85 Reviews liked by NeatlyKnitted


The world design and its connectivity is what makes this game great. Playing other From Soft games then this showed how much they have progressed in many aspects including level design, combat encounters, and boss fights and Dark Souls like Demon's before it feels a bit of a rough draft when it comes to those aspects. However, the interconnected world design remains unmatched here and it's a shame they haven't tried it again. There is a lot of weapon options and builds variety although I'm boring and stayed on the same build for most of the game. Things I didn't like and glad they are gone from latter games are the amount of platforming sections and the long run backs through annoying sections.

I feel crazy with this one. I keep hearing people calling it the first soulslike to rival From Software’s games, and… I just don’t see it? This still was a very mediocre experience. Yes, this is probably the only soulslike that comes close to doing things that Fromsoft are doing in their games at their level, but that says more about the priorities and quality of most other soulslikes than of Lies of P’s good qualities. Mind you, this is an okay, competently made game, with an interesting idea for a narrative, but it’s not even close to Fromsoft level. It feels like a retread of everything I have seen in From’s games, but on a smaller scale and in a less interesting way. There’s the regenerating health from Bloodborne, there’s the prosthetic arm from Sekiro, there’s modular weapons mechanic that’s reminiscent of Bloodborne, there's a gothic Victorian city from Bloodborne. But unlike those games, this game doesn’t have some kind of idea upon which everything is built. It isn't focused around parrying like Sekiro, or aggressiveness like Bloodborne, or RPG customizability like Dark Souls. It tries to do all those things a little bit, and ends up doing all of them mediocrely.

And the overall quality of the game is not on a very good level. Level design is unimaginative and too formulaic, writing and voice acting feels stiff and boring, art direction is unimpressive, combat is just okay. Final nail in the coffin of my playthrough was bosses - they are so focused on being crushingly punishing and difficult, that it stops being fun. Lies of P overall is focused on precision on the player's part way too much. It’s like this game doesn’t understand its own inspiration - where in Dark Souls hard difficulty was there to cloak players in a dreadful and suspenseful atmosphere, there it feels like the bosses are hard just for the sake of it. Like the game feels pressured to have bosses that are harder than that of its competitors, just for the sake of it. Of course, it’s good to make a game that focuses on different things than your inspiration. But this game doesn’t feel like it focuses on anything in particular, or like it has any certain vision. It feels like Lies of P game design is purely reactionary to its contemporaries in the “soulslike” genre and “git gud” culture that’s formed around them.

By the time I finished writing this I feel like maybe I’m focused too much on comparisons to From’s games and being too reductive, but I think this game justifies it - it's just too derivative and too stale. I find nothing of note to say about its positive qualities except that it’s just a competent videogame.

The game was already easy when it released, after the updates they made it even easier so that locomotive midget dickheads and dick festival worshippers could play.

This review contains spoilers

Gonna write another review because I don't think my previous one quite captured my thoughts on this game as well as I wanted.

While my initial lack of hype going into Armored Core VI barred my enjoyment of the game when I had first tried it in 2023, but having beaten it, gotten all endings, and platinumed the game, I can say with confidence that it's one of my favorite games ever at this point, I adore nearly everything about it.

The gameplay is easily among my favorite ever, with the ever-brilliant Masaru Yamamura, known for Sekiro, returning to direct. What surprised me most about the gameplay weren't the mechanics themselves per se, but just how well they were integrated with many of the characters, factions, and setting. I imagine Armored Core as a series does this well, though I can't really verify that due to my lack of experience with previous entries as of writing this review. The way certain characters' personalities and allegiances align with the equipment they use, and how that translates to the encounters with the many NPC fights, encounter design, and bosses is nothing short of incredibly thoughtful.

While the linearity of the levels and mission structure are a departure to my knowledge of Fromsoft's catalogue, I adore the atmosphere in nearly each and every one, and I imagine that it's pretty faithful to Armored Core's standards as a series. Chapter 4 needs special mention for just how moody it is throughout, crawling into an underground crevice and unearthing Rubicon's history. It's fantastic and contributes to what I feel is this game's strongest suit: the presentation.

