Reviews from

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Delightfully derivative game, with really damn good parry based combat. Honestly the combat is so good that i would be disappointed if Fromsoft didn't take inspiration for their next game.

I honestly have nothing negative to say about this game. If you like Soulsborne games, then you will love this


This review contains spoilers

Lies of P is a game about lying.

For a game that copies a lot of the most recognizable characteristics of From Software games, it still feels like a wholly original and unique game despite how many people write this game off as a ‘Bloodborne clone’. What I think Lies manages to do that other souls-likes fail at is advancing the design elements of From rather than simply siphoning their mechanics to influence how the player perceives the game: Pulse Cells are analogous to the Estus Flask, but also let you recharge your final Cell if you perform well enough in combat, opening up build options in whether you want to do more damage in this riskier state or simply want a faster charge rate. Legion Arms reflect a much more limited, less abusable version of Sekiro’s Shinobi Prosthetic, and Guard Regain’s compatibility with blocked damage places this game in an aggression range between DS3 and Bloodborne, with the parry-focused combat of Sekiro.

Because of these various yet closely associated influences, the game is almost like a perfect remix of the Fromsoft formula, allowing you to appreciate where certain ideas are pulled from before the game puts a new spin on them. I’m personally incredibly happy with the level design of this game, which feels like it draws most directly from Dark Souls II of all places, a risky choice considering the general attitude most people have towards that game. One of my biggest complaints with Dark Souls III is how that games’ level design very quickly abandons any aspect of interconnectivity or large-scale exploration that the first two games in the series allowed for in favor of an almost entirely linear experience that put its combat front and center, for better or worse. Lies of P manages to somehow have the best of both worlds, with incredibly engaging bosses that I always look forward to fighting and levels that don’t feel like straight lines with an absurd number of bonfires. Most levels here wrap around themselves in really impressive ways that allow for stargazers to be placed incredibly sparingly, a design choice I will always prefer to DS3’s more ‘theme-park’ approach to level progression.

Beyond the game’s astonishing level of mechanical cohesion (I haven’t even mentioned the Assembly system, which is honestly reason enough to play this game if you’re a fan of games with similar combat systems), the cohesion of this game’s story is criminally undervalued. I can’t really blame most people for not being able to take this game seriously for being a soulslike about… Pinnochio, especially when most of our internal perceptions of the character are either of the Disney version or the character in the Shrek movies. You’re just going to have to trust me when I say that this game is a very thought-out adaptation of the source material and doesn’t simply use the Pinocchio property as a shallow aesthetic stunt. Lies is a game that actually uses the property it’s adapting within the vehicle of it’s story, and I have an endless respect for this game in how much faith it has in its own concept. When asked “What makes someone human?” Carlo Collodi’s The Adventures of Pinnochio serials answers that it is our ability to help others and act for their sake that makes us human, as shown in Pinocchio’s transformation at the end of the story after months of studying, working hard and saving money to care for his sick father. Lies of P’s answer, is actually not very different: We’re human because we can choose to act, and by exercising our agency we help each other far more than we help only ourselves. The game’s Real Boy ending sees everyone in the hotel replaced with a puppet copy after being killed by the newly reborn, perfectly obedient Carlo, after. The game’s most ‘Pinocchio’ mechanic, Lying, even shows a refreshing amount of nuance and respect to human morality by never painting the choice to lie or not as a simple choice between ‘doing the right thing’ and ‘doing the wrong thing’. Many of the choices in this game feel like they lack a ‘right’ answer, but often I found that lying to most people was often a mercy that showcased how communication often has to fulfill an emotional need more than a logical one. That’s not to say that lying is always the new ‘right thing’ in this game; Although the best ending in the game requires you to express your humanity a lot (through lying, mostly), the game still has a couple lies that genuinely stumped me on whether I wanted to lie or not; Do you decipher Alidoro’s scroll and tell Eugenie’s brother is dead? Do you tell Venigni that your own father is responsible for the destruction of Krat? Do you admit to Arlecchino that you are, in fact, a murderer? I can’t begin to express how relieving it is that this game isn’t trying to lecture the player about honesty or morality, understanding that lying is both innately amoral and innately part of the human experience. Lying is a choice, and what is more human than the ability to make our own choices?

Lies of P is the most honest game I’ve played.

