the P-Organ system.   The P-Organ is basically a skill tree of  significant upgrades, each with two or more   slots that must be filled with Quartz in order to  activate the upgrade; upgrades can do things like   change how your dodge works, make parries easier  to pull off, add additional usable item slots,   add additional pulse cells (which are your primary  method of healing), or even add another Legion Arm   slot. Slotting Quartz also applies a lesser,  but still very useful, passive upgrade to   greatly assist you in combat, like increasing the  amount that pulse cells heal, making consumable   buffs last longer, or providing buffs when your  weapon durability hits certain thresholds. Yes,   weapons have durability, and you are given  a grindstone to fix your weapons on the fly,   but not only is it never a big deal, but there  are P-Organ upgrades and Amulets that make it   even less of an issue, so don’t worry about  it. Whether you’re just tossing in a Quartz,   or activating a whole upgrade, it’s still going  to make a big difference in combat, so try to   make smart choices depending on your play style.  Should your play style change down the line, you   eventually get the chance to reset your P-Organ  and re-allocate your Quartz however you like. The last unique element of Lies of P, and perhaps  the most important: your Lies. Puppets are not   allowed to lie, which is the Fourth Law of the  Grand Covenant, essentially a rulebook which   gets imprinted within all Automated Puppets  once they are constructed. Timothee is,   as everyone keeps saying, a very special boy,  because he is able to Lie. Dialogue with different   characters will sometimes make you choose between  a direct and cold choice, basically the truth;   or, an attempt to spare a person’s feelings by  obscuring the truth, basically a lie. The more   Timothee lies, the more his body will change,  and the more human he will appear to others;   the most prominent change being his hair. Not  to mention, I was annoyed that this cat that   lives in the Hotel would NEVER let me pet him,  only to realize it doesn’t let puppets pet him. Oh, I mentioned Amulets earlier; Timothee can  equip Amulets and install Defense Parts to   provide more benefits in combat. Amulets  can provide bonuses like increases to   certain stats or things like gradual health  regeneration, and Defense Parts can provide,   you guessed it, Defense, against certain types  of damage. Amulets, Defense Parts, Weapons and   Legion Arms all have weights which need to be  accounted for so you don’t become over-encumbered. Combat in Lies of P is slow and methodical.  Every attack hurts, and you will be punished   if you panic-roll away from enemies. You can  Guard with any weapon, which has you take a bit   of actual damage and something creatively called  Guard Regain, which is health that you lost due   to guarding, that can be regained by attacking  the enemy. If you guard at the perfect time, you   initiate a Perfect Guard, which negates all damage  you would have taken, instead just reducing your   Stamina. Perfect Guards, parries via Fable Arts,  and attacks of any kind wear down enemies and,   once their health bar flashes a white border,  hit them with a heavy attack to Stagger them,   which then opens them up to a Fatal Attack,  dealing massive damage. Each weapon blade has   its own Stagger attack, with heavier blades  having more and lighter blades having less.   Dodges have I-frames, so you can side step around  earth-shattering attacks once you know them. When   enemies glow red prior to attack, I-frames will  not work, so you will need to Perfect Guard,   Parry, or straight-up run out of range of the  attack. As for how the combat mechanics flow   together, once you know the ins and outs of your  weapon, and have a basic understanding of enemy   attacks, you’ll be okay. Oh, before I forget:  in this game, as well as Lords of the Fallen 2,   walls or unbreakable obstacles will interrupt  your weapon swings, and it will get you killed.   Surprisingly, it only happened once or twice  in Lords of the Fallen since most attacks   whiff through walls anyway but, in Lies of P,  if you do a wide swing in a narrow corridor,   your attack will bounce off the wall, but  the enemy’s attacks will not, so be careful. There is currently no co-op in Lies of P; I’m  saying “currently” because I remember when   Ghost of Tsushima, a single-player game, sprung  a whole-ass co-op expansion out of thin air that   time. If you need help on a Boss, you can use Star  Fragments, which you can find all over the place,   to summon a Specter to fight alongside you. It’s  essentially a bot version of you that’s more of   a distraction for the boss than anything else.  As with any co-op in a souls-like boss battle,   it makes it harder to tell who the boss is aiming  their attack swings at, so I typically run solo.   