Not the least of Armored Core VI's great accomplishments are the vistas and the way in creates scale in each level, though the level of presentation in the game's bosses and in special missions like "Breach the Karman Line" need to be noted. One of my favorite moments in any game ever was being able to fly energy-free and soar over Rubicon's scorched skies, realizing that 1000m is a straight up kilometer and how that distance is covered in the matter of seconds. The sense of climactic finality that whole mission and the encounter afterwards creates were pure sensory and mechanical bliss. While I do love this mission, I don't want people to misunderstand: I think nearly every mission in this game contributory to the vision insofar as they help construct the world, characters, and atmosphere in a palpable way, from destroying PCA fleets, to the aforementioned expedition into the depths, to the incredibly miscellaneous merc missions in chapter 1 that help the setting and factions get up on their feet.

All this isn't even to mention the stellar voice direction and sound design, which were robbed of a GOTY nomination. Audiovisual design is one reason Sekiro's combat is as good as it is, and ACVI is no different, with every shot, every boost, every melee hit, every explosion having an adequate and appropriate amount of impact in correlation to their lethality. Additionally exists the voice acting which really takes the characters to the next level. Having no face to their names really forces the voice actors to act their hearts out to convey the personality and emotions of these characters, and I can't think of a single bad casting decision. Special mention needs to be made of Griffin Burns as G5 Iguazu, who delivers a performance equal parts pathetic and heartrending, Jonathan Lipow as V.II Snail, who gives the character this sense of snobbish and contemptible superiority, Patrick Seitz, who embodies his role as the stern yet caring and surprisingly emotional Handler Walter with perfection, and last but not least Erin Yvette as our Coral Wife: Ayre, who allows this disembodied voice such an intelligent yet adorkable personality that surpasses characters with full blown bodies or mechs we can physically associate with them.

If I had to levy any nitpicks against this game, and this is probably as small as nitpicks can ever get, it'd be that I don't emotionally connect with the story that much. I think it is very, very, very good and I've got nothing bad to say about it, the characters are great, with the likes of Ayre, Walter, Carla, and especially Iguazu being downright fantastic, and I adore the way the story is presented via logs, mission briefings, arena flavor text, and most pertinently the mission structure themselves, and I love love love how much the endings feed into each other. Both the Liberator and Fires ending would be solid on their own, but knowledge of the other ending really elevates your understanding of the setting and characters in a way the multiple ending structure of previous FS games I've played haven't really captured. All this to say, I think the story is great, beautifully presented, and particularly potent towards the end; I've just seen similar stories done in a much better way, or rather more palpably so that I'm able to better resonate with emotionally (see Xenosaga). The efficiency of the characterization and storytelling, mechanics, and presentation are definitely this game's strongest suits and carry the experience into the exosphere, though I don't want to take anything away from the narrative itself. I don't think about the game's core themes as much as I love to immerse myself in the world and gameplay. That's more of a positive if anything and exemplifies the medium's greatest strengths: its ability to uniquely draw the player in immerse them in the experience.

We'll see how future me will feel about this game, but right now, I've come out this experience wholly confident in its vision, and I hope to see more like it from both previous AC games and whatever Yamamura continues to direct in the future. Would've been my GOTY had I committed to it last year, and easily one of my favorite experiences in recent memory. Special game.

"You may yet fly higher. Beyond Rubicon's scorched skies, to chase the freedom we never knew."

you guys sold this like it was gonna be so much better than this

Business practices surrounding this game aside, this is a good RPG with great combat and a fun world to explore. It is however marred by a forgettable narrative and a puzzling lack of quality of life features. There is an excellent foundation here to build upon, all Capcom has to do is add to it with quality expansions.

Look, you can view this as a new take on Armored Core that's faithful in some ways and too derivative in others or you can just see it as a completely different game using the IP. The way I view it? This is maybe some of the coolest, fastest, and most badass feeling combat/movement I've ever had the pleasure of experiencing.

