Lies of P - How to Learn From Greatness

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From Software, a name that has become synonymous  with word pain, as its most well known games have   become infamous at this point for redefining the  word difficulty. But what I think they should also   be praised for is their mastery of a genre.  From Demon Souls all the way to Elden Ring,   From software has created, popularized, refined,  and perfected their own genre through the   Souls-borne series. Effectively writing the book  on the genre and whether intentional or not From   Software has become the teacher for other  developers as many of them have taken notes   from the Souls-borne series to create their own  games inspired by them. These games that attempt   to follow in the footsteps of From Software,  have come to be known as souls-like games. Just like the Souls-bourne series, souls-like  games aren’t for everyone with their high   difficulties, sharp skill curves, and  sometimes unforgiving gameplay. However,   many of us have come to find joy in the struggle  of playing these games and whether it’s from   repeatedly banging our heads into the same wall or  the heightened levels blood pressure levels from   dying over and over again, we find ourselves  continually coming back to these games just   to experience the addicting dopamine rush  we get after defeating a boss that took us   days to beat. Some of the best games that I’ve  played in recent times have been souls-like,   and While there are a plethora of souls-like  I would like to talk about I wanna focus on a   souls-like that has perhaps gone beyond  just being a souls-like, Lies of P. Lies of P is an indie souls-like made by Neowiz  Games based on the original story of Pinocchio.   Taking place in the fictional and once thriving  city of Krat after a disastrous event known as the   Puppet Frenzy caused every mechanical creatures  in the city to wipeout nearly all the human   population; you play as a lone and- mysterious  puppet who, with the help of survivors of the   Frenzy, must journey through the city to find out  what caused the Puppet Frenzy and stop it before   it goes beyond control. Discovering what means  to be human along the way. So I’m a little late   to this party but I figured the iron was still  a little warm, plus I wanted to help rectify   an issue I noticed. That issue being that there  are not enough people talking about this game,   in my opinion. Most of the reviews I’ve seen for  this game have either been extremely positive,   or a rant about how it shamelessly copies from the  Souls-bourne series. I’m here to tell you that it   is anything but the latter. This game is imitation  at its finest, and I mean that in every positive   way. To be honest, the “Souls” formula is pretty  simple when you break it down. High difficulty,   dodge rolls, stamina management, death run backs,  sporadic check points that respawn enemies,   toss all of those things and few others into a  game and you’ve got something resembling a Souls   game. Just watch any video from Iron Pineapple on  YouTube and you’ll see just how easy it is to call   something a souls-like just because it has a dodge  roll. Imitation and potential copying is inherent   when making anything in a genre. In the end it’s  all about how the mechanics implemented and what   twist are added to them to make them different  and standout. I can assure you Lies of P has done   more than enough with the souls formula to not  only standout but stand up with the Souls-borne. The combat is exactly what you’d be  expecting from a souls-like. Weighty,   visceral, and satisfying. I wanna say  most of the notes Lies of P took from   the Souls games series were put into the  gameplay as it’s combined several different   mechanics from the Souls-Borne series  into their own fluid gaming experience. Legion arms- for example, are very similar  to the prosthetic arms from Sekiro. You have   access to an assortment of robotic arms called  Legion Arms that come installed with different   abilities ranging from an electric blast, a  grapple hook, flame thrower and more. These   arms can be upgraded to increase there damage  output and utility. My biggest gripe with the   legion arms is that I wish there was more  of them. For weapons called legion arms   there sure aren’t a lot of them cause you only  get SEVEN of them, and some of them are more   useful than others. I felt like some of them were  either too slow, didn’t give off enough damage,   or were only really useful in certain  situations. The grapple hook though is   by far the best one and has the most utility,  fitting since it’s the first one you are given. Speaking of Sekiro blocking is almost discouraged  in this game in favor of parrying. Blocking   attacks does not fully negate damage, you will  still take a portion of damage while blocking.   This damage can be regained by attacking the  enemy but will disappear if you are hit before   you can land an attack (*ahem* Bloodborne).  You can completely nullify damage by parrying   an enemy’s attack. Parrying also gives you a  chance to stun enemies. Parry enough times,   and/or hit an enemy enough, and their  health bar will glow white. If you land a   charged heavy attack on them while it is white you  will stun them allowing you to get a Fatal Attack   to deal heavy damage. Parrying is a crucial part  of the combat in this game as some attacks can   only be parried while others are it is far better  to parry it rather than to try to block or dodge.   If you have any intention of getting good at  this game your gonna have learn this mechanic. Perhaps the most innovative feature of this game  is the weapon assembly system. Each weapon in this   game is separated between it’s blade and handle.  