Edit 3/29/24: Reduced to 7. Too formulaic, especially in level design. Souls stuff continues to sour on me.
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Probably the funniest game this year. A ridiculous dark fantasy Pinocchio setting is played completely straight and infused so deeply with all the modern Fromsoft trappings that it almost comes across to my bitter heart as parody. Everything from general game structure, to the level up lady in the hub zone you warp to, down to even individual animation cadences, is lifted wholesale.

If that's the setup, then the punchline is that Lies of P is better mechanically than everything it's ripping off. For a more exhaustive overview, check out this writeup, but let me throw some out myself:

* You can restore lost HP by attacking, like in Bloodborne, but only the chip damage from blocking
* The mana used for weapon arts from DS3/ER is gained by hitting enemies
* If you are out of Estus flasks, you can gain another by hitting enemies
* Enemies can be "posture-broken" through perfect guards and damage, but to actually trigger the downed status you must land a charged heavy attack
* Parrying and dedicated ranged weapons have been completely removed (these systems have always been broken and/or cheesy in Souls)
* Red attacks cannot be iframed or blocked, and must be perfect guarded or outpositioned

The general flow of the game is: perfect guard on predictable attacks that are easily timed, block or dodge when you are unsure, and try to outposition and attack when possible to restore guard chip and land charged heavies. Red attacks are a somewhat natural extension to this dynamic, in that they encourage you to anticipate them and get out of the way, which is really what you should be doing for a lot of attacks. There's no need to play this like a parry simulator, and the fun of the game is in trying not to!

The best examples of this are the large bosses, who generally offer a lot of options for getting in hits during strings. My favorite is the Green Monster, whose AI can be somewhat predicted based on spacing and whose attacks have a lot of different arcs and blind spots to consider, almost like a weird Souls-ified Valstrax from Monster Hunter.

That being said, this is still a Sekiro-brained game at its core; you've gotta be buying what they're selling, even if this is a far better implementation than its inspiration. Occasionally the devs will fully succumb to the evil whisperings of the Sekiro demon on their shoulder, and use heavy tracking and obtuse timings to force brute memorization. A few red attacks in particular (Black Rabbit eldest, Laxasia) earned disapproving glares from me for this.

I was going to comment on weapon systems, level design, etc. but honestly you should just read that writeup from before.

Let me make a general point about the Souls series. The selling point for me is their holistic quality: they do a bunch of things passably and a few things well, but combine them into a greater cohesive whole. Dark Souls 1 is an insanely flawed game, more than most would admit, but the way the world design, level design, resource management, and themes wrap into each other makes me willing to overlook a lot of issues. Later Fromsoft Souls-type games are frustrating to me because they place an emphasis on combat that the mechanics aren't strong enough to support, while either failing to improve the persistent shortcomings of other elements or outright regressing in them.

Lies of P is nice because it improves the combat enough to justify a Dark Souls 3/Sekiro balance to me, while everything else is at least good enough. Bosses in Souls type games are pale shadows of Monster Hunter fights, and player toolkits and expressivity are pale shadows of Nioh 2; I would even say those games are "better," because I value their excellence in those single areas enough to overlook their flaws. But Lies of P is a solid, respectable, enjoyable overall package that actually iterates on its inspirations. It's fun!

Reviewed on Oct 05, 2023


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