Lords of the Fallen Multiplayer Co-Op Deep Dive : Everything You Need to Know & Feedback

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Shields up iron Breakers ban here coming at you with another video and today we're going to be talking about Lords of the Fallen multiplayer this title was sent to me by CI game so that I could give it a look and tell you guys my opinions on it and this has actually been one of the games that I've been playing very consistently here on the channel as a matter of fact by the time this video goes live we should have just wrapped up stream number nine for Lords of the fallen and we've actually had quite a few technical issues in some of these live streams we've had some crashes we've had some performance issues but despite all of this stuff I've still been really enjoying the game as a matter of fact this has been one of those games that the more I play it the more I enjoy it to the point where I'm actually doing two separate playthroughs so there's the playthrough that you guys are watching in the form of live streams and then there's another playthrough that I've been doing late at night with a friend so you know late at night I go home I tuck the kids in bed all of that usual stuff that you do if you're a parent and then when everybody's sound asleep I go into the living room boot up my PS5 which I've been playing the the second playthrough has been on PS5 and I uh connect with my friend W nashik and we've been testing out the multiplayer of the game which is one of the things that I wanted to test out as extensively as I possibly could and I feel like at this point I have a pretty good grasp on what they're doing with the multiplayer and let me just tell you straight off the bat this is not a perfect multiplayer as a matter of fact one of the reasons why I want to do this video so that I can provide some uh feedback which hopefully the team will take into consideration uh and we shall see but there's definitely a pros and cons situation but it is not just a negative situation as a matter of fact I think that what this team is trying to do with multiplayer for Souls likes is something that I can really appreciate and it's something that I've been asking for since the original Dark Souls no joke I've been asking for features that they've implemented here for a very very very long time but again it is not perfect and it's actually been something that I've seen a lot of criticism online so anyways let's let's just get the analysis started we're going to start by talking about the cons so the very first thing and to me the most important thing that the team needs to figure out a way to tackle is the latency and rubber banding now I understand that our connection situation is not going to be the best with me being all the way out in Portugal and my friend wada being all the way out in Dallas so it's like he's in Central North America and I'm all the way on you know the Western Ed Western yes western edge of Europe so I'm a little bit closer to the US but there's still like a whole ass ocean in between us right so some latency is to be expected but latency in this game is actually much worse than what I've experienced in other multiplayer games I believe that the team has a lot of work to do in regards to net code because the problem here is even small attacks from like some of the most meaningless enemies I'm talking like when you go into umbrell and there's these little dudes that keep spawning like the most basic zombie enemy in the game that has a hole in his face those dudes they have like this one attack that they do that consists of like three consecutive hits and usually if they tap you once and you're playing in single player right they tap you once with one of those hits you just dodge away you're not going to get hit by all the other ones well if you're the guest in a multiplayer session and one of those little dudes hits you with a triple hit you ain't getting away you ain't dodging away you ain't blocking it you're going to eat all of those hits like a good little boy yeah the latency is that bad and this I would consider to be the biggest possible problem that the team has to tackle when it comes to the multiplayer I know that people are complaining about so you know the amount of vigor that you get or souls for people that don't use the terminology of vigor whatever and they're complaining about a lot of other things that we're going to be talking here but without a shadow of a doubt net code needs to be number one because that directly affects the game play itself to the point where a lot of times I can't hit certain enemies and if I get too close to my friend Jesus Christ neither of us can run all of us both of us are going to be rubber banding all over the place like we've actually adopted a strategy where it's like one of us goes in deals with damage than when he you know when we we kind of like swap it's almost like switching and sort out online if you guys remember that they do like the whole switch aggro thing switch and so that's kind of like what we do but we avoid being in close proximity at all times because the game code just gets all wonky if you're too close and neither of you is going to be able to move properly and sometimes you're going to like you know it's a little bit weird the collision with the latency and all that stuff so that's definitely been a thing now I believe that this will probably be alleviated if you are close together to your Co-op partner but I would actually be curious to hear like if you're playing with friends and they happen to live next to you and you guys have a low ping let me know what the experience is like there but for us this is what I have to compare with anyway the next thing is going to be a lot of time bosses will glitch what does this mean so for instance when I was killing uh P for the very first time uh my friend W was in there and we were both attacked Ing and I think that by he died by the time that P had aggro on him and she just didn't stop she just kept attacking him forever it's like well he's already dead but she just kept attacking him so she never turned