The soulslike genre is not an easy piece of cake. Early on, a game of this genre creates competition for itself in the form of some of the best games ever made - the Souls series, Bloodborne, Sekiro and Elden Ring. This is a genre that is based on the foundations created by From Software, so by assumption it is supposed to copy those games as best as possible. Unfortunately, the assumptions end there, as the vast majority of game developers have no idea why Souls is so well-loved and surrounded by a cult following, and as a result, they fail at fundamentals such as gameplay and narrative. Fortunately, Lies of P is not like that. It's a game made by fans for fans. This is evident in every inch, every minute of this game.

The story is very loosely based on the events of Carlo Collodi's novel Pinocchio. It is an original and creative adaptation that, with its approach to the source material, impressed me greatly - the use of characters familiar from the novel or Disney animation in the dark French city of Krat during the belle époque period. The city is highly developed, and technology and discoveries have helped to patent and create marionettes that help people in their daily activities. Unfortunately, due to previously unexpected events, the marionettes became enraged and started killing everything that moves, causing chaos and destruction. With help comes the titular "P," or Pinocchio, who has been awakened by a woman with blue hair to quell the fury of the marionettes and restore order in Krat.

The plot is excellent - it's an original, but familiar world. It's far from Bloodborne by the fact that Lies of P isn't quite as gothic, but a few similarities (especially gameplay ones) can be found. The developers use Collodi's well-known novel to create their unique world, which is dark, compelling and, above all, interesting. The mass of references to the literary original only adds to the whole atmosphere and a certain character of the game. This is not, of course, a literal interpretation, but you can see the spirit of the novel, especially in the rather key mechanic of lying, which brings Pinocchio closer to becoming a real boy. To say more about the main plot would force me to talk about spoilers, which I won't do, so I'll stick with what I've written. I'll add again that through the atmosphere and worldbuilding, the world comes to me - these are my vibes, which I love.

Narratively it's like in souls, but not as much. Characters speak in riddles, but not in metaphors. The average player will seamlessly understand the plot and the intentions of the characters without browsing Reddit for two hours to understand every aspect of the story. Item descriptions and found notes obviously complete the story of the world, but they are not crucial to understanding who we are and why we are killing puppets. Individual bosses also have their own stories - they are original as well as interesting. In addition, none of them, except for one boss, is repeated, so the developers did not go for the easy way, which is a nice experience.

Gameplay is typical Souls series games - attack, strong attack, roll, block. However, the game combines several ideas from different games, so it creates its own identity and the feeling of the game is original. First of all, Pinocchio has a mechanical Legion Arm, which can be modified in many ways - it can be a kind of grappling hook, a flamethrower or a shield. This is, of course, a reworking of the idea of Sekiro's wooden hand, which works just phenomenally in the classic Souls formula. In addition, the system known from Bloodborne is visible, that is, after successfully blocking an attack, we lose some life, which we can regain by attacking the enemy. We also have "Fable Slots" available, which charge a special attack that changes depending on the weapon equipped. This is similar to the "Ashes of war" system from Elden Ring. So a fast katana will have a completely different attack than a heavy bludgeon. This is so satisfying to play that you feel great pleasure in beating the puppets. The attack and dodge system itself is done with purpose - I didn't have a situation where the game was unresponsive or annoying, it has its own character of combat and bosses to adapt to. Dodging alone is not enough, most of the attacks have to be parried, the player is even forced to do it, as a perfect guard is lavishly rewarded. This is the best gameplay Souls clone I've played (and I've played many titles in the genre).

Crafting is ok, nothing else. Ordinary weapons are composed of blades and handles, which can be freely mixed, changing the weapon's scaling and attack style. They upgrade to +10 in classic Souls style. Special weapons are obtained from the "souls" of bosses and are a unified whole - that is, so much so that you can't detach the blade from the handle. It is worth mentioning that special weapons have very unique attacks for Fairy Slots, which stand out from the rest. Throughout the arsenal, we have weapons available under motivity, technique, advance or quality (that is, motivity and technique), however, we can change the scaling of the weapons using the cranks designed for this. An interesting point is the Legion Arm, which we can upgrade or unlock newer and newer arms. And in such a way, for example, a grappling hook at the maximum upgrade level brings out a combined powerful aerial attack, which can further stagger opponents.

The leveling system is again classic Souls with additional nuances in the form of "P-Organs," which are a kind of skill tree. We upgrade them by collecting quartz, which can be found in hidden locations or after killing a strong enemy. The skills range from increasing the number of available Power Cells (Estus) to increasing the damage of Fable Arts. This introduces a certain dynamism to the game, which makes us feel the progression of our Pinocchio even more. As for leveling our character, it is, as I mentioned, a classic formula - after killing an opponent, we gain "ergo", or souls, which are also currency for purchases or leveling. We can choose from such statistics as vitality, vigor, motivity, technique, advance, capacity, etc. The builds are varied and there is something for everyone. Personally, for the first time in soulslike, I chose technique (dexterity), as I found that a faster fighting style would be more useful in a game based on guard and parrying. I was not disappointed, because even enthusiasts of "big wooden clubs" will find something for themselves in the build under the technique, and thanks to the system of crafting and combining different handles, you can create a big saw with a rapier handle, so that such a saw then has scaling from the technique. A really interesting idea!

I want to applaud the side characters and the audiovisual setting. The characters have their own personalities, are really interesting and deep - they hide a lot of secrets, which we will be given to know during the journey. Their real problems and motivations make the world seem real, true, and thanks to excellent voice acting, you just want to listen and listen to them to learn more parts of their story. As for the visuals, I'm unlikely to surprise anyone by the fact that they are phenomenal. The game runs on Unreal Engine 4, which translates into beautiful and razor-sharp graphics, while keeping the game's optimization impeccable. Playing at the highest details, not once did I experience FPS drops. It's amazing, especially in 2023, that a game can run flawlessly. The design of the locations and the artistic direction of the game still deserve praise, of course - taken straight out of the belle époque Krat looks amazing. The game itself is definitely more closed and linear than Souls games, but in my opinion this is on the plus side - you can take a moment's rest from Elden Ring's overwhelming size and return to the roots of the genre. As for the soundtrack - it is downright fabulous. Ambients, weapon sounds or record player songs will stay in my head for a very long time. Even while writing this review, I am listening to the song "Feel" from the game.

The game is not without flaws, of course, but these are so few that it's a shame to list them. However, one can fault the poor design of some of the bosses - their attacks seem all too delayed, and it is impossible to escape from most of the series of attacks after a failed dodge, ending in instant death, to which one cannot react in any way. The problem is also the excessive number of second-phase bosses, which makes it cease to be unique and surprising, but predictable and annoying. This is not something that spoils the experience of the game, but it is a noticeable downside.

I could write endlessly about this game, because as an immeasurable fan of literature, I am enchanted by this game. I consider Lies of P to be the absolute best Souls clone ever made. If you haven't already done so, dear reader, then do yourself the pleasure and buy a Game Pass or the game itself on Steam and immerse yourself in this insanely majestic world that will not only enchant you, but also satisfy you and leave you with a videogame hangover for a very long time. You have no idea so many secrets are buried in Krat...

Reviewed on Oct 03, 2023


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