Lies of P Review – A Decent Imitation that Never Quite Matches the Real Thing
Introduction
Lies of P, the latest game developed by Neowiz, attempts to enter the world of Soulslike games. However, despite its strong foundations and unique elements, it falls short of matching the quality and innovation of the games it emulates. While the combat mechanics and the city of Krat provide an enjoyable experience, the game suffers from imitating FromSoftware’s repertoire too closely, resulting in a lack of originality and periodic frustration.
A Brave Attempt at the Soulslike Genre
Developing a Soulslike game is a daring endeavor, as it requires a game developer to compete with FromSoftware’s highly acclaimed creations. FromSoftware has continuously produced top-notch examples of the genre, with Bloodborne, Sekiro, and Elden Ring each offering its own unique variations. Plucky contenders like The Surge, Nioh, Jedis Fallen Order, and Survivor have found success by adding their own twists. Neowiz’s Lies of P attempts to stand out by introducing puppets into its gameplay. However, this unique selling point is not as unique as it seems, as the game heavily borrows from Miyazaki’s repertoire, including Sekiro’s gadget-laden prosthetic arm and emphasis on parrying and various sections that feel like Souls knock-offs.
Good Fundamentals, but Lacking Originality
Lies of P manages to provide solid combat mechanics and a visually appealing city environment. The combat fundamentals are well-executed, with the parrying mechanic playing a significant role in both defense and offense. Parrying an attack not only negates all damage but also activates the Bloodborne-style ability to regain lost health by immediately counterattacking. This mechanic encourages players to adopt an active, rather than passive, combat style.
The game shines in its visual and auditory presentation, with impressive graphics on the PS5 and excellent sound and music design. The gramophone records found throughout the game, which can be played at the hotel serving as the base camp, are particularly noteworthy.
A Good Game, but Not Quite Good Enough
While Lies of P manages to provide an enjoyable gameplay experience, it falls short in a few crucial areas. FromSoftware’s games achieved widespread acclaim and success because of their tough but fair approach to difficulty. Challenges could be overcome with patience and ingenuity, and deaths were almost always the player’s fault. Unfortunately, Lies of P deviates from this winning formula. The game often traps players in impossible situations, where the exact right action at the exact right time is necessary for success. Being cornered by enemies, unable to see incoming attacks for parrying or dodge past them, can quickly lead to frustration and cheap deaths. Some enemies possess attacks with strong knockback, resulting in instant death if hit even once.
Furthermore, the level design in Lies of P is its weakest aspect. While it includes familiar elements like bonfires, locked doors, and ladders, the overall design lacks cohesion and fails to create a captivating world. Empty stretches of territory and densely-packed areas filled with difficult enemies make traversing the game feel like a chore. The environments lack a sense of realism or exploration, giving the impression of a theme park facade rather than a fully realized world.
A Story Contrived on Mechanics
Lies of P’s narrative struggles to engage players due to its heavy reliance on Bloodborne and Dark Souls’ systems and mechanics. While the cryptic storytelling style of FromSoftware’s games works well in their context, it feels out of place in Lies of P. The game’s story features tight-lipped characters residing in a luxury hotel, expecting the player to save them while offering little information and charging exorbitant prices for goods and services. This contrivance undermines the narrative’s depth and fails to deliver the same sense of intrigue and mystery found in FromSoftware’s games.
A Promising Innovation in Weapon System
Despite its shortcomings, Lies of P does introduce some innovative ideas. Its weapon system allows players to break down weapons into two components: a blade and a handle. The blade determines the type and amount of damage, while the handle influences stat scaling and move sets. Each component has a special move, giving players more incentive to experiment with different combinations. Unlike typical Soulslike games, where weapon upgrades are limited to the blade, Lies of P allows players to switch out handles to suit their preferred playstyle. However, boss soul weapons remain fixed single pieces, undermining the system’s overall flexibility.
Conclusion
Lies of P, while falling short of matching the quality and originality of its inspirations, still manages to offer a solid core of Soulslike fun and a few moments of greatness. Neowiz’s attempt to create their own distinct material within the genre is evident, but the game is hindered by its close imitation of FromSoftware’s formula. It is unlikely that Lies of P will surpass the original games, but with further development and a departure from imitation, Neowiz has the potential to create something truly exceptional.
<< photo by Ono Kosuki >>
The image is for illustrative purposes only and does not depict the actual situation.
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