‘Respect The Player’s Time’: Lords of the Fallen II Game Director James Lowe Discusses Key Principles Defining The Game – Interview

Dec 29, 2025 at 08:30am EST
A dark-armored knight stands against a fiery red sky with a looming fortress and a dragon flying overhead.

Lords of the Fallen, the soulslike created by CI Games and Hexworks, is among the many hardcore action RPGs released in the past few years. Even with some critical flaws, the game managed to capture the attention of fans of the genre with a unique dual world setup and a "player first" approach, which became evident following the game's launch in September 2023. This approach led to the launch of multiple updates that addressed many of the game's launch flaws and added a significant amount of new features.

The development of Lords of the Fallen II seems to be anchored to a similar respect. While adding new features on top of the foundation led by its predecessor, the new game will respect players' time by providing an overall better experience right from launch.

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Following the gameplay reveal at this year's The Game Awards, we sat down with James Lowe, Game Director of Lords of the Fallen II, to discuss the sequel’s more brutal combat, the evolution of the Umbral realm, and the core philosophy guiding development this time around.

The Brutality of Dismemberment

Q: The new feature that seems to define the game is the dismemberment system, which is a rare mechanic for a Soulslike. How did the idea for this system originally come about?

A: The dismemberment system grew out of a desire to make combat feel more physical, more brutal, and more reactive to the player’s actions. We wanted enemies to visibly reflect the damage they’ve taken, rather than simply falling to the floor when dispatched. When we were exploring ways to push the game’s darker tone while also reinforcing combat viscerality, dismemberment felt like a natural extension. We want players to finish encounters, look back and see the limbs of their foes scattered across the landscape.

A More Invasive Umbral Realm

Q: The new Umbral realm has been defined as "more sinister," and that it will "step into you." What does this thematically and mechanically mean for the player?

A: Thematically, Umbral represents a much more invasive force this time around. It’s not simply a parallel world you observe, it’s something that actively intrudes on the player’s experience, reinforcing the sense that the world itself is hostile.

On the mechanical front, Umbral applies more constant pressure. It reacts more aggressively to player presence, influences combat and exploration more directly, and creates a heightened sense of tension the longer you remain within it. Visually, we’ve also pushed to ensure that Umbral feels distinct from Axiom in every region, with greater variation in mood, structure, and environmental storytelling.

Addressing Enemy Density and World Navigation

Q: One major piece of feedback from the original was that high enemy density often felt frustrating rather than challenging. How have you re-evaluated enemy placement and spawn logic?

A: The feedback around enemy density was taken very seriously. Difficulty should come from intentional encounter design, not from overwhelming the player with sheer numbers or unavoidable ranged pressure. In Lords of the Fallen II, enemy placement and spawn logic have been reworked to emphasize clarity, spacing, and purpose. Encounters are designed around specific combat challenges... the result is difficulty that feels demanding but fair, and far less arbitrary.

Q: How has world design evolved to address concerns about confusing map layouts and navigation?

A: World readability was a key focus for the sequel. Environmental landmarks, improved flow between areas, and more intuitive spatial logic all contribute to a world that still feels dense and mysterious, but far less confusing to navigate. And as a last resort if players are truly lost, we’re bringing back the Umbral Lamp guidance mechanic... which directs players to the next vestige.

Narrative and Player Progression

Q: It has been said that the sequel will feature a "more accessible and character-driven" approach. How are you achieving this without sacrificing the deep lore the genre is known for?

A: The narrative approach is more mission driven this time, which helps ground the story emotionally and provide clearer motivations for the player. However, we’ve been careful not to sacrifice the genre’s strengths. The aim is clarity without over-explanation, giving players stronger narrative anchors while still rewarding curiosity and interpretation.

Q: The original was criticized for upgrade mechanics that disincentivized experimentation. How does the sequel tackle this?

A: In the sequel, we’ve taken steps to reduce friction around upgrades and progression so that trying something new feels exciting rather than risky. The goal is to maintain meaningful choices while removing unnecessary barriers.

Technical Stability and Post-Launch Support

Q: Given the stuttering issues with some Unreal Engine 5 titles, what has been implemented to guarantee a smooth day one experience?

A: Our experience launching one of the earliest UE5 titles gave us valuable insight... these learnings have informed how we approach optimisations in Lords of the Fallen II from day one of production. We’re also working very closely with our partner, Epic, to proactively design around known constraints.

Q: If you could distill all the learning from the community's feedback into one key principle that defines the development of Lords of the Fallen II, what would it be?

A: Respect the player’s time. That means clearer systems, stronger onboarding, great performance, and an overall experience that challenges as opposed to frustrates. Everything we’ve built in Lords of the Fallen II is guided by that idea.

Thank you for your time!

About the author: Francesco De Meo has been covering video games and technology since 2012, starting his career at small outlets like Gamersyndrome and GeekSnack. After joining Wccftech gaming section in 2015, he quickly expanded his video gaming coverage with in-depth reporting, interviews with iconic industry figures such as Grasshopper Manufacture founder and No More Heroes creator Goichi "Suda51" Suda, Resident Evil series creator Shinji Mikami, Team NINJA's president and Nioh series director Fumihiko Yasuda, and Silent Hill creator Keiichiro Toyama, reviews and on-the-ground coverage of major industry events such as Gamescom and E3. When he's not reporting or reviewing, Francesco can be found playing the genres he loves most, spending time with his six cats, reading, writing music, playing guitar and drumming for his progressive rock band.

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