These blades and handles can be mixed and matched   with those of other weapons to create unique and  sometimes devastating combinations. The blades   dictate the damage and speed of the weapon, while  the handles dictate what the attribute the weapon   scales to (scaling meaning how much extra  damage the weapon does based on the level of   specific attributes), as well as its move set. Now you might think to just put together a   weapon that does maximum damage, which is a valid  strategy, but not always the smartest one. For me,   the move set of certain handles was often a  big determining factor on whether I decided   to make a weapon with it or not. Sometimes I  entirely skipped over the better scaling and   damage a weapon would have had with one handle  simply because I didn’t like it’s move set,   it was too slow, or I thought the move set  of another handle was better. On top of that,   you can also add modifiers called cranks to  the handles of each weapon that allows you to   improve its scaling towards a certain attribute. So, putting all of this together, you could take   a strength blade, put it onto a handle meant  for a dexterity weapon, so that it will swing   faster, and then add a crank that improves the  strength scaling of the handle so it doesn’t   lose any of it’s scaling damage. This does have  limits though; since you can only add one type   of crank per handle, adding a strength crank to a  primarily dexterity based handle won’t do much for   it. If the attribute you’re trying to improve  has a D scaling or less then it’s best to not   to waste the crank on it as the scaling increase  will most likely be negligible. It’s clear that   the game heavily encourages you to experiment  with this as system. and honestly a good chunk   of the fun I had in this game was making different  weapon combinations and seeing how effective they   were or how well the worked with my current build. Something I feel like you should be careful though   is weapon attack range. Combining certain handles  and blades can increase the attack range of weapon   but sometimes that range can be misleading.  Sometimes a new weapon combination’s range is   not as long as it may appear to be or despite  the how long the weapon may be due to the move   set of the handle the attacks may end up being  shorter than you expected. For me this had lead   to many fatal misjudgments where I thought  an attack would land but ended up whiffing   and unfortunately lead to me dying. But hey  that’s the whole point of experimentation right. If you want to add a little pizzazz  and style to the combat you can use   Fable Arts. If you played Dark souls 3 or  Elden Ring they are similar to weapon arts   and ashes of war. Each blade and handle  has their own built in Fable Art that can   range from supportive enhancements such as  lowering your stamina usage when attacking,   to unleashing a flurry of strikes or one  devastating blow. While some weapons often   had the same fable arts other weapons such as  boss weapons have fable arts unique to them… Once you really get into the game  there’s a point where all these   mechanics will start to flow together  almost seamlessly. You’ll be pulling of   combos using your Legion Arms and Fable  Arts all while flawlessly parrying every   enemy attack. The hardest part to really get  down are the parries as the parry window in   this game is sometimes frustratingly small  (even smaller than Sekiro’s apparently),   but given enough time you’ll start to learn and  understand the best times to parry or to dodge.   The skill curve in Lies of P is a tough one to  navigate but also incredibly satisfying to learn. I would like to give a few quick mention to  the music and level design. I know sometimes   it can be pretty hard to appreciate certain  soundtracks while you’re fighting for you   life in these types of games, but this game’s  soundtrack is fantastic from the boss themes   to the ambient music, and especially the  collectable records that you can find. And I absolutely love the art direction of this  game. To be honest I was kind of shocked how   well this game looked and the creative design  of the levels, enemies, and bosses. There was   clearly some love and passion put into the  enemy designs, from grotesque, to creepy,   to down right imaginative, I (my simple brain)  couldn’t help but think of how unique and cool   the different enemies and bosses looked. Each new enemy brought something new and   sometimes something annoying that I  had to look out for. Weird mix ups,   delays and pauses, sudden and seemingly unending  combos that never give you the chance to get in   an attack. The game would sometimes put some of  the worse enemies in a room together with you,   almost as if it was asking “Okay what are you  going to do now?” Other times it throws a random   new elite enemy that you’ve never seen before  and it proceeds to manhandle you ten times over.  Something I appreciated was that once  you beat an elite enemy they won’t   respawn like the other enemies. You may  find different versions of them later on   but that particular enemy will remain dead. Bosses on the other hand can sometimes toe   the line between being fun and challenging  and stupidly hard. Due to the mechanics of   this game bosses often require you to study  them. You can’t just run into boss fight,   start wailing on him and expect win. Each  boss has their own dance that you have   to master. You have to take the time learn  what attacks you parry, which ones to dodge,   and which ones you can just block and take  the damage from. I often found myself just   trying rush and hit the boss when ever I could  and dying a lot because of it. It wasn’t until   I started to slow down and pay attention to  what the boss was doing that I started making   progress. It might take a few tries to see the  patterns, but eventually it will start to click.  If the bosses ever seem too hard the game  gives you the option to summon a NPC to   help you during boss fights. He doesn’t do a  ton of damage but what he’s really great for   is taking the bosses aggro away from you. The  NPC can definitely trivialize some bosses but   other’s he may hardly make it past the first  phase, so I wouldn’t rely to heavily on him.  If I had give any complaint about the enemies and  bosses it’s that their tracking is ridiculous. You   could be half an arena away from them and somehow  their attacks will still find a way to hit you.   