Lies of P (Neowiz Games/Round8 Studio) released a few days ago, and I had mixed feelings about playing it. I played the demo and reviewed it. Here’s the most recent post I wrote about it. This was before I battled the final boss of the demo, who, was dramatically nerfed for the actual game. Someone in the RKG Discord jokingly said maybe I just got better, which, true, but not that much better. It took me over twenty tries to beat that boss in the demo with the aid of the NPC. I had to farm for more Star Fragments (the thing you use to summon the NPC). It’s funny, in the video I’m including, Zoe was complaining about having to farm for the Star Fragments–iwth which I agree. But she mentioned something about just being able to summon them in Elden Ring (or implied it) without needing any object to do it, which is true. But it’s the first From game that it has been that way. In the previous ones, you had to be human, which meant using whatever item you would use to summon humans. I do agree, though, that it’s tedious to have to grind for these items.
Anyway. The demo is the first two chapters of the game. It’s a meaty demo and it was pretty much the same in the actual game except for a few things. One, they supposedly improved the dodge–which was very sluggish in the demo. I couldn’t really tell, though, as dodging still got me smacked about more often than not. I suppose it’s a tad better and Ian said the combat felt better to him in the game than it had in the demo (he bounced of the demo early and hard).
Second difference is that they put a Stargazer (bonfire) in front of the first boss. This was odd because the run wasn’t that bad, especially if you unlock the shortcut. If you don’t, well ,then you’re probably not going to get to the boss, anyway. It’s not a big thing; it was just weird.
*SPOILERS*
The first boss, the Parade Master (who I always think of as the Puppet Master), was still hard as nails. I have played through the third chapter (to the start of the fourth), and it’s still the hardest boss I’ve faced. I’ve faced six bosses with big health bars across the bottom of the screen and a name, and this one took me seven or eight real tries to beat. The one that gave me so much trouble in the demo? He took me two tries in the actual game (also with the NPC helper). The big boss of the third chapter took me one go (with the NPC helper). There is no NPC helper for the Parade Master, which is an odd choice.
In fact, that’s one of my complaints about the game in general. They make several puzzling decisions. Such as shortcuts that don’t really make things easier. In From games, there’s a sense of wonder, awe, and relief when you get a shortcut or a new bonfire. In this game, it’s often a headscratcher. “Did I need a shortcut there? Not really, but I guess I’ll take one.”
The problem for me is that I can’t map this out in my brain. I don’t know if it’s me or the game. I could do it in From games from dying so much, but I haven’t had to do it since my medical crisis. At any rate, in the second chapter, I was hopelessly lost most of the time. It got to the point where if I figured out how to get somewhere, I went that way every time, regardless of if I opened a later shortcut or not.
Another thing they don’t get is that the shortcut needs to be strategic and done in such a way that it’s neither too soon or too late. It’s a very delicate balance and this game misses more often than it hits.
I feel the need to say that most reviews were very positive about this game. Like in the 8/9 range positive. I have included Zoe’s gameplay because she gave it a 3/5–or a 6/10. And, apparently got a lot of shit for it (of course). Many of her comments reflected mine. The enemy types are repetitive. The…mini-mini bosses are so boring and I just run by them now. There is one I should try to do at least once (my personal motto), but he can stun you with his big hit and then chop you three times as you’re on the floor. That’s not good combat.
Which leads to the next problem. There is no poise in this game. Enemies can get staggered, supposedly, but they keep attacking as they’re staggered. Or groggy (an official state). So when their health bar goes white, that means they’re groggy and if you hit them with a charged RT, you can follow up with a crit (RB) that will do massive damage. Except, while they’re in tho groggy state, they can still attack you so you have to find a window to do the charged RT.
Stagger is a whimsical name for what is happeneng because they don’t stagger. Same with the parry. They don’t stagger at all. And, yes, the parry is easier in this game than in a From game, but without the actual stagger, it doesn’t really matter.
That’s what I mean when I say that most soulslikes copy the mechanics in a From game without understanding why they are used. It’s not enough to put in a parry system and shortcuts if you don’t know why you’re dong it. And because I am terrible at parrying in general, it’s doubly frustrating in a game that doesn’t understand why it’s put in the parry system.
If you had asked me after the second chapter (the demo) for a numerical review on the game, I would have given it a 7.5. The opening area is slick and gothic/steampunky in a way I can appreciate. And it’s soulslike enough to satisfy the itch. But after the third chapter, I would have dropped it down to a 6.5 because that’s when the frustration sank in. Plus, it’s ugly. I don’t like the setting, and it’s not as well done. And I hate the enemies in this area, especially the crawling puppets that are difficult to hit. Also, the throwables do ridiculous damage, and it’s often difficult to see the puppet throwing things at you or get to him (and it’s always a him. There are no female puppets to fight in this game thus far) in a straightforward manner.
Let’s talak about mobs. They suck. And they sometimes cannot be seens no matter what. I have actually said this about From games–there’s a fine line between a fair mob and an unfair mob. From usually is on the side of the former (except the second game), but this game is always on the side of the latter. One thing about From games is that it’s normal to run through an area after you beat all the enemies once. In this game, it can be really hard to do that because enemies clutter up an area in a way that is not fair. Also, some of the leashes are wayyyyyyy too long. I noticed this in the demo that some enemies will chase you into a new area–which should not be a thing.
I want to talk about accessibility, but this is running long. Will write more tomorrow.