While the Lords of the Fallen may not give players any control over Harkyn's appearance, back story or primary quest, CI and Deck13 did find a way to give weight to the game's character creation process. Not because it mimics enough aspects of the Souls game to make discussion of Lords of the Fallen (without mentioning its fellow Bandai Namco franchise) virtually impossible, but because the changes made by the Lords of the Fallen dev team don't always deliver an improved experience. Thanks in no small part to the game's brevity, not to mention a few quality-of-life changes that should be popular with anyone who isn't fourteen and playing the game during that neverending period known as summer vacation. That's not to say that Lords of the Fallen isn't a mostly enjoyable experience. It certainly won't make a fan out of anyone who didn't have at least a passing curiosity about Dark Souls, Dragon's Dogma and/or similar titles. It's a game that I'd easily recommend to fans of punishing action-RPGs, even if Lords of the Fallen isn't nearly as punishing as most, but I'm not sure that the changes introduced by Deck13 and CI Games will be enough to draw in a much larger audience. While the studios' attempts to smooth certain rough edges might appeal to new fans, major oversights (like a lack of fast travel) ultimately saddle Lords of the Fallen with as many burdens as the games that inspired it. Unfortunately, the latest project from CI Games and Deck13 doesn't do much more than prove that critically-acclaimed projects, like all three of the Souls games, are more than the sum of their parts. Lords of the Fallen looks to perfect the tough-but-fair formula recently made popular by another member of the Bandai Namco family.or, at the very least, polish it up and change the decor a bit to appeal to a larger slice of the game-playing public.