Sou um pouco suspeito em falar sobre jogos SoulsBorne pelo fato de ser um dos meus gêneros favoritos de jogos, mas Lies of P merece muitos elogios por ter feito algo tão espetacular e bem feito. Os desenvolverdes realmente fizeram boas escolhas na criação desse jogo, ele não foge muito da fórmula souls que já é bastante conhecida, mas ele consegue ser único tanto em seu combate tanto em sua história.

Lies of P na minha opinião é o melhor jogo SoulsBorne não feito pela FromSoftware. Seu combate é bem satisfatório quando você domina o Parry, diferentemente de Sekiro onde você poddia ficar apertando várias vezes o botão de parry, aqui você tem que acerta no momento certo, pois a janela para o próximo parry não é tão curta quanto é no Sekiro, a luta no todo não é tão rápida no Sekiro, mas é bastante satisfatória também.

A trilha sonora é muita boa, acho que as músicas de lutas contra os Bosses deveriam ter tido uma atenção maior, mas em compensação as musicas do Discos e as que tocam nas casas dos moradores de Krat são um espetáculo: Feel, Quixotic e Fascination são minhas favoritas.

A estética de Lies of P também é algo muito belo, se passa na França no século 19, combina demais com todo o jogo, as áreas são muito bem feitas, o Level Designer chama bastante atenção, as escolhas feitas pelos desenvolvedores foram boas, acho muito legal quanto os jogos tem uma ligação entre áreas muito bem projetadas e que tenha um logica por trás. O único ponto negativo são os atalhos até as Stargazer que eu achei um pouco óbvias demais, muito simples demais, acho que deveriam ter mais ideais do que apenas portas que só abrem do outro lado e elevadores.

Os Bosses são fodas, gostei de praticamente todos, todos tem bastante personalidade, a estética deles é boa e os combates são satisfatórios, só acho que eles erraram a mão na questão da segunda fase, depois de certo ponto do jogo todos eles tem uma segunda fase, e não é que eu não goste, mas acho que perde muito o brilho da luta por ser tão logico que vai ter mais uma fase e que ali não é o fim do inimigo, acho que deveriam ter dado uma alternada nesses bosses, mas é isto. Outro ponto que me pegou um pouco foi as lutas conta os humanos, achei sem graça e bem parecidas, todas.

A historia de Lies of P é incrível, e acho que é um dos pontos mais altos da obra, muito bem feita, não posso falar nada sobre ela porque senão seria um puta spolier, mas achei bem feita, nada é o que parece ser...

Enfim, gostei demais de Lies of P e estou esperando muito seu DLC e a continuação

Es un soulslike excelente, hay cosas que las hace hasta mejor que los propios souls diría, aunque le saca a veces un poco de la magia de lo ofuscado y confuso y hostíl de los souls. Primero lo bueno: El gameplay es brillante 10/10 combinando souls con sekiro con bloodborne MUY bien. Tener la flexibilidad para elegir pasarte un boss a parrys o dodges es fantástico y el diseño de los enemigos y sus ataques es excelente. Pensé que iba a ser más genérico y menos pensado, pero se nota que tiene muchísimo thought puesto por detrás y por más que sea una pseudocopia de los souls, los bosses son lo suficientemente originales y divertidos como para que no sea una copia copia. Además también agregan sus propios gimmicks del gameplay (dicho sea de paso no hay ningún boss gimmick bien ahí) con las fable arts y los brazos que usé dos veces, ademá de como dije antes combinar el parry de Sekiro y el gameplay de los souls. El diseño artístico y visual también es impactante, la estética elegida y como se vé y se siente todo en general es admirable. No tiene la magia de los souls obviamente y tampoco lo intenta, no tienen la sensación de desesperanza y no me voy a quedar pensando en este juego para el resto de mi vida, pero igual es hermoso estar ahí en Krat e ir averiguando la historia de lo que pasó, el lore y el mundo. Estas dos cosas son suficientes para que el juego sea excepcional. La historia es muy buena también, al principio es medio un reskin de la historia de Bloodborne pero después se vuelve su propia cosa y me gustó mucho, aunque no le di la suficiente bola. Ahora lo malo; para empezar, el juego es una copia de un souls. Lo hace excelente, pero no puedo quitarme de la cabeza la idea de que al fin y al cabo están copiando otra cosa que funciona. La copian bien! Muy bien. Pero si un alumno le copia la tarea al otro no le puedo poner 10 a los dos, por más que copiar sea muy difícil. Por otro lado, hacia el final se me hizo un cachín largo... En realidad no sé si largo es la palabra, son 30 horas nomás. Pero las últimas zonas las estaba rusheando sin pelear ni explorar porque eran siempre los mismos enemigos y zonas super cargadas y aburridas y ya tenía ganas de terminar. Laxasia es el mejor boss, es buenísimo y la pongo arriba junto a los mejores bosses de los souls, Manus es medio underwhelming y el Nameless Puppet es una copia de Maria of the Astral Clocktower pero no te lo podes cojer a parrys. Está bueno igual, pero medio underwhelming también. Igual ya para Manus y Nameless estaba medio cansado del juego y quería terminarlo, quizás eso cortó mi disfrute un poco. No creo que sea culpa del juego igual, creo que es yo que la fórmula Souls por mucho que la ame ya me tiene un poco cansado. De todas formas lo recomiendo muchísimo, y ojalá que el próximo juego de este estudio sea su propia cosa porque creo que they are really onto something.