Dodging certain attacks in this game is already  hard enough as is but the ridiculous tracking   can make some attacks literally impossible  to dodge forcing you parry them if you want   to avoid damage. (Swamp monsters encapsulates  many of my issues with the enemies) On top of   that enemy aggro range is weirdly large.  Some enemies will just continue to chase   you no matter how far you run. Which can make  run backs after death particularly annoying. And the world is teeming with questions.  While not completely devoid of life you   can see the city of Krat is in an  already bad and worsening situation,   then you see things aren’t much better out side  the city with mutant zombies roaming around,   and then the characters seem to vary  from people just trying to survive to   shady villains using the whole htings to their  advantage. You’re thrown right in them middle   of this while things only seem to get worse  and worse as you progress through the story.   With the only way to find out how it all  ended up like this being the scattered and   tattered remains left be the victims of it all. The environmental story telling is done pretty   well in Lies of P You can see of this as you  journey through each of the well connected areas,   and man does this game know how to give  that satisfying feeling of unlocking a   shortcut leading back to a checkpoint. It was  genuinely fun clearing out one area and going   to the next and seeing what enemies and  challenges the game had waiting for me. While I may absolutely love this game that  doesn’t mean it doesn’t have some issues. I   already went into some of my problems  earlier but these complaints are more   targeted towards specific parts of the  game most of which involve the story. There are a few problems I have with the leveling  in this game. First of all the attributes you can   level are very vague as to what they do. When  you try to level up for the first time you’ll   see your average upgradeable attributes  such as Vitality, Stamina, and Weight,   but after that you’ll see these things called  Motivity, Technique, and Advance. Now dear   viewer using all the RPG knowledge you may have  gained up to this point please tell me what you   think those last three mean, I’ll give you a  second. Got you answer, good, it’s most likely   wrong cause Motivity is strength, Technique is  dexterity, and Advance is basically magic or   status effects. The game at no point bothers tell  you what any of attributes mean or what they do.   After sometime playing you might be able to figure  it out but by that point you will have most likely   put some points into an attribute for a build  that you didn’t want. I’m all for letting the   player figure things out themselves, Dark Souls  certainly didn’t hold your hand in any way but at   least they gave you the ability to look at the  explanations for the uniquely named attributes   that you can level up so you don’t waste time  putting points into what might be a useless skill.  Speaking of, Experience acquisition in this  game is slow. As with most souls-likes you   gain experience by defeating enemies and this  experience also doubles currency. In Lies of   P this experience is called Ergo. Enemies do  not drop much ergo upon death, it’s enough to   allow you to level up and buy occasional item here  and there but once start you getting into higher   levels you better start being real picky about  what you decide spend your points on, especially   when item prices are as high as they are in this  game. Now this was probably a conscious design   choice as this forces you to make a decision  between items or potential levels, in true souls   like fashion. But if I’m given the minimum amount  of ergo needed to either level up or buy items,   best believe I’m gonna choose to level up. Which  is a shame because many of the items in Lies of   P are pretty useful. Now this wasn’t too much a  problem for me since I tend not to use items to   often, but there are a lot consumable items in  Lies of P and I wouldn’t be surprised if many   of them probably go on used during the average  playthrough because players would rather spend   their Ergo on levels rather the items. It’s part  of the reason why I have a problem with the lack   of explanation. Those first 20-40 levels I think  are crucial for getting started on the build you   want or to at least let you properly use the  weapons you want. Now the game does allow you   to RESPEC you character but it’s not unlocked  until you’re about half through the game. So as interesting and thought provoking  as the story is it’s a little disjointed.   The stopping Puppet Frenzy is the main conflict  for about half of the game. As we make our way to   stop the Frenzy we see that there are greater  things at play other than Frenzy. Once we hit   the mid point the story takes slight pivot to  focus on the petrification disease, mutants,   and ergo which makes sense as they seem to be the  greater issue at hand the problem lies in the fact   that the Puppet Frenzy is kind of pushed to the  side in favor of these new goals and objectives.   The initial threat of the Frenzy is basically  sidelined so we can go take care of the main   villain. That would be fine if that initial plot  turned out to be a smaller part of the larger plot   as a whole, but the Frenzy is almost distinctly a  held as a separate issue from the Manus plot. And   the reasoning behind the Frenzy are never given. The weakest part of the story I would say is the   villain. He’s not truly introduced  until about midway through the game,   and we still hardly see him after that. Yet  despite that he has a this grandiose plan   involving his own personal backstory, several  different characters, and has multiple moving   parts. In fact this game starts when his plan is  in its end phase. It seems like we were suppose to   see and learn more about his character throughout  the game, but only get to know him near the end.   