back to face me which made the fight a lot easier than it should have been because she never swapped aggro back to me this has happened with another boss like the theor dude that you fight in fitzroy's Gorge if you guys know what I'm talking about some of you will not be aware of with boss I'm talking about that also happened there where the boss just locked aggro on him and it just made the whole thing super easy for me so you know there are some situations where bosses will glitch another thing is bosses are going to be much easier but to be honest this is kind of like an unfair thing to bring up because any Souls like that has Co-op whenever you go into co-op with the bosses bosses difficulty is usually trivialized it's just a point that I'm bringing up because I think it's also important that we are aware of this like this is not necessarily something that I would recommend for a first playthrough but you know they each their own if you want to do a first playr that is going to feel much easier most definitely the bosses are easier so for instance the hushed saint we killed the hushed saint so fraking fast uh that you know my friend wada didn't even realize that was a mechanic to knock him off his horse cuz we just brutalized him super fast whenever he was on the ground then again we're also using builds that are very powerful cuz like he's got poison I got fire so we're both stacking poison and burning and yeah thing things things die really fast let's just put it like that but on top of it bosses are made considerably Easier by using Co-op but again this is to be expected so it's whatever now I'd like to address one of the community's complaints which is you get a lot less Vigor than the host does if you are the guest Vigor is the same currency that you would get in the Souls game it would be like getting Souls so the community say that you get a third of the souls so I we haven't really compared this cuz I I haven't really paid that much attention to it but I I believe you probably get less Vigor and to be honest you should get less Vigor and the reasoning behind why you should get less Vigor is because in the way that they currently have implemented co-op in the game the guest has no uh there's no risk what does that mean the guest never loses Souls you can die as many times as you want you never lose your Vigor so you know with that with the situation that you don't lose Souls you need to have a penalty to kind of like balance it out so you know because you don't lose Souls that also means you get less Souls now personally and this is where we start getting into a point that I would you know I'd like to address some feedback I think it'd be much more interesting if if the guest dies he also loses his his Vigor and that way you can balance things out and be like okay well now you're putting your Vigor on the line as well so therefore if you die you lose Vigor but this also means that we can up the amount of vigor that you can get from multiplayer I think that would be a much more interesting um a much more interesting scenario for Co-Op especially because whenever you know whenever you're doing Co-op if the guest has nothing to lose and you are actually in voice coms with the host you guys can just decide hey I don't know if that's safe or not why don't you go try it and it's like yep I got nothing to lose so who cares you just send the guest on suicide missions all the time there's nothing to lose so that would be uh a situation that I would definitely I think it should be more interesting if the guest dies they lose their Vigor just like the host and both of you need to recover you know each other's Vigor or something like that whatever you guys get the point I'm just saying there needs to be risk there and that way you can increase the amount of vigor that the players get now the other uh point of contention is you can't pick up items from the the host's world now this I think is definitely a a problem that has a super easy solution and I understand that in a lot of situations developers are going to be like oh but then people are going to go back to their game and if they you know if they have the the the items from the host uh then they go back to their game and now they have twice the amount of items it's like look let me just let me just break it down for you okay it is super easy to dupe items in these games okay like I don't engage in in duping items when it comes to this cuz I don't think that's fun but it is super like look anybody that wants to dupe items in these games they're going to figure it out so I don't think there's a reason for you to hamper people getting extra items just because you know oh then you're going to have twice the items who cares nobody cares okay it doesn't really matter as a matter of fact if you're playing the game in Co-op it is just expected that the experience is going to be a lot easier and that some things are going to be different than the intended design for a single player playthrough I'm sorry I have a really long train going by you might have heard that in the background but anyway I don't really see this as a big problem even if somebody gets twice the items I think that's fine and I'll get into that point specifically as we move further into the video but you know that's one of those things I think it's super easy solution just double up the items so uh if the you know whenever the host loots something then the guest gets whatever the host loots so even if I can't interact with the items myself if the host loots it I get a copy of the item I think that would be much more interesting than the current solution which is well you pick up the items in your world then we jump into my world and we pick up the items in my world again or you can even have a situation where you just flag it on the save of the characters like for instance each I'm assuming each chest is going to have a certain ID in a database somewhere in the game it just has to be because that's the way these things go because you you know you track it somehow in the safe file so just have it that whenever the host loots the item just have that