Joguei quando tinha gamepass e achei sensacional o visual, lore e tudo do jogo, pretendo voltar e zerar esse belo jogo

This review contains spoilers

Cogito Ergo Sum

I played this game, albeit a few months late from its release. Although, from what I’ve heard, there was still some work needed to refine certain edges and optimize everything, so in the end, I can’t complain since I had the best experience right from the start. Let me give a spoiler warning right away so I can speak freely.

With Lies of P, it was practically love at first sight. From the initial screens, this game captivated me with its meticulously crafted environments and evocative atmospheres. So much so that throughout my entire playthrough, I kept thinking, “Wow, I don’t want this to end!” I truly immersed myself in the world and the story presented in Lies of P. Only in the final section, the Alchemists’ Island, did I feel a bit of heaviness—a segment that might have been slightly drawn out and could have been trimmed a bit.

The game is more linear compared to other Souls-like titles, for better or worse. Personally, I would have preferred more choices, especially in the order of progression. Perhaps the option to tackle more challenging areas right from the start. I believe that was the initial idea of the developers based on how they set things up. It almost seems like they reconsidered during development and made changes. I’m referring to the fact that Geppetto essentially acts as the quest-giver, and the Krat Hotel serves as the central hub.

The gameplay is one of its strong points in my opinion. The difficulty is well-balanced—overall not too high for a Souls-like game. Only three bosses really gave me a significant number of attempts. But what I loved was the sense of progression in terms of abilities. As you continue the adventure, you genuinely feel yourself improving. After defeating a boss that initially challenged me, I often thought, “I can’t wait to face it again in future runs and take it down more easily.” Additionally, I enjoyed the weapon crafting mechanic—it adds a lot of possibilities and encourages experimentation. Although, at some point, I settled into my preferred setup. In my first run, I didn’t get to test the Legion Arm much. I unlocked all of them, but I rarely used them. I couldn’t quite integrate them into my playstyle, which is a bit disappointing, but I’ll explore them more in future runs.

The graphics are generally good. Playing with all settings maxed out is a visual delight—both in terms of textures and effects. However, I’m puzzled by how poorly the models and textures of human corpses scattered on the ground were done. Seriously, they look quite unappealing and lack definition. And i can't understand the reason.
In any case, it’s a game that captured me and made me passionate about its events and characters. So much so that right from the start, I began theorizing and evolving those theories as more details emerged. I understood many things, but some remained elusive. Indeed, I’m certain that playing through it multiple times would be beneficial, especially for revisiting various documents and dialogues with the added context of a deeper understanding of the story’s direction. As far as I’m concerned, it’s a solid recommendation. For a significant portion of the game, I was there, fueled by enthusiasm, ready to give it a solid 9 out of 10. However, upon reflection, I realize that would be a bit excessive. Nevertheless, the material is all there, and the foundations are strong enough to support a sequel that addresses the issues and fully hits the mark.

One of my favorite gaming experiences and my favorite Soulslike. A combination of Bloodborne and Sekiro was bound to win me over. It’s so amazing how so many people were extremely excited, but weary because of soulslike games past as well as this being from a new studio and they blew everyone’s expectations out of the water.