The nice part is that, if you die in a boss fight,  your Ergo, which is this game’s version of souls,   will be dropped outside the boss room door, and  that is a very welcome change from the norm.   An unwelcome change is that for every time you  get hit prior to picking up your dropped Ergo,   you lose a portion of your dropped Ergo;  meaning, you can either run straight to   your dropped Ergo to get it all back, or take  your time and kill whatever stands between you   and your dropped Ergo, having that much more of  it when you finally recover what you dropped. Since I mentioned the poor navigation and  sense of direction in Lords of the Fallen 2,   I feel compelled to discuss how much better it is  in Lies of P. The bonfires in Lies of P are called   Stargazers, which you can use to rest and recover,  switch Legion Arms, and a bunch of other things;   namely: Fast Travel to other Stargazers. The  Stargazers are neatly categorized by region,   given a name, and a picture for reference.  Not once did I not know where I was going,   whether I was walking or Fast-Traveling. On top of  that, if you need to talk to a specific NPC that   is not at the Hotel, or a Quest Item needs you to  go to a certain location, an icon showing the NPC   or the Quest Item will be placed next to the name  of the Stargazer your person or place is closest   to. It’s so simple, yet so, so significant.  Dark Souls could even benefit from that. I took my sweet time in Lies of P,  finding all the equipment I could,   completing all the quests I could, and  enjoying every bit of it. with my first   playthrough completed after 38 hours. There is  a NG+ mode, that you can start directly after,   where everything carries over except for key  items and the Supply Boxes you can give to the   merchants at the Hotel to unlock more items to  buy. You also gain access to an additional group   of P-Organ upgrades to unlock, or you can reset  your P-Organ entirely for an added challenge. Remember that Spongebob episode where  King Neptune made a platter of like 100   Krabby Patties that were all bland, but  Spongebob took all that time and care   to make that one single perfect Krabby  Patty? Lies of P is that Krabby Patty. I can’t call Lords of the Fallen 2 a bad game,  but I can’t recommend it either. Whether it’s by   design or by accident, Lords of the Fallen  is bigger, with 171 weapons, 32 shields,   88 armor sets, 64 magic spells, and a huge world  to run around in, but it can’t replace the heart   and soul of a well-thought-out game, much less a  well-thought-out souls-like. It’s quantity over   quality, and Lords of the Fallen 2 does not,  to me, have enough quality. On the other hand,   Lies of P is smaller in scale, and paced  a little more slowly; there’s a smaller   number of areas to run around in, a modest  number of weapons and equipment to find,   a small collection of outfits to choose from, and  less enemies to worry about, but the fewer options   give rise to a much more refined experience  since each weapon, legion arm, trash enemy,   or big boss, was crafted with a clear purpose in  mind, and everything comes together masterfully. Both games have their distinct positives and  negatives; but, at this point in time, Lords of   the Fallen has more negatives than positives, and  I feel like that is the most objective conclusion   I can draw after having played both that and Lies  of P from start to finish. Like I said earlier,   I really think Lords of the Fallen 2 was  doomed once development was taken from Deck13,   with the vision of the end product being clouded  more and more each time the project got tossed to   a different studio. If being better than Lords  of the Fallen 1 was the bare minimum goal,   I would say they nailed it, however any  accolades beyond that are up for debate. but, that’s just my two cents. Lords of  the Fallen and Lies of P are both available   now on the PlayStations, the Xboxes,  and PC. They were both just on sale,   so I’m sure they’ll be marked down again soon.  Lies of P is worth every penny, but if I were you,   I would wait for Lords of the Fallen to go  on sale again. If you enjoyed the video,   make sure to leave a Like, and Subscribe if you  want to see more. This has been your slayer of   Lords and master Puppeteer, CygnusJason,  and I will catch you all on the Game Side.
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Channel: Game Side
Views: 3,121
Rating: undefined out of 5
Keywords: lords of the fallen review 2023, lies of p review, lords of the fallen 2023 breakdown, lies of p breakdown, lords and lies, game side
Id: Ik7Lhv49QsU
Channel Id: undefined
Length: 27min 36sec (1656 seconds)
Published: Fri Dec 01 2023
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