item be marked as loot looted for your character and when you go to your world the chest is empty because you've already looted it in somebody else's host world I think that would be perfectly fine it's not a problem so I just don't understand why you just don't let people pick up items then again this is not something that bothers me too much it's not really a huge issue now the other thing that people have an issue with is you don't get game progress now I understand why they're doing this and that is because this game has a uh you know there's choices that you make along the way and there's quest lines that you're going to be able to do and quest lines that you're not going to be able to do because this has the traditional Souls uh quest lines which are very um I forget the proper word but they're very mysterious they're very they're kind of hard for you to figure out your first time round which is something that I'm perfectly fine with I don't have an issue with that but what that means is that different players are going to have different outcomes and I can understand people being like well we want the host to have their experience and the guest can follow along their experience and then the guest can go to their back to their world and have their own experience with the quest lines and I think that a solution here would be just make that an option and make the players aware what they're choosing so you can you know when you jump into a host's world just have it be like hey do you want to you know share the progress of the host and just have that be an option and it's like yep I want to share the progress I don't care about my story or whatever just have me progress the game at the same Pace as the host boom now the problem is in order to implement this you have to also implement the other solution that I talked about in regards to uh you know you need to actually get the same amount of vigor as the host because otherwise you're going to be constantly underleveled and then you get to your world and you're like oh this sucks I need to go grind still I still think it's preferable to do it that way as in oh this sucks I need to go grind I still think that's preferable than not giving players the option to progress together but again the progress thing doesn't really bother me too much because in a way we've been we've kind of accepted that this is the way that it works so whenever I've been doing co-op playthroughs with friends and souls likes I've always accepted that it's like okay so we do the boss for you then we do the boss for me then we do the boss for you then we do the boss for me this is usually how it goes so me and my friend we don't really have a huge problem here but I understand that people want that seamless goop experience which is why I suggest just give players the option now for us it's not a huge issue because once we've been through a level once both of us start to know the level much better which then means getting through the level a second time around is super fast you just kind of like skipped all of the things that you want to go get get all of the items that you want to go get and go straight to the boss kill it move on so it's not a a huge thing but it is definitely something that I feel like could definitely evolve uh the the co-op experience going forward so uh I also have here written down in my notes uh eventually you need to go back to your own world which is the you know the whole situation with the game doesn't progress so you're still expected to do things twice uh another thing uh is that you only have two player co-op now for me this is not a huge issue uh I think that's fine as a matter of fact I think that in a lot of situations Co-op feels better with two players anyway uh as a matter fact if you put three players into this cuz like bosses are already super easy I don't think we wipe on bosses at all uh once we've gotten used to the latency situation we haven't wiped on bosses at all we just go in we murder everything it's not even a problem like even just the other night for those of you who know uh this particular boss that the hollowed Crow we did it and it was my friend's first time doing the hollowed Crow and we did it with super underleveled characters like I think my weapons were like plus four and we did the hollowed Crow no problem whatsoever so uh you know if you put in three players in a situation like this it becomes it's not it's not even a challenge anymore so you know I do feel like potentially they need to tweak not potentially they definitely need to tweak the bosses quite a bit for Co-Op but like I said I think their number one priority should be optimize net code you know figure out the the the way that fighting games do it with uh what is it called I forget what it's called roll back net code whatever the crap it is figure out how fighting games are doing it and Implement that because that is literally the most important thing now let's talk about some of the pros of uh engaging in multiplayer so number one you have a chance to get double the rewards on some bosses so for instance some bosses will drop weapons and this game supports dual wielding for those of you that are not aware so some bosses drop weapons if you do the boss twice because you have to do the boss for yourself and then later do the boss for your friend or vice versa you will most likely get the boss's weapon twice this varies from bosses because you know some bosses drop weapons some bosses don't some bosses require a specific currency for you to buy their weapons but in my case I wanted to get the infernal enchantress flail and I wanted to get two of them because I'm I'm doing like a pyro build on on this playthrough so I wanted to get two of them cuz you know it's a flail it's got burning on it and I was like I want to get two of these but you can only really get one uh on you know a guaranteed one on your solo playthrough but because I killed the boss twice I got the same drop twice it's not even asking my friend to give me the weapon it's just straight up you get the drop twice so we ended up killing the boss twice we both ended up