The world design, lore, soundtrack, combat, and characters are all immaculate and so well made. It was entirely unexpected this would actually improve upon Fromsoft’s combat and game design. From the weapon system with its combinations of weapon heads and handles, rally system but having to block for it to work, markers on the map/level layout for side quests, and more there were so many nice additions. Krat is so well designed and atmospheric that I love just looking and walking around. It’s one of my favorite gaming locations. The soundtrack is beautiful and I love being able to play vinyl in the hotel.

I loved a ton of the bosses, namely Laxasia, King of Puppets, Andreus, and the final boss. Most all of the bosses had amazing designs, lore, and movesets and had a high difficulty.

I love how this has a more in your face story similar to Sekiro. I can’t wait for the dlc/next game teased in the endings and to replay the game and try and platinum it. Highly recommend this to anyone!

Does enough to stand out on its own in regards to its heavy-handed Bloodborne worship with some fun combat and intriguing world design, but lacks the special 𝘰𝘰𝘮𝘱𝘩 of the FromSoft games it draws from---I particularly found the boss fights (and there are many) boring and frustrating more than thrilling. Still, I did have fun with my 70+ hours spent with it.

Easily the best soulslike, not actually made by Fromsoft. Has a great atmosphere and art direction that reminds me of a more steampunk version of Bloodborne. The weapon crafting system is well done and provides nearly limitless build creativity. With that said, the combat is far from perfect, the weapon durability system is pointless. Like Sekiro, the game is mainly built around parrying attacks, unlike Sekiro, the parry feels unintuitive and inconsistent, and many enemies lack any kind of pattern or rhythm to their attacks, making the process of figuring out parrying timing more a matter of guessing than anything else. There are also some intense difficulty spikes that can prove frustrating even to Souls veterans, and later levels will just throw a conga line of mini boss enemies at the player to artificially pump up difficulty. Overall, great first attempt, look forward to whatever Neowiz works on next.

A great soullike game.
Simple story with a little bit twist here and there.

This review contains spoilers

All that there was to say about Lies of P has been said already, and I concur with all you praisers - this is one of the best soulslikes to date, up there with the best of FromSoft's.

It’s ironic how my opinion on LiP is almost inverted from Dark Souls. The first DS is, honestly, not that good of a game; the pacing is whack, enemy movesets straddle the line between boring and annoying, level design is often tedious, and bosses are the definition of "hit-or-miss". At the same time, Dark Souls was a groundbreaking game with a world and ambiance so captivating that it's safe to call it one of, if not the most important and beloved games of the 2010s. These elements would only get refined and expanded upon in future Souls games, to the point where Dark Souls III is kinda one of my favourite games based on writing and atmosphere alone (in addition to being a fun game anyway). All of the Dark Souls games are good as games, but, in spite of their reputation, I believe their success lies more in the exploratory, audio-visual and narrative aspects, not really mechanics or buildcrafting options.

Lies of P is almost the opposite for me. Gameplay here is fantastic, taking all the most enjoyable and dynamic parts of combat and enemy design from the soulsborne "series", mixing them together and creating something that feels similar, yet exhilaratingly unique. I particularly liked how accessible and open Lies of P can be: sure, you don't have the ranged options you had with FromSoft, but every avenue for melee combat is equally viable and fun, in addition to (mostly) great balancing on items and summons. To this day I regret summoning for my first Ornstein and Smough fight, but I never once felt like I was cheating here if I just chose to summon a spectre and pellet the boss with grenades until the spectre dies. Unless you're a die-hard strength-buildoid, you're gonna have the time of your life playing Lies of P if you at all enjoyed Dark Souls or Bloodborne.

But what differentiates great games from good ones, in my opinion, is that great games achieve balance between all their aspects. Combat, narrative, visuals, audio, level design, boss design, balancing, pacing, even UI have to all work in service of each other to make a truly outstanding action-game. And while Lies of P does exceedingly well in the technical and gameplay departments, it doesn't really have…the sauce. You know?

Those "woah" moments, like finding your way back to Firelink Shrine, or first arriving in Anor Londo, or touching the egg, or first laying eyes on the horizon in Majula, or fighting Sister Friede, or making your way down to Ash Lake - there isn't really an equivalent in this game. The realms in which Lies of P struggles the most is definitely the story and themes.

