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.

Reviewed on Oct 02, 2023


14 Comments


Personally I've been hearing some really cool things about it but I also dont think it looks absolutely amazing as a massive fan of bloodborne. Guess we'll see, shame the immense amount of reused stuff tho

6 months ago

@NOWITSREYNTIME17 I can kinda get why people would be enamored with it considering how much it steals from the last ~14 years of Fromsoft's creative output. Like if your brain is just hardwired to cheer whenever a boss gets up and grows a second health bar or enter into a state of euphoria looking at the exploding mummies from Dark Souls 2 then they sure as hell made a game for you.
considering i do not like dark souls 2, then i guess the game wouldnt be for me lol

6 months ago

@NOWITSREYNTIME17 Not necessarily. I wouldn't say Lies of P emulates any one specific game so much that it primarily becomes that, rather that it's a chimera constructed from all of Fromsoft's games dating back to Demon's Souls. There's plenty of Bloodborne and Sekiro in there, too.

For what it's worth, I love Ex-Zodiac, and that game is nothing if not a send-up to Star Fox and Space Harrier. Games that have blatant inspiration don't inherently bother me, I just think a lot of it in Lies of P's case cheapen the game and rob it of any identity it could form independent of its inspirations, because every facet of its is taken in part or whole from something else. But the bigger issue for me is that I just don't think it plays very good.
oh i see, i did hear the parrying or whatever isnt that fun to use in this game. I'm also not really sold on the Pinocchio shtick, i think Lovecraftian gothic horror/horrific medieval shit is way cooler but i digress

6 months ago

@NOWITSREYNTIME17 If you're only familiar with the Disney interpretation of Pinocchio (as it's irreversibly tainted the public perception of this tale), it's nothing like that in narrative. I think it starts to lean more into horror as it goes and starts asking bigger questions, but yeah. I thought the parrying was excellent but I dunno, Iron Pineapple said the parry window should be like a couple frames wider or so which I generally agree with but I also think the default lends itself fine to a good flow state even if a bit tight (most moves swing fast enough that timing them isn't particularly "awkward", or for larger attacks you can do things to make it ever so slightly easier like walking towards them (particularly important for monster type bosses). Game gives you tools out the wazoo to adjust your playstyle, I saw a lot of people struggle with King of Puppets but my build kind of demolished the "hard part" without really trying.

6 months ago

i hope people keep bothering you about this so you can bump it down even more and get it where it belongs: in the trash heap, the junk yard, the cess pool. just a big puddle of diarrhea. WHAT were they THINKING?!?!?
@bojangles4th hm the little i saw was a fight or two of just like creepy mechanical bosses but if the later bosses and areas get really weird with their horrificness like bloodborne that would be awesome
@bojangles4th but yeah that is interesting that you really loved the game, guess it really differs from person to person cuz ive been seeing a lot of super low and super high scored reviews lol

6 months ago

idk whose clapping when second health bars pop up, cause I feel like the people I see are getting fatigued with that shit; but I am FOR SURE clapping when I see stuff I know. I'm all for people blatantly attempting to make what they like; regardless if they might fall on their face.

6 months ago

@LarryDavis It's fine, when someone inevitably finds they stole assets like three months from now the game will get pulled off the market. And then I with my physical copy will reign supreme! Oh, you want to play Lies of P, do you?? well guess who has to PAY THE PIPER! HAHAHA

@Snigglegross I'd normally agree with that sentiment but I find it very exhausting when an entire 60 dollar retail product is just doing The Chris Farley Show in earnest.

6 months ago

I haven't played any souls games yet, but so many things seem inspired by that series either directly or indirectly. A lot of Castleroids seem to borrow the thing where you lose currency/experience upon death and have to run back to get it. Kind of annoying in a non-linear game.

6 months ago

@DeltaWDunn I worry I'm leaving people with the impression that it's inherently bad to take inspiration from other media, or even mechanics for that matter. I think it's fine and frankly unavoidable. My issue is when being referential becomes so grossly overwhelming that the resulting media lacks uniqueness. I have a far bigger problem with how Lies of P borrows mechanics and enemy patterns that are less ubiquitous than soul dropping and implements them poorly. Stuff like Not Dual of the Fates and Italian Batman are more funny to me than anything, but centering the game around a very bad attempt at a Sekiro-like parrying tied to a tired stagger system is less forgivable to me.

6 months ago

Anyway, I'm just gonna close comments here because I worry I'm gonna enter into a loop where I re-clarify my case against this game. I put in a pretty significant amount of time trying to distill my thoughts in as concise a manner as I could but I guess I either didn't get into the weeds enough to be well-understood or just wrote a bad review. But that's fine, bad things are allowed to exist. Some people (me) even pay 60 dollars to experience them.