Lies of P Preview: A Mixed Bag of Ambition, Mechanics, and Mystery

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Contrary to what some hoped, the latest Summer Game Fest 2023 brought little that was truly noteworthy. Yet Lies of P stood out by offering more than a few gameplay glimpses. A fresh trailer appeared and a free demo, lasting about two hours, was released. The team has already dissected the fragmentary material available, but this article aims to provide a personal, in-depth look at the project. What Lies of P is, which predictions held up, and where expectations diverged – all explored here.

Everything everywhere and at the same time

To keep things practical, impressions from the demo and the story trailer are combined to paint a fuller picture. The story opens with the protagonist awakening in Krat, a city whose gears are already turning in a curious way. The character is not simply a Pinocchio analogue; he is a puppet who can lie, which implies a form of free will. How this ability arose remains a puzzle to be solved as the plot unfolds.

One of the clearest differences from FromSoftware titles is Lies of P emphasis on storytelling. Players are guided toward concrete goals and meet NPCs who provide essential details. There is no scavenger hunt across the town for a lore note that explains everything in a few paragraphs. In the presented segment, the hero’s first quest is to locate Geppetto, and the search for this “father” does not become the central thread of the narrative – it is merely the opening act.

The lie mechanic is shown, but initial impressions hint at some disappointment. The developers have stated that choices influence the story and its endings, yet the player is asked to make the first choice in a way that feels predetermined. This suggests limited branching, with occasional consumables and variables, but not a complete upheaval of the plot direction.

The single choice to lie or tell the truth is a defining moment, with the nose not growing as in the classic tale.

Side quests unfold in a Bloodborne-inspired fashion. A door or window becomes a point of discussion with an NPC, leading to a clear, stated objective. Still, the creation of “Fromov” is not the only inspiration evident in the design.

The game’s opening segment bears echoes of recent Gothic-Venetian-influenced projects: a city in rebellion, perilous car-like machines, numerous fatalities, and questions about underlying causes. While the overall depth of the plot remains to be seen, certain details in the new trailer catch the eye. A girl in a bunny mask hints at playing beyond Pinocchio’s perspective. Her frame and motion suggest she is not merely an NPC. A moment shows a piano being played by a figure resembling Pinocchio but with a different haircut, hinting at the possibility of an evil twin scenario.

The demo also clarifies the epidemic plaguing Krat. The stone disease manifests as hard growths that turn people into stone statues. The concept is intriguing, yet some players may resist fully embracing the twists if the gameplay itself becomes the barrier to comprehension.

Have you watched the demo?

Handicapped in the land of fools

In this genre, gameplay mechanics matter, and Lies of P delivers a mixed result. The core “soulslike” feel is rendered with attention to detail, emphasizing speed and countering rather than the typical reliance on dodges. The combat system invites players to explore three fighting styles: fast, slow, and balanced. Yet it is possible to adapt further by purchasing a weapon from a merchant and rethinking the approach. Slow combat, in particular, proves ineffective, pushing the player to stay mobile and reactive. The character must constantly move, bounce, and adjust, with a weight system that can make a heavy swing impractical.

Two enchantment slots provide strategic options. For example, a saber suits crowds, while a rapier excels in duels. The main distinction among swords lies in the legendary attacks, which adds a layer of tactical choice within the described framework.

As expected, the weapon design follows a double-component model: a handle and a blade. Each part carries a unique ability powered by mana-like resources. The blade often fuels offensive capabilities, while the handle grants temporary, passive boosts.

The multi-part weapon crafting system, initially touted as a flagship feature, turns out to be a fairly straightforward builder of special abilities. At the outset, it’s easy to distinguish skills useful against weaker foes from those essential for survival. This shapes how players assemble parts, with the nature of piercing, cutting, and slashing attacks playing a role, though not the sole determinant of success.

The importance of length in a weapon, such as a longer hammer, becomes evident. The game uses an unusual hit-count mechanic, which may be refined before launch, but given the overall readiness, changes seem unlikely. Dodging enemy attacks often requires more than a single recoil or dodge, and mis-timing can leave a player vulnerable. In some boss encounters, the balance of offense and defense feels almost random, making prediction tricky.

Progressing toward the next car, the character may trigger a new attack with a partially missed window. If a massive automaton’s legs trap the hero, a boss can be ducked or even stabbed with a minor weapon, adding unpredictability to each encounter. This unpredictability makes it difficult to forecast how a fight will unfold on the next attempt.

Unfortunately, the gameplay suffers from input responsiveness issues. Button presses can be ignored in the heat of battle, undermining parries and making defensive timing unreliable. Players often default to a simple block, which remains a safer, more consistent option than risking a parry that might fail or be never needed.

Weapon durability is another curious element. Each sword has a reserve that drains with each hit and can be restored by a special iron prosthesis or sharpening blade. With long battles against particularly sturdy foes, durability can become a constraint, forcing a switch to less effective weapons. The system is odd but avoids frequent blacksmith trips, which is a relief.

Compared with Steelrising, Lies of P does not offer beginner discounts on the challenge. Failing to exploit boss “systemic weaknesses” can lead to many retries. Randomly placed mini-boss puppets often appear on levels, yet the game usually provides no obvious rescue or safe haven nearby.

Instead of bonfires, the game uses astrologers who operate a Krat analogue of douches called ergos. They are positioned sparsely, so players may need to run for several minutes to reach a new checkpoint. Ordinary enemies, by comparison, are too straightforward. The initial stamina allows cutting through a few cars with relative ease before fatigue.

In some demo areas there is no translation, but the overall experience stays understandable through context and action.

The inventory and progression system remains familiar to fans of the genre. Pi can alter apparel and select parts to boost damage or defense. The mechanics closely mirror established soulslike conventions, delivering predictability alongside novelty.

The demo grant included access to the first prosthesis, which offers a potent hand strike and a harpoon option. In a nod to other action games, the limb’s range is intentionally limited, similar to Devil May Cry. A multitude of resources, upgrades, and fragments collected during the journey quickly makes the inventory feel overwhelming, impacting intuitive play.

Overall, Lies of P leaves a strongly mixed impression. The ambition is clear, yet the game feels like a synthesis of many ideas that don’t fully cohere. The potential plot ideas are compelling, but without a strong, singular identity, the title risks feeling derivative of Bloodborne and Steelrising alike.

High enemy density and sparse checkpoints contribute to a punishing experience rather than a rewarding one. The combat engine shows signs of strain, including hit-count mechanics and defensive timing that can behave inconsistently. For fans of the genre, waiting for the full release and later reviews is advised, with tempered expectations.

Note: information originates from VG Times as observed during the preview, with community discussions contributing to the broader assessment.

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