There are certainly a lot of attempts to establish themes, but most fall flat in the fleshing out stage. The game asks “What makes a human?” or “What is freedom?”, but doesn’t provide many interesting takes, or even asks the questions in any sort of intriguing way. I suppose it’s quite lovely to imply that what makes one truly human, is genuine expression of your true feelings and a willingness to make your own choices, but characters rarely go beyond “I’m a puppet and can feel love”, or “I’m a human who’s kind of anti-social”. Like a lot of videogames, Lies of P is more interested in plot rather than story, with plenty going on (and at a great pace, too!), but not too much happening to key players or even episodic characters.

And it’s not like From Software games are big on character arcs either, but, simply put, Solaire alone is more interesting and note-worthy than almost every guy, gal and robot pal in Lies of P, because his conflict is a lot more emotional, and his writing is a lot more memorable. Implied depth of some characters is hidden in item descriptions, and you sometimes get really well defined cast members, especially if they’re a vendor in the Hotel, but aside from Polendina and the weird shit that happens to Sophia, there isn’t much to hold on to. Antonia is one-note, as is Eugenie, Veghini shows little outside of his “I’m a genius wealthy socialite but publicly-minded and a bit cowardly too” routine, and Gepetto is SUPER boring. I wouldn’t say that Lies of P’s narrative quality is poor because it’s not as good as Dark Souls, but it is, purely in isolation, just not too exciting or stimulating.

The vibes are off the chart here, though, and the first time you get to a new location always feels pretty magical and engrossing, in large part because of just how excellent Lies of P is in its general construction. This game never felt too hard, too dark, too reliant on one motif or level gimmick; like an automaton, it moves tirelessly forward. New weapons, new enemy types, new locations, new cool shit is waiting around every new corner. Nothing really overstays its welcome, and every experience is a fleeting moment you want to have once more. If nothing else, where Lies of P doesn’t fully deliver, it still leaves you hungry for more. Which kinda reminds me of RE4?

Speaking of which, let’s talk about ripoffs. Much digital ink has been spilled on the subject of “ripoffs”, a lot of deliberation on what is or is not a “good ripoff”, and endless discussions about where does a line between a ripoff and an homage lie. In the last 10-ish years, the most interesting subject of this particular discourse has definitely been the Star Wars sequel trilogy, with The Force Awakens being an especially interesting case-study. It takes a lot of clear inspiration from A New Hope, with major plot points, on paper, being almost identical to the original film. Any sequel trilogy defender will tell you that, yes, a lot of general story beats and character archetypes are similar, but the new characters, distinct from the old, specifically Finn and Kylo Ren, provide a new emotional context to the proceedings, elevating The Force Awakens from a simple ripoff to something new, while still being familiar.

And I tend to agree with this. I’ve always thought it disingenuous to lay out two very different pieces of art on a table, dissect them with utmost technical certainty, and claim that because “A mentor dies in both” or “Both have a second act oopsy-fucksy that sets our heroes back before they prevail in the finale”, that these two things are fundamentally the same. It’s fine to feel like a similar structure reminds you too much of a thing you’ve already experienced, but so often those kinds of comparisons are made to shove a thing into a plastic tube, where you can freely point out all the flaws and supposed lack of originality, disregarding context and all the little and small stuffs that make this thing unique.

Lies of P, even more so than The Force Awakens, handles its myriad inspirations in a very sophisticated way. Obviously, a huge point of comparison here is Bloodborne, but even calling Lies of P a “Bloodborne-inspired game” feels wrong to me. Truly, what is Bloodborne here? A 19th century European urban setting? A nimble character? The rally system? Like, two weapons? Sure, but if you play each game, those things are handled differently, feel different, look very different, exist in a completely different context, and, as a result, the games don’t resemble each other at all.

Is there some Sekiro here? Sure; you have different prosthetics, one of which is basically a grappling hook, you have a focus on staggering your opponent by blocking their attacks with precise timing, but those things, again, are very differently done. The Legion Arms that P is rocking aren’t prosthetics, but feel like an integral part of your character, thanks in large part to how effectively the whole “playing an automaton” gimmick has been executed. There’re also incentives to switch your Legions every other location and boss, because each one is more effective against certain enemies, in certain levels, or against a certain boss. Depending on your strategy and how much of your Elden Ring playthrough is dominated by the Greatsword, you may roll through the entire game with just the String, or the Shield, or even the starter arm, since it takes up the least weight and is very straightforward, but a lot of players will keep on switching and finding new approaches with each Arm. The Perfect Guard mechanic doesn’t resemble the Sekiro parries, or, for that matter, the normal block of any of the Souls games: you are encouraged to study enemy and boss movesets, but there isn’t one most optimal strategy for avoiding damage. Depending on your skill, playstyle or how fucked up the boss is, you can dodge, block + rally, perfect guard, or parry an attack at your leisure. There’s a lot more space to run around, stay perfectly still, use items, summons, unique weapon skills, etc. than in most other soulslikes.