Maybe his role in the story was cut down due to  time constraints or money but what could have   been an interesting antagonist got regulated  to an average “take over the world” villain.  He isn’t the only character who has this,  there were several characters that seemed   like they had some story or background behind  them but for one reason or another didn’t   get explored or had little explanation…. I think the main reason these plot holes   (for lack of a better word) exists is because  they tried to tell a linear more traditional   story while also trying do the vague, cryptic  environmental story telling the Souls-borne   series does so well. It’s not that they were  done poorly. They actually complimented each   other very well in certain areas There were simply  times where I think the two storytelling methods   ended up butting heads with each other, and got in  the other’s way leading to unfulfilling moments.  The one thing I wish we saw more of were the  repercussions from lying. Through the entire   game it is hinted that Lying or telling the  truth has an effect on your character in some   way Lying making you more human while the truth  does the opposite. I like this mechanic and it’s   a great way to bring in the Pinocchio’s most  known aspect. The two main problems I have   with it is that we we don’t really see the  results of the Lies and Truth until the very   end of game and sometimes the the decision  of whether to lie or not is not very clear.  This was probably intentionally left vague in  an attempt to surprise the player and show them   the consequences of all their decisions at  the end, but I feel like that only works if   we see some kind of build up to these eventual  consequences (it doesn’t even have to be big,   it can just very small hints here and there).  The only evidence that our decisions matter is   the notification we get saying our “springs  are reacting” after making certain decisions   and performing certain actions. But we have no  idea what this means or what it is doing. Aside   from the nose on the portrait growing as you lie,  at no point do we see this have any affect on our   character or how other characters may react to  him. This is the equivalent of going around in a   huge dungeon in some RPG and pulling these  random levers. The game is telling you that   something happened every time you pull a lever  but you don’t see any evidence that something   changed until the very end of the dungeon but by  that point you don’t know has changed because the   game never told you what moved to begin with. On top of all that some decisions are not very   clear as to whether they are a truth or a lie.  So you could actively be trying to lie during a   decision but choose truth by mistake thinking you  lied and not even know. Sure the portrait is meant   to portray how much you’ve lied, but it doesn’t  help if you’ve already made the decision. Given   how much Lying determines your ending, this lack  of clarity could lead to you to getting an ending   that you didn’t want like I did, speaking of… Okay this part is much more of a personal gripe   with the story, as well as a big spoiler for  one of the endings, you’ve been warned. My first   playthrough I ended up getting the “bad ending”,  because decided to trust Geppetto at the end. Now   I admit he always seemed a bit shady throughout  the game but he never seemed particularly evil.   Even when it is revealed that he started the  puppet frenzy, I held some reservations on him   being completely evil because I assumed they would  explain his reasoning. So imagine my surprise when   I saw Pinocchio killing all the main characters  at the hotel with Geppetto in the ending cutscene,   then Geppetto replacing them all with robots to  add insult to injury. I was completely dumbfounded   by this ending, because how was I suppose to  know that he would do that. He had no reason   to do it and we see no hint towards his true  motivations that would make him want to do that,   aside from wanting bring back his son. Oh  yeah, and the puppet frenzy, you know the whole   crux of the game, never explained. Not even in a  cliffhanger sense, where they give you part of the   truth and save rest for a later part. I mean aside  from telling us Geppetto started it, they straight   up do not take the time to tell us anymore about  it. And there’s still about a quarter of the game   left by the time we get that revelation. Again  I don’t know if their planning to explain more   of this in a future DLC, but if it wasn’t clear  I was pretty annoyed about getting this ending. CONCLUSION I may have made a lot of comparisons to to the  souls series in this video, and to be frank   those comparisons were almost impossible not to  make. Many of the mechanics and much of the world   building is very reminiscent of the soulsbourne  series, and anyone who has played any of them   will immediately pick up on the similarities.  Though despite what some other people might say,   I don’t think this is a bad thing. Frankly, if no  one told you who made this game you honestly would   think that this game was made by From Software.  Lies of P has masterfully integrated some of the   best parts from the Soulsbourne series into their  own world and gaming experience that in my opinion   could proudly stand right beside them. Heck, the  developers at this point could write their own   book based on the notes they took from From Soft  ware and call it “How To Learn From Greatness”.   With that being said, it would be an absolute  detriment to your experience if you play this like   it’s any game from the Souls-borne series. While  it may be heavily inspired by them Lies of P is   its own game and should be experienced as  such. I can not recommend this game enough.
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Channel: EdgeMan
Views: 13,222
Rating: undefined out of 5
Keywords: Lies of P, Lies of P Review, EdgeMan, Souls-like, From Software
Id: m12rjKjIdvw
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Length: 22min 27sec (1347 seconds)
Published: Thu Feb 15 2024
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