Fall of Light, the encounter between Dark Souls and ICO

Fall of Light is a dark and difficult isometric action title that does something curious: that ICO and Dark Souls come together. There are video games that take one or two things from the playable system, from the lore or from the way of presenting the challenges of Miyazaki’s work. In the case of Fall of Light, almost, almost, it seems an attempt to adapt the title to a new perspective of the game . What contributes is that we take a girl from the hand that sheds light, having her always carry us in our adventure.

Fall of Light has not been developed by a large studio, it is the work of a very small team that shows great affection for the work of From Software. The match point of the Lore of this adventure is practically identical, they even refer to the age of darkness as the age of men. Here there are no bonfires in which we are resurrected, but the idea of ​​Salt and Sanctuary to reappear in the altars in which we have prayed. With each death, the enemies are resurrected and the lady dies, becomes ashes. She works like the bunch of souls that we drop in Dark Souls when we die, we have to bring her back to life.

The Concept: The girl and a warrior

The concept of combining a girl and a warrior, an element to protect with an element that defends, is not a bad idea; In fact, it is original and risky. To make this combination demands a sovereign care at the time of proposing mechanics, dynamics, design of scenarios and combat rhythms. Unfortunately, perhaps because it is a small development study, the battles are not well resolved.

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The Dark Souls

The fun of Dark Souls and Bloodborne is that the difficulty of situations is equal to the quality and possibilities of our interactions; this is not fulfilled in Fall of Light: the actions have a strange delay, there are not enough weapon options to configure our build and rolling is not satisfactory, nor is it covered. Good blame for this is an isometric perspective too far from the player that prevents us from calculating well the range of our weapon, if we really have the shield raised or where we will land after rolling.

With a mechanical basis that does not honor the very difficult situations that the game poses, what we are left with is its artistic section and the tribute that is made to Miyazaki with this game. The story also works interestingly. With Fall of Light, the idea of ​​adding an NPC that accompanies us, that is weak and that adds more difficulty to the experience remains on the table. The problem is that this requires a tremendous effort in the development of situations that are generated to take advantage of it and that is not at all well developed here.

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