Lords of the Fallen Interview

After providing us with a few scant class details a couple of days ago, OnlySP is back to bring us their full interview with City Interactive's Tomasz Gop about Lords of the Fallen. Topics include the team's primary design focus, which platforms we should expect to see the game on, the graphical bells and whistles we'll be affronted with, and more.  A relatively generous quote:

While we already revealed that the main story is only about 15 hours long if you rush it, the game as a whole should last a very long time. The main plot is (independent of how much side exploration there actually is in the game.) allowing for (quite a lot) of extra things to do, Gop assured us like side quests, (optional world sections), and secrets. Additional side quests and exploration, along with a New Game + mode, should complete your gameplay experience, potentially offering an infinite amount of replayability. (But if we're talking about strictly walking through the main quest,) said Gop, (and skipping everything else what a loss! then something along the lines of 15 hours might give you an idea [of the game's length].)

Lords of the Fallen is not a story driven game, however, and Gop makes that fact unashamedly known. ([Lords of the Fallen] is not a story-centric game.) He told us. (We don't want to say that this game is featuring the storyline that is as complex vast as other (orthodox) RPGs out there. Or that, for example, the storyline of LORDS is as complex as its combat system. We are open about where we put the emphasis: gameplay.)

Gop sees this honest focus as a plus. (One of the key reasons The Witcher franchise was able to build its hype was consistency and focusing on the key features.) Gop told us. (From day one, CDP was clear about what type of game it was and what kind of players should keep their tabs on it.) That experience with The Witcher series has informed Gop's approach to talking about Lords of the Fallen. It's about honesty, and about appealing to your audience. (Even though [Lords of the Fallen is] not the same type of game [as The Witcher], the rules for being open, clear and for communicating things in a comprehensible way don't change.)

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And there will be challenge aplenty, with several dozens of enemy types found in the game. (A vast majority of our enemy types are unique,) Gop explained, (but here and there where you will meet enemies similar to what you've seen before, varied just that tiny bit.) These varied enemies may use similar attack patterns, but with an extra (something nasty) to surprise players with.

As for development platforms, Lords of the Fallen is a next-gen title first and foremost. Lead development platform is both of the next-gen consoles PS4 and Xbox One. (But it's not really fair,) Gop explained. The developers are also giving the PC version (a lot of love), including working on native PC controls. (I don't want to make the impression that any of the platforms is being left behind. PC is a next-gen platform too by any standard.)