with two infernal flails so I was like this is pretty cool actually cuz that way you can double up on rewards double up on Armor pieces well not even double up cuz some bosses drop uh sections of their armor piece so there's another chance of you're getting a different armor piece from that boss so that's you know I call that a pro some people will call that a con because you know you're forced to do the bosses twice but to me for the type of play style that I do I think that's Pro uh the other thing is you can still share weapons so what does this mean even though uh when you're in the host's world right the host loots stuff and you don't really get the stuff that he's looting he can still share it with you cuz you can drop stuff on the ground and as a matter of fact you can do that in a in a very interesting way you can basically double up on uh boss rewards so for instance my friend wanted to get P sword you went ahead and he bought P sword you can only buy it once I'm assuming it's once per playthrough so probably can go to New Game Plus get a copy of the sword again but my friend was like oh I want to dual wield this and I was like okay fine I'll go into my world I'll buy another one of those for me and then I'll come into your world and I'll just drop it for you so now my friend is in normal game dual wielding peta's lightsaber which is pretty freaking beast and uh you know that was that was a cool thing that we got to basically do you can you can drop whatever you want for the other player to pick up with the exception for some reason with the exception of throwable weapons that's that's such a weird thing that you can drop almost anything except throwable weapons it almost feels like it's a it's an oversight or something so yeah now one of the biggest pros of Co-op multiplayer and Lords the Fallen No Nonsense Co-op items like I'm sorry I'm so I understand that you know they want to limit it they want to do something and I support that if that's their design decision and you know and all of these other Souls likes and souls born games that's their prerogative but when it comes to doing multiplayer it is never something that I've enjoyed because it instantly limits you in terms of doing multiplayer it's like look if I want to challenge myself I'm not going to engage in multiplayer it's just that simple because multiplayer is by definition much easier than doing things normally and it's fine if you want to play in multiplayer I'm not you know I'm not uh criticizing people for doing it quite the opposite I engage in a ton of it I think it's a ton of fun but what I'm saying is if I want to challenge myself I'll just go solo that's just the way to go if you feel like doing things in a challenging way you go solo but the arbitrary limitation of Co-op items is something that always kind of frustrated me it doesn't even bother me that much cuz you can get a ton of them but at that point why is it even there you know it's one of those things that it's just there because it's always been like that in this game There's No Nonsense Co-op items okay the way that you do co-op is you just go up to a vestage which is the equivalent of a bonfire and just go like beckon friend opens up your friends list you select the friend sends an invite friend gets instantly teleported into your world okay so that's number one No Nonsense Co-op items you just have a menu you summon your friend he's in your world after your friend is in your world he doesn't get teleported away after you defeat a boss I know sounds almost like revolutionary but he doesn't get teleported away he just stays in your game until you guys decide okay I'm done with you goodbye you can leave now you can kick him or you can whatever you know actually I don't think you can kick him I think you just have to quit out the main menu that's another thing you guys might need to add some options there because I remember whenever we needed to switch worlds we both would like exit out the main menu it's it's a weird way of ending a multiplayer interaction it's like well I guess uh yeah I guess I'm leaving but anyway so uh your There's No Nonsense Co-op items your go your friend doesn't go away after you defeat a boss and your friend doesn't go away after you both die if you guys so the way that death works is the guest can die as often as you guys want uh if the guest dies you can resurrect him by using one of your sanguin Atrix charges which is the equivalent of Ana's flask so you consume one of your heels basically and you can resurrect the guest at full health um the guest does not get to go to umbrell when they die so like if you die in Axiom you're still dead you have to get resurrected by The Host uh if the host dies you both go to umbrell and you know the the usual umbrell rules apply and if the host dies an umbrell that is what is considered a defeat and both of you respawn back at the latest vestage which is the equivalent of a bonfire that you've been to and to me it's like even just the first time there we're doing it we're like oh the latency sucks the rubber banding is an issue we still can't loot items we still don't have the progress but just this quality of life of you not having to constantly be like oh are we in the same instance oh I can't see your summon sign oh your summon sign was here and then it disappeared just the convenience of being like Beck and friend in the game okay we kill the boss you don't go away oh my God what do you mean you don't leave after we kill a boss we can just keep playing no that was amazing like that was just you know I I understand that this is the bare minimum but the interesting thing is we've never had the bare minimum I think I don't know if there's another Souls likee that does a co-op like this I mean I'm assuming people are going to probably bring up well Elden ring with seamless Co-op mod I mean like Baseline game without mods I don't think there's another Souls like that does Co-op like this I could be wrong I mean if you consider Remnant 2 to be Souls like they do this which is also really good remant 2 is another freaking fantastic game but you know uh in terms of