A big improvement from Dark Souls 3 in a long shot.

I MADE BT IN THIS GAME AND PRETENDED IT WAS TITANFALL 3, IT WAS SO AWESOME. HOLY SHIT, THE GAMEPLAY WAS SO FUN, FLYING AROUND THE STAGES AND KILLING OTHER MECHS WAS SO FUCKING AWESOME

a visually dull world with boring level design is mostly why I didnt enjoy this game as much as everyone else but its littered with some fantastic enemy design and flowing combat. Soul of cinder, Dancer, and Nameless King were awesome fights that'll hold in my memory.

This review contains spoilers

No game will ever be able to match my first time exploring the Lands Between. From stepping into Limgrave for the first time, to the Tree Sentinel, the Weeping Peninsula, Margit, the teleporter trap to Caelid, one of the best dungeons ever made in Stormveil, and finishing off with Godrick, that would already be one of my favorite games ever made. But it doesn't stop, it keeps going for an easy hundred more hours, and while not all of them will be as magical as the first twenty or so in Limgrave, the game never lost its charm for me. The endgame bosses felt like a natural progression from DS3's DLC bosses, and I loved them all. I've gone on to finish the game many more times with different builds, and even learned to kill Margit at level 1 by only parrying. Can't wait for the DLC!

Armored Core VI really grew on me through the course of its runtime.

I wasn't sold at first on the short missions, repetitive destruction of simple enemies and cold atmosphere. But then, by some sleight of hand magic trick, I starting understanding the controls more. I started figuring out the customization. I got that all situations can be tackled in an almost limitless number of ways, that it's like jazz improv to adapt to each moment in a flash. I understood that you can sell back parts for the same price you bought them, thus encouraging experimentation. I found that replaying older missions can net you extra money and parts if you're ever stuck, or want to test out a build.

And so, everything clicked and I became totally obsessed. Add to that a fun story about corporate greed and dehumanizing hyper-technology, and you've got a tight package of mecha-sci-fi, ultra-polished bombastic goodness.

I'm officially a fan of Armored Core now, and can't wait to see what comes next after this !

There's a great sense of cheapness about the whole thing that seems to come from a lack of internal cohesion: there's something heterogeneous about the animations, the different art assets, the awkwardly translated item descriptions and the Crunchyroll dub voice-acting. Everything feels cobbled together, and this feeling's heightened by the way it appropriates so many aspects of Bloodborne without much consideration for the overall effect that game achieves with them.

There's something sympathetic about any piece of media whose goal is to be just as good as another, driven by a kind of scrappy acquisitiveness that insists it needs neither talent nor originality to succeed. However they de-Italianized Pinocchio which is unforgivable.

Lies of P copies from Bloodborne and Sekiro like a child does from his friend's homework, it has all the answers but it doesn't understand the assignment.

Developer Round8's main takeaway from Dark Souls is that you die a lot, and everyone seems to really like that about it. After all, it's telling you to Prepare to Die right in the title, so clearly that's what people show up for. Well, Lies of P would like you to die too, only it's not so invested in making anything about that loop fun. Round8 has not read deep enough to figure out what makes Dark Souls so engaging and has produced a frustratingly clumsy imitation for it, one that is at times mean-spirited and cheap because that's what Round8 assumes Souls to be.

Lies of P's combat system places a significant emphasis on perfect-parries, which are initiated by hitting the block button a few frames before the enemy's attack lands. Against normal field enemies who throw out one or two attacks at a time, this feels pretty good. Bosses, however, love to initiate absurd 15-hit combos full of staggered animations and straight up fake-outs intended to trip you up and punish you, and that's where I start to fall off with how Lies of P operates. The speed at which your parry is initiated and the level of precision involved makes this system unreliable against flurry attacks, and a severely neutered dodge roll gives you little to fall back on. The game also takes a very Dark Souls 3 "poise for me but not for thee" stance, so I hope you don't mind watching Timothee Chalamet slowly get his wooden ass back up until you save enough Quartz to upgrade his P-Organ so he can dodge while prone.

