![]() ![]() The Umbral Lamp will be needed to purposely phase into the Umbral Realm at times, too. Keep it raised, and you’ll be able to temporarily use the small window you’ve created to pass through.įrameborder="0" allow="accelerometer autoplay clipboard-write encrypted-media gyroscope picture-in-picture web-share" allowfullscreen> Perhaps there’s a gate in the way in the material realm, for example, but raise your lantern, and you might discover that it doesn’t exist in the Umbral Realm. Your character, equipped with a lantern called the Umbral Lamp, can cast its light to ‘peer’ into the Umbral Realm at any time. The two realms are intertwined heavily for the purposes of environmental puzzle-solving and path-making, too. However, while you can easily enter the Umbral Realm, getting back to the material realm requires surviving long enough to reach designated exit points. On a basic level, if you die in the material plane (called Axiom), you’ll arise in the spectral plane (called Umbral), and you’ll be given a second shot there, with enemies seemingly existing on both. Thankfully, Lords of the Fallen wants to take a big swing at incorporating something completely new, too, and the biggest twist is that its world features two Soul Reaver-style planes of existence: one material, and one spectral. It’ll be a nice dive back into what seems like a more curated gauntlet again, after the imposing open-world choice paralysis of Elden Ring. ![]() It’s good enough that after a few hours of playing a preview build, I’m certainly looking forward to spending more time with it when it releases in full. ![]()
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