the control of the world the host controls everything so the host controls when you are an axium and when you are an umbrell the guest can't really do anything like that the guest can't trigger uh shortcuts the host has to trigger all of the shortcuts but the guest can interact with uh platforming puzzles in umbrell so you can can like pull stuff and do all of that usual stuff that you can do whenever you're Umble which I thought was pretty cool cuz you can still help out your friends now usually the way that me and my friend play is because I'm significantly ahead of him in the playthrough what we do is I just let him figure stuff out and I'm just along for the ride most of the time uh and then the other thing that the host also controls is uh the world progression naturally so which Quest as you advance you know you can't really uh interact with NPC in a way that advances quests only the host can do that you can interact with NPCs I'll talk more about that in a bit so the host controls the progression of the world the host controls rests which is why I think it's uh it's much it's much better if you are in voice coms with the host I think that in this specific game doing Co-op is really designed around you just playing with a friend as opposed to playing with randoms because I think even playing with randoms in Co-op in this game is a little bit weird because you don't leave right after you defeat the boss there you don't leave you just keep playing forever which can be a little bit weird with what people are used to from previous Souls like so it kind of feels like it was more designed around you actually playing with a friend which is exactly the use case scenario for me which makes it perfect but anyways so the host controls uh rests and teleports so whenever you guys have to move somewhere the host has to be the one to move you there's a limit to how much you can move away from the host now I've read um a steam review or something where somebody said oh there's butterfly walls everywhere that prevent the the guest from following the host I've only encountered this once besides boss fights so whenever there's a boss fight the host can't see the butterfly wall but the guest will so the guest will be aware there's boss fight there because there'll be like a butterfly wall right but that's you know that's kind of like usual they don't want you jumping in there and doing something weird but but whenever the host engages the boss the guest gets instantly teleported towards the boss now like I said there has been a situation where I've seen a butterfly wall which was weird because there was a butterfly wall there there was no reason for that butterfly wall to be there because it's not really a boss fog gate at that point and it almost seems like that specific fog wall is just like a an oversight that the developers kind of forgot about I'm talking about specifically the um the one near the the vestage called Sanctuary which I believe that cuz this is very early on in the game this is probably the Chism that people were making and the interesting thing is I was able to cross that fog wall by doing something which was a kind of like a creative solution so my friend crossed through the fog wall right because the fog wall wasn't even there for him and so I just ran as far away as I could from him because what happens is if you run too far away from the host the game teleports you back to the host so I ran as far away as I could from him and the game just teleported me back to him on the other side of the fog wall so I crossed the fog wall anyway which is why I said I think that that specific fog wall is like um is probably just like an oversight that they forgot that thing was even there but yeah that's definitely a situation you can't go too far away from the host if you go too far away from the host you automatically get teleported back you get a 10-second warning and then they just forcely put you back next to the host uh you also get teleported back to the host whenever he uh rests or whenever he reverts from umbrell to axium uh but you still get like a decent uh range that you can run around in depending on the area because whenever you're on the threshold of like a Zone transition or something I've definitely noticed they're a lot more aggressive there in terms of how far away you can get from the host but usually it's not something that is popping up all the time I mean assume uming that you're playing the game normally and you're kind of like sticking together to your friend and you're kind of like playing together but if you guys are trying to like oh I'm going to go do this section of the level and you go do the section on the opposite side of the level the game's probably not going to let you do that because if you get too far away you're going to be forcefully teleported back now one of the things that I've heard from people as well is that oh you can't interact with NPCs that's I I don't know if people are not aware or if they're purposefully lying I don't know you can definitely interact with NPCs uh the thing is certain NPCs need to be on the same progression that you have on your own world if they're Merchants um so like if you have a merchant NPC that you know travels the map in different locations you'll only be able to interact if the progress in the guest's world is the same as the progress in the host world it's a little bit weird but like for instance the blacksmith once you unlock the blacksmith in both uh worlds in the guest and the host's world you can interact with the blacksmith whenever you want you can go and you can upgrade your weapons whenever you want assuming that you have the materials you can uh change your runes uh that's easy to do uh the one thing that I've noticed you can't do and I don't understand why they don't let you do that is in mulu there's a thing where you can offer remembrance which is how you get specific boss weapons and armor if you're the guest you don't have access to that menu when you're in the host's world I don't know why I I don't see a reason why that would not be allowed there's no real reason not to allow