Perfect-parries, fable arts (see: Dark Souls 3's weapon arts), and charge attacks are all necessary for quickly building stagger damage, because of course this game has a stagger mechanic. It also makes no attempt to convey when you should be pressing the attack or playing defensively, because it obfuscates its stagger meter for absolutely no good reason. Almost all bosses have a second health bar, too, because they all want to be the giant monkey from Sekiro so badly. At this point, I think Sekiro's impact on game design has been a net negative.

Round8's rote copying doesn't end there, however. The door knights from Dark Souls 2, giants from Dark Souls 3, sawtooth blade from Bloodborne, and animation for attempting to use an out-of-stock consumable from Dark Souls are all here. A veritable greatest hits. Round8's wholesale theft isn't limited to Fromsoft, however. Skip this next paragraph if you don't want to spoil some late game character beats and reveals:

Lorenzini Venigni, a friendly NPC who upgrades your Legion Arm (think Sekiro's shinobi prosthetic), is an orphan turned playboy millionaire whose parents were murdered after watching a fantasy-adventure film with their son, leaving him in the care of his faithful butler. The identity of his parent's killer? The King of Riddles, of course. Italian Riddler saying "riddle me this" is as funny as it is brazen, but the biggest laugh Lies of P's borderline-litigious character writing got from me was the post-credits reveal of Giangio being a double agent, which is presented in an extremely Metal Gear-esque way, complete with a "Mr. President..." level name-drop that sets up a potential series of public domain Souls-likes.

Doing something new with something old seems to be the overarching theme of 2023, and Lies of P plays hopscotch on that thin line between inspiration and mimicry. Thankfully, Round8's attempts to recontextualize Carlo Collodi's Adventures of Pinocchio do often result in success, and a strong emphasis on narrative helps pull together borrowed and original ideas to tell a cohesive story that builds upon its primary source material in interesting ways. I was way more invested in the lore of Krat and its inhabitants - yes, even Italian Batman - than I thought I'd be, and some solid art direction and excellent music left me flirting with the idea of a second run.

I also had a great time with the crafting system. You can strap a gigantic blunt wrench head to a pole and use it like a spear, which is exactly the level of stupid I want out of something like this. Hilts determine scaling and attack animations, while blades affect speed and raw damage. Being able to configure a greatsword that's usable on a dexterity build made me feel more inclined to try out weapons without ever feeling like I built my character wrong or locked myself out of something. It's also nice that throwable items remain viable throughout the game, meaning I always had them in my kit whereas I typically phase them out pretty early in most Souls games.

I'm sure this game will attract some annoying people that are very good at video games who will insist Lies of P is beyond reproach, where every flaw is in fact borne from a lack of skill, asserted in a way that reads more as veiled self-aggrandizement than serious criticism. Par for the course with Souls games and the "get good" crowd they attract. I firmly believe that Lies of P is a deeply flawed and derivative game in dire need of re-balancing and new ideas, regardless of how long it took for me to realize I needed to continually dodge left to beat the King of Puppets.

Anyway, I should've stolen Larry Davis' review and changed one or two things about it. Really give you all the true Lies of P experience.

The game's core mechanics—particularly its shooting—are enjoyable, but like many live service titles, it lacks depth and variety in its content. After investing a dozen hours or so, it becomes evident that you're essentially repeating the same few missions in a repetitive cycle.

The initially amusing interplay of team dynamics and friendly fire loses its charm as it becomes routine within the game's limited scope. Mission outcomes often boil down to facing either too few or an overwhelming number of enemies, highlighting a lack of balance.

With only two factions, one of which is notably underwhelming, it feels like the developers could have allocated more resources to fleshing out the Terminids and introducing diverse mission types or additional variables. The phrase "good bones but not enough meat" may sound cliché, but it accurately describes Helldivers 2's current state.

I anticipate that the game will significantly improve over time as developers introduce more content and refine the progression systems. Right now, however, it offers a somewhat shallow experience that's enjoyable for a brief stint but lacks long-term appeal.