Of course, like with any soulslike, there are balancing issues here. The perfect guard system especially is a bit at odds with enemy design: most enemies you encounter, especially in the first several levels, are really squishy, and your best bet to deal with them is stunlocking them with a flurry of light attacks. That doesn’t leave much room to get acquainted with how perfect guards work, and when bosses start ramping up, you might find yourself experiencing a bit of a difficulty spike; you didn’t need to know how to parry, and now you do. This is why the Scrapped Watchman was the second-hardest boss in the game for me, even though it’s the second one you meet. Until I met him, I basically tried playing Lies of P like a traditional soulslike, with the pattern of “dodge, two-three hits to punish, rinse and repeat until the bitch is dead”. But after I figured out how to effectively use all the tools P has at his disposal, this game really transformed into something entirely new from what I’ve seen before.

Of course, towards the last quarter of the game, Lies of P starts giving you all kinds of ridiculously strong trinkets to mess around with, which can significantly mess with the challenge. Your mileage may vary, but a fully upgraded Aegis, the Perfection Grindstone and a spectre buffed with a Flame Wishstone is all you need to bully all but a couple of the end-game bosses without many issues. I generally felt that items and summons didn’t hamper the challenge and fun of the game for most of it, but some of those items, combined with some others, can be a real overkill. The Two Dragon Sword especially can be a complete menace.

Despite the big and the small issues I had with this game, it’s undeniably an impressive achievement. Judging from the absolutely wild post-credits scene, I wouldn’t be expecting a watershed soulslike moment from Round 8 anytime soon, but with Lies of P I am now confident that we’re nearing a dawn of a new era of soulslikes. With From Software seemingly moving away from the genre, and how Lies of P is (probably?) the most critically and commercially successful soulslike since Miyazaki started stirring shit up, after Shadow of the Erdtree drops, Round 8 might just be the stewards of this new age. Cheers to it being a good one, may Dorothy do Yoda flips on fools in her game, may Pinocchio’s nose staff pierce the heavens in the DLC.



P.S.
Actually a lot of this reminded me of Resident Evil 4, the whole village section coupled with a cable car ride was very RE4. And then the dogs did the thing from the first game? But then the big petrification bosses were very Bloodborne, so I dunno. Great homages all around honestly

De robôs assassinos a robôs zumbi, num conto do Pinóquio… Tem como isso não ser bom?

Jogo mais difícil que já joguei, chega a dá ódio.

LINDO.

The only Souls-like game that managed to reach the level of quality seen in titles from From Software.
However, my biggest complaint would be the easy difficulty. Version 1.5 of the game seems to have been significantly toned down, rendering many of its systems seemingly pointless. While I understand the developers' motivation to make the game more accessible to a wider range of gamers, I can't help but wish we could experience the original vision around which most of the mechanics were designed, especially regarding shortcuts and the additional combat systems (Legion, Fabel, Spec. Grindstone, Cube).

Many of the side abilities serve as nothing more than a get-out-of-jail card for dealing with a single tough enemy while traveling between bonfires. Unfortunately, most of these side weapon systems lack good synergy and are not useful in other ways. In boss fights, these systems become a tedious checklist, which quickly becomes annoying.

Another issue I have is the overuse and odd placement of shortcuts. Most of them become redundant after unlocking them, possibly due to the reduced difficulty. While shortcuts in Dark Souls are usually satisfying to unlock after a challenging push and are often unexpected, LoP overuses them and reveals them too early, removing the sense of discovery. The linearity of the levels only adds to this issue.

Still, LoP is a very enjoyable game with a fantastic atmosphere, story and satisfying combat. Despited being called just another souls clone, the game has enough of identity to stand on its own, in terms of both gameplay and story.