that maybe it's an oversight maybe not I don't know but most of the most of the basic stuff you can do like buying things from NBCS uh actually now that I think about it the NPCs don't even need to be in the same progression as you it's just that Quasimoto dude is weird the Quasimoto looking dude he's the one who's weird he's the one that sometimes you can't interact with him but like for instance the pyromancer lady I hadn't even freed her in my world and I was able to go to my friend's world and buy spells off of her so actually I was wrong you can interact with NPCs even more seamlessly than I initially mentioned but you know other than that there are some functionalities which are limited like I said the offering remembrance is over at M who and maybe there's like one or two more things but these are things that are easily remedied by you just going to your world you go to your world and then you come back to your friend's world and you can keep on playing or you can go to your world your friend goes into your world and you can like you know Advance the progression on your world and do all of that stuff now having said that this is my uh my thoughts on the multiplayer I've explained to you how the multiplayer works all of this stuff I think that this is a significant step forward in a lot of ways but naturally that comes with a lot of other things that are negative like I said the biggest problem latency and rubber banding like work on the net code when it comes to multiplay player issues that is literally the most important thing second most important thing you need to make bosses harder when people are co-oping a lot harder than they are now they are just super easy they're not even remotely challenging in any conceivable way assuming that people are keeping up with like upgrading their weapons and their spell tools and all of that stuff people are keeping up with that bosses are not even remotely challenging in any way when it comes to um to multiplayer Co-op uh and the other thing is naturally the the bosses that glitched which we had a couple of times where once the guest dies they just stay on the guest forever they keep attacking the guest they never turn back and attack the host again which again just makes bosses way too easy doesn't really make a whole lot of sense like I said the the the Rector guy I didn't even have to to do anything to kill him I was just like literally standing next to him spamming R1 and he was just strafing around my friend he was wasn't even attacking he was just strafing around him waiting for my friend to resurrect and I was like I'm not going to resurrect him you're just looking at him I'm going kill you so you know there's a lot of things that they still need to figure out but definitely the the the whole situation of you can just invite a friend into the game the friend stays after you defeating bosses the friend stays after both of you wipe that to me was just such a good quality of life thing cuz whenever you're you're planning let's say you're planning an evening with a friend and you you want to play a a Souls game I would wager 30% of that evening is going to be you guys trying to connect to each other it's going to be like oh did you see my summon sign oh it's gone wait wait it's back oh it's gone again and it's it's like you know it's it's a lot of this and in this game that doesn't happen you're just like yep I'm I'm there we're progressing we're doing stuff it's more time spent playing less time spent trying to figure out the the the mystical Japanese mathematics of jumping into each other's uh worlds that's that's all I'm saying and you know again as a huge fan of souls born games Souls likes in general all of that good stuff uh I'm happy that they've taken this step and I hope that they improve on it significantly and I'll tell you guys what from uh the conversations that I've had with the team and the speed at which I've seen them patch the game uh I wouldn't be surprised if they improved on this significantly which is something that I'm looking very much forward to seeing but anyways that's going to be it for this video let me know what you guys think about multiplayer in L's the Fallen oh yeah I've I guess I forgot to mention that also they've turned off crossplatform play which was initially planned but because they're patching the game at such a rapid Pace they can't keep up with the patch Cadence on consoles because whenever it comes to steam they can just patch the game whenever it comes to uh PlayStation and Xbox it has to go through a certification process in order to actually get implemented and that slows patches down uh in console so PC version is always going to be a couple of patches ahead which makes it impossible for them to do crossplatform play for now I know that they're trying to figure that out but yeah I just figured I'd mention that as well because I know that in their website it says that it supports crossplatform play that is currently not implemented so I want to make sure that people are aware so that you don't you know jump into the game and be like Oh I'm going play on PC my friends play on PS5 let's go crossplatform and then doesn't work I that's one of the reasons why one of my save files is on PS5 and the other save file is on PC because I've been playing on PC but in order to play with my friend I need to play on PS5 but anyway hopefully you enjoyed this video if you did like button subscribe Bell notification icon All That Jazz let me know how you feel about multiplayer and Lords of the Fallen thank you very much for watching I'll see you guys in the next one stay strong stay safe peace out
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Channel: Rurikhan
Views: 19,267
Rating: undefined out of 5
Keywords: Lords of the Fallen, Rurikhan, Lords of the Fallen Review, Review, Lords of the Fallen First Impressions, First Impressions, Soulslike, Lords of the Fallen Multiplayer, Lords of the Fallen Co-op, Co-op, co op, multiplayer
Id: IQqUSP1OQAI
Channel Id: undefined
Length: 34min 55sec (2095 seconds)
Published: Tue Oct 17 2023
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