Hexworks Is Back, and This Time They're Not Playing Safe
Remember Lords of the Fallen? Yeah, that 2014 game that was basically "we have Dark Souls at home." Well, forget everything you know because Hexworks is taking another swing at the franchise, and according to Eurogamer, they're actually cooking something special this time.
The original was... fine. Competent. Safe. But this sequel? They're swinging for the fences with a mechanic that could genuinely shake up the soulslike formula: dual-realm gameplay that lets you phase between the world of the living and the dead on command. And no, it's not just a gimmick—it fundamentally changes how you approach combat, exploration, and those oh-so-lovely environmental puzzles that make you feel smart (or stupid, depending on the day).
The Creators: Hexworks and CI Games' Redemption Arc
CI Games knew they couldn't just phone it in with a sequel, so they assembled Hexworks—a team stacked with industry vets who've worked on everything from The Witcher to Dying Light. These aren't rookies trying to copy FromSoftware's homework; they're experienced devs who understand what made the original fall short and, more importantly, how to fix it.
The studio's based in Barcelona, and they've been pretty transparent about their development process, which is refreshing as hell in an industry that loves to overpromise and underdeliver. They're not claiming to be the "Dark Souls killer"—they're just trying to make a damn good soulslike with their own identity.
The Setting: When Gothic Horror Meets Dimensional Nightmare Fuel
Here's where things get spicy. The game is set in a dark fantasy world called Mournstead, split between two parallel dimensions: Axiom (the realm of the living) and Umbral (the realm of the dead). And you can swap between them whenever you want. Sounds cool, right? It is, but there's a catch—Umbral is significantly more dangerous.
Think of it like this: Axiom is your standard dark fantasy hellscape with knights, demons, and architecture that screams "someone had a really bad time here." But Umbral? That's where the real horror lives. The dead realm is crawling with spectral enemies, the environment itself is hostile, and the longer you stay there, the more the world wants you gone. It's got serious Silent Hill energy mixed with Bloodborne's nightmare realms.
The visual design leans HARD into gothic and religious imagery—lots of cathedrals, twisted spires, and body horror that would make H.R. Giger nod in approval. According to hands-on previews from IGN, the atmosphere is oppressive in the best way possible. You're not just fighting enemies; you're fighting the environment's desire to crush your soul.
Inspirations: Standing on the Shoulders of Giants (While Adding Their Own Twist)
Obviously, Dark Souls is the foundation here—that's unavoidable in the soulslike space. But Hexworks is pulling from a wider palette:
Bloodborne: The aggressive combat philosophy and gothic horror aesthetic are straight out of Yharnam's playbook. The devs want you pushing forward, not turtling behind a shield for 20 minutes.
Legacy of Kain: The dual-realm mechanic is giving serious Soul Reaver vibes, where shifting between dimensions revealed new paths and secrets. If you're old enough to remember that masterpiece, you know why this is exciting.
Silent Hill: The Umbral realm's oppressive atmosphere and reality-bending horror elements channel the psychological dread that made Silent Hill legendary.
But here's the thing—they're not just copying. The dual-realm system is integrated into EVERYTHING: combat (some enemies only exist in one realm), exploration (paths blocked in Axiom might be open in Umbral), and even boss fights (some bosses shift between realms mid-fight because apparently we didn't suffer enough already).
Why Lords of the Fallen 2 Actually Matters
Let's be real: the soulslike market is saturated. Every other indie dev is making one, and most are just competent Dark Souls clones with a fresh coat of paint. So why should you care about this one?
1. Genuine Innovation: The dual-realm mechanic isn't just a marketing bullet point—it's a core system that changes how you play. Need to dodge an attack? Phase into Umbral. Stuck on a puzzle? The solution might be in the other realm. It's the kind of mechanic that could influence future soulslikes if executed well.
2. They Learned from Their Mistakes: The original Lords of the Fallen was criticized for sluggish combat, uninspired level design, and being too derivative. Hexworks has addressed every single complaint. Combat is faster and more responsive, levels are interconnected and layered (literally, with the dual realms), and the art direction is distinct enough to stand on its own.
3. The Horror Factor: Most soulslikes are dark fantasy, but few lean into genuine horror the way this does. Umbral isn't just dangerous—it's designed to unsettle you. The longer you stay, the more reality breaks down. Enemies get more aggressive, the environment warps, and you start questioning if you should've just stayed in Axiom and dealt with the regular demons.
4. Production Values: This isn't a scrappy indie project—it's got serious budget and talent behind it. The visuals look stunning (in a grotesque, nightmarish way), the sound design is reportedly incredible, and the scope is ambitious without feeling bloated.
The Hype Is Real (But Cautiously Optimistic)
Look, we've all been burned by promising soulslikes that didn't deliver. The genre is littered with games that looked amazing in trailers but fell apart on release. But the early previews for Lords of the Fallen 2 are genuinely encouraging.
PC Gamer called the combat "significantly tighter than the original," while Game Informer praised the dual-realm system as "more than a gimmick—it's a game-changer." Even the skeptics seem cautiously impressed, which in the gaming press world is basically a standing ovation.
The game is slated for a 2026 release (fingers crossed for no delays), and if Hexworks delivers on even half of what they're promising, we could be looking at one of the defining soulslikes of the generation. Not bad for a franchise that started as "Dark Souls at home."
Final Thoughts: A Redemption Arc Worth Watching
Lords of the Fallen 2 represents something important in the soulslike space: evolution. It's not enough to just copy FromSoftware anymore—you need to bring something new to the table. The dual-realm mechanic, the horror-focused atmosphere, and the lessons learned from the original's shortcomings position this as a genuine contender.
Will it dethrone Elden Ring or Bloodborne? Probably not. But does it need to? Hell no. If it can carve out its own identity while delivering tight combat, oppressive atmosphere, and that sweet, sweet sense of accomplishment when you finally beat a boss that's been wrecking you for two hours, that's more than enough.
The soulslike genre thrives on variety and innovation within a familiar framework. Lords of the Fallen 2 seems to understand that, and honestly? That's why it matters.
Are you hyped for Lords of the Fallen 2, or are you waiting to see if it actually delivers? Think the dual-realm mechanic will be revolutionary or just another gimmick? Let us know in the comments—we're always down to debate the next big soulslike.
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