An absolutely beautiful game both aesthetically and narratively. Unashamedly proud of both the material it draws on from Pinocchio as well as its gameplay design from FromSoft. A great example of "X story but Adult". That it doesn't care about utilising concepts from Pinocchio to make its world makes it at times both hilariously cheesy yet totally earnest and inspiring. The way it adapts the themes of grief, loss, and recovery from the original story comes across as heartfelt and meaningful. Just a fantastically beautiful game with incredibly well crafted environments and polished mechanics. It is quite easily the single best soulslike game not made by FromSoft that I have ever played.

how does this p have so many friends when they lie so mucch oo woo hoo hoo this reference is probably too old for most people on here but it's probably still not very funny either way bye

Lies of P is the most spectacular and polished soulslike not made by FromSoft I have ever played. And I dare say, the hardest. It is dark, it is beautiful and does not pull any punches.

Excellent action RPG title with some really cool storytelling elements utilizing classical literature like Pinocchio to examine themes of what truly makes people human. Also gave me vibes of Fullmetal Alchemist. Laxasia is the hardest boss.

First off: I'm a huge Soulslike fan. I've played all the From Software ones, except Elden Ring which is next. And from all Soulslikes Bloodborne is my all time favorite. So naturally after I heard that this game is really good I should really like this game, but somehow I don't.

The OK:
- The core gameplay feels OK
- The hitboxes seem to be OK. I didn't find any quirky stuff when fighting bosses etc.
- The bosses were all fun to fight with a good balance (a bit easy for my taste, I feel like the bosses in the demo were way harder somehow?)
- Having an infinite homeward bone is nice
- Several quality of life systems, like showing the amount of souls one can still fetch after having died
- The level design was OK. Nothing amazing but also nothing really bad

The bad:
- This is really really subjective but the general theme and setting is not my cup of tea. It all feels a bit silly to me, which is why I can't take it seriously
- The weapon variety feels bland to me. I have played for more than 8 hours and I am still using the beginner weapon, because it has better scaling, move set and fable arts than anything else I found
- There are lots of bloated progression/crafting systems. I am a fan of bare bones and I don't need the Quartz leveling system for example. It feels tacked on and doesn't add anything. Same with the weapon crafting system. The idea is nice, but it doesn't give me much when almost all handle fable arts suck and changing the scaling to what I would like to use (quality build) still gives me something worse than the beginner weapon
- The Legion arm combined with it's crafting system feels useless. I never once used the arm anywhere and I have been perfectly fine, never thinking that I'm missing out on much. Being able to wield a weapon 2 handed would have been way better in my opinion.
- Another useless system: summoning NPCs. Since NPCs make almost every boss fight trivial I would have liked the concept IF the game wouldn't throw like 20 summon items at you around every corner. It makes the whole system redundant. The Dark Souls Humanity system was way way better for this in my opinion

The ugly:
- Holy Shit why does this game borrow the worst thing from Bloodborne?Why the hell do I need to port to the base (Hotel Krat) everytime when I want to level up, especially when I can level up at the bonfires in the tutorial chapter. It makes absolutely no sense at all and just adds unnecessary load times.


Conclusion:
This is a game weighed down by unnecessary crafting/progression systems which don't add much. It would have been better if they instead focused more on the core gameplay, weapon variety and game systems which actually make a difference, see The Surge 2 for example.
If you like the theme, setting and atmosphere and have no problem with ignoring the bloat I'm sure this is a really nice game for you. If not I would pass until the game gets way cheaper.
Maybe I will pick this up again later and give it a second chance, but I doubt it.

it was a wonderful exprience
it has some new mechanics compared to the traditional soulslikes and these new mechanics were fantastic
for instance weapon repair mechanic was really good especially when weapon was getting damage from decay status
boss fights were well designed and (almost) balanced and beautiful
the only flaw was that physical interaction with the weapons and objects like walls when objects were preventing you from atacking and that was annoying

-Is deep but the mechanics of weapon building and character creations feels a mile wide but an inch deep.
- The more interesting part is the parry system and the combat which feels rewarding and punishing at the same time. Easy to play and hard to master.
- I could not care about the plot or the world even though it should be interesting.


