In Video Games, the line between a knock off and an innovative continuation is often razor fine. The amount of great games labeled with the words Doom Clone or God of War rip off over the years are more than enough evidence for that. The very nature of the medium being interactive makes them benefit from clear structures and system after all. Structures and systems that can be easily applied across multiple titles, so it's no surprise you would borrow heavily from existing elements. Even with all that, there is an understandable negative reaction to seeing whole UI designs and set pieces shamelessly ripped off. And I have always struggled the question if I should just condemn that or look past it as embarrassing inspiration. Lies of P was the ultimate test for me, as someone who has spent hundreds of hours with FromSoftware's flagship series and knows a lot of its ins and outs by heart. I was rolling my eyes at similarity just for the sake of it, only for the game to turn around and smack me across the face with the answer: Yes, you can not only heavily ripoff your idols, you can use that as a springboard to transcend them.

As the first big budget title of Korean developer Neowiz, Lies of P takes from the literary work of Italian author Carlo Collodi's famous Pinocchio story. Although this is less of a 1:1 adaptation, and more a jumping off point to take the moral lessons of that story in order to explore deeper themes like ethics and transhumanism. And the further I descended into the city of Krat, the deeper the rabbit hole got, as I noticed the literary references and themes pile up to construct a cohesive world with immaculate world building. From I what I could find, this seems to be writer and director Choi Ji-Wons first big budget gig and I can only applaud his skill at weaving an absolutely inspired setting out of what is a patch work job of his big inspirations. There are clear references to the works of Oscar Wilde and the sci-fi stories of Isaac Asimov and Philip K. Dick. Even classic anime like Full Metal Alchemist and Ghost in the Shell find their way into the city of Krat. Of course, there are also countless parallels to FromSoftwares own catalog with themes of mortality, how some are willing to seemingly doom the entire world for their ability to cheat fate and if there can even be some kind of some kind of moral or ethical justification for those very decisions. It's masterfully crafted, and I'm far from done sifting through its dense lore, a feeling I honestly haven't experienced since first diving into the original Dark Souls trilogy.

Just as important as the lore in a game, is its soundtrack wich turned out to be a mixed bag. And I can clearly separate the music in two very distinct categories. There is of course the non-diegetic soundtrack, which consists of your typical biblical choirs that play during big boss fights. Their epic, their bombastic and honestly something I'm really tired of. I couldn't pick them out of line up even if you held a gun to my head. I miss the days when boss themes in this genre had interesting compositions, like the theme of Lord Gwyn or Seath the scaleless from Dark Souls 1. What is exceptional however is the diegetic music played throughout the game. There are vinyl records to collect that can be listened to in the hub while you do your typical busywork like level up or weapon upgrades. They can also be heard throughout various places in Krat. Fitting with the city's theme of being heavily inspired by french culture, they consist of classical melodies with french lyrics, actually sung by Korean Artists. Which gives them an additional lair of other worldliness while you traverse the ruined streets of Krat. It's a style that I would love to see composer Yeakun Yoo develop further if he hopefully sticks with composing another Video Game.

On the gameplay front, Lies of P is also the closest one can get to ever matching FromSoftware's Souls formula. It's a true grab bag of all the modern FromSoftware mechanics. From the basic 1 vs 1 combat against bigger foes, to the aggressive tug of war that was introduced in Bloodborn that encourages you to get health back by fighting aggressively. Mechanical Lies of P is more than excellent. It's finally a soul-like that puts heavy weight behind your build decisions. To the point where the game makes it incredibly easy to respec your character. You're incentivised to experiment with all the options given, while also immediately teaching you the benefits of learning how to get enemies to stagger and parry their attacks. From increasing the chance of giving enemies fatal hits, to being able to negate damage entirely and even breaking their weapons. Of course, your weapons can break as well, with you having to repair them mid-battle leading to tens moments. This creates a wonderul tug of war where you're on equal footing with most enemies. I enjoyed those moments immensely where you decide to stick with parrying a flurry of attacks, get them to stagger for a fatal blow and using his recovering time to repair your weapon before jumping back into the battle. The dodge roll does exist, and can even be upgraded further, but unlike its inspirations it tends to be entirely situational. There is a prosthetic arm as well, ripped straight from Sekiro, that opens additional combat options. Among other things, you get a hook shoot to pull enemies towards you, a flamethrower and an arm canon. This result in a variety list of combat options while still being able to design everything around a few core mechanics. And those mechanics are used in some of the best boss fights in my opinion, with them even outdoing a FromSoftware staple. Twice. A 4 vs 1 fight that doesn't suck and gives you the option to even the odds in multiple ways. If I had to pick, those fights might be my overall favorites in the game, both in how they are build up from the very beginning of the game and then when the game finally pulls the trigger. It's the pinnacle of what I think Lies of P can achieve when it moves beyond its slavish devotion to Miyazaki's work. With spectacular results.

The other side of that devotion is all the parts where the game's falters, often in the exact same ways as Fromsoft. I found most of its last third to be a bland slog. Locations that conceptually should be fantastic, but fall flat in execution. In a game based around the concept of living puppets and philosophical questions about what makes one human or what a conscience even is, a graveyard of discarded puppets should be amazing. But it turned out to be one of several uninspired locations that had me just run through them blindly, not regretting that decision for a second. And one of several poison swamps Lies of P throws you into aswell, bringing the game's stellar quality down for me. Myazaki really put the brainworm in developers heads with his poison swamp obsession for all eternity. Please, stop it, get some help.

And as overall polished as combat is, even Neowiz could not iron out all of the typical souls like issues. I'm willing to cut them some slag as it's their first big title, but in the last third these issues just piled up in a way I could not ignore anymore. The camera getting stuck in smaller areas, enemies that spam you with status effects and predictable ambushes that stopped being surprising 10 years ago. If it was just a single area, that be fine, but it's a consistend drop off in quality right until the very end of the game. It really is a case where the setting and gameplay systems carried me through to the “final boss”. I'm saying final boss in quotes because I didn't actually get to fight the true final boss. For some reason, Neowiz decided to grab one of the worst decisions Fromsoftware themselves made in Blooborn and copy it. Hiding the real final boss behind an arbitrary decision with no warning, that you can't go back on. Setting aside the fact that NG+ seems to add some more lore elements and gear, from what little I played at least, I think locking a main path story boss behind another full play through has never set right with me. I just think its bad design. And I really was going to lower the score based on that alone.... Then the post credit scene happened. Needless to say, I'm beyond excited for Neowizes next game. It's a stinger hinted throughout all the game, and then they just confirm it with “yep, we are doing THAT” during the post credit scene. I'm here, my wallet is ready.

Reviewed on Mar 24, 2024


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