bastante god para no ser de fromsoftware y está optimizadisimo

to triste, minha sanidade mental nao tankou o nameless puppet

This review contains spoilers

Awesome game ! One of the best souls games I've ever played, might even rank this above Dark Souls 3 honestly. The only complaints I have with this is that the door guardian is a shit gimmick boss and whoever thought they were cooking by adding him into the game needs to be hit with a hammer, also what the hell is the wish cube for that shit sucks and I barely used it. Other than that, the story is great, the voice acting and characters are pretty cool too! Shoutout to the PS5 for these incredible graphics. I love all of the mechanics and things that change up the gameplay like the custom arms and the P Organ skills, there really is a lot of variety in your builds and I never felt forced to respec for boss fights. And the boss fights (other than the piss shit door guardian idiot) are really good and well designed for the most part. Laxasia might genuinely be one of my favorite boss fights in a game EVER. Her moveset was so fucking cool and she was so hot I want her to beat the shit out of me irl.

Lies of P
Hours: 37
Spoilers: None
It is of no surprise to anyone that I dabble in a little Dark Souls. Some say, I partake in a little Sekiro. So when I am hit square in the face with a game in similar genre to those with the main focus being Pinocchio set in a steampunk industrial world, you bet your ass I was going to platinum that baby.
In a market of difficult boss battles and dodge rolls to make, how does Lies of P stack up against the competition?
Gameplay:
If you have not been under a megaton load of rocks, then you have probably experienced souls of dark origin and Lies of P doesn’t do TOO much difference. The main focus is extremely hard boss fights with a massive desire to parry every single movement your giant foe lays down on you. As someone who absolutely sucks major ass at parrying, this took me a while to get used to but thankfully the game is designed to gradually build you up to tackling it’s perfect parries resulting in later enemies being parry sluts and the earlier game enemies being more slow builds that help you parry within an inch of your life but enough to keep you going. P, the main protag is equipped with a giant mechanical arm that can be swapped out for different variants. You will be able to blast electricity with it, shoot fire, hell, even have an entire damn explosive parry shield. This arm essentially swaps out your spell and sorcery. There is no magic in this game, only the feeling of magic when you perfect parry a boss and watch it fall to your knees and BEG to be brutally stabbed with a powerful attack.
Aside from the typical fanfare of being obliterated by big bosses, you also have a fun mechanic in the realm of making choices (God forbid you don’t do enough in your life already) involving the wonderful world of telling the truth or lying your nose out! Which leads into the narrative and the gameplay elements that affect it
Narrative:
Have you ever questioned if you are a puppet or a human? I do everyday I watch the news and even half believe some of the nonsense they are spilling. Aside from that, in Lies of P, you will come up with the decision to either tell the truth to characters or lie. A simple rule is placed into puppets, they cannot lie. So when you, as the main character, do lie to people, your humanity is increased so you have the potential of becoming (oh yes) A REAL BOY!
The plot centres around this concept, are you human? Or are you dancer? Which then proceeds to take you on an electric journey of finding out the entire puppet society has gone ballistic and you need to figure out why they are killing humans that enslaved them…..geez, I wonder why! It’s not for the reason you think though and I do believe that is the strongest part of Lies of P for me.
The narrative is really strong here and kept me wanting to find all the lore pieces of newspaper, vinyl recordings and cyphers to figure out wha happun.
I do believe the game lands it’s narrative really well and I am satisfied with where the characters all end up. This game does indeed have multiple endings, which does leave the question, what is cannon? DLC and a sequel has been announced, so only time will tell.
Atmosphere:
Do you think about Nikola Tesla a lot? Is this MY Roman Empire? I often wonder about the world we would live if he was the one that took off in the tabloids of the time. Lies of P essentially gives you that world. Large gothic locations, steam trains, monorails, electric powered enemies. The atmosphere of this game is something else and is constantly breathtaking in every are you explore. From the high heavens to the lower subway systems. You will be left wondering why the hell Edison had to be victor. It offers an incredible look into a world purely ran by mad science and electricity beyond our wildest dreams.
Overall:
Lies of P is an incredible game in the umbrella of Souls games and offers to be one of the best in the genre. Between its fantastic narrative, parry combat and atmosphere, you will always have something to look forward to each and every hour.
I played through the game twice for the platinum and feeling how much I had improved was such an immeasurable experience.
If you are even remotely into Souls games or have a fetish for being pounded into the pillow of your beg, then I would strongly recommend this twisted take on not just Pinocchio but various fairytales/bedtime stories.