Review

Lies Of P Review - No Strings Attached

  • First Released Sep 19, 2023
    released
  • PC

With its bleak reimagining of Pinocchio and a stunning Belle Epoque era setting, Lies of P stands apart even when its gameplay relies on imitation.

There's no shortage of Souls-likes vying for our attention, but only one can claim to put a dark and twisted spin on the everlasting story of Pinocchio. Developed by South Korean studio Neowiz Games, Lies of P presents a very loose retelling of Italian author Carlo Collodi's 1883 novel The Adventures of Pinocchio. This grim reimagining, combined with a striking Belle Epoque-infused setting, ensures that Lies of P's aesthetic stands apart from other Souls-likes, including From Software's own. Bloodborne is still a clear inspiration, as its tonal atmosphere and combat design call to mind the cosmic horror masterpiece, leading to it feeling overly derivative at times. Still, Neowiz also implements just enough originality for Lies of P to eke out its own identity, even if it's as thin as a puppet string.

The story sees you take on the role of P, a lifelike puppet who wakes up amidst the carnage of a puppet-led invasion of the fictional city of Krat. If you're familiar with Pinocchio, you'll likely recognize character names such as the puppet-maker Geppetto and the talking cricket Gemini. Their names are usually where the similarities end, however--either in relation to the book or any Disney-produced retellings. For one, Gemini isn't an anthropomorphic insect but rather a tiny puppet caged in a lantern on P's belt, acting as both a guide and source of light. Similarly, characters like the Fox, Cat, and Alidoro are reimagined as common criminals and thieves, who don their respective animal masks in order to achieve both anonymity and infamy.

It's this unique take on a familiar tale that makes Lies of P such an intriguing proposition, so it's hard not to feel disappointed when the story doesn't kick into gear until close to its final act. For the most part, you're tasked with visiting various locations where you'll need to either rescue someone or defeat a specific enemy before returning to the game's central hub. Without an overarching goal to propel you forward, it feels unfocused and only attains a sense of momentum in its final few hours once the antagonist reveals themself. There's very little to latch onto before this point, outside of a curiosity to see where the narrative could potentially go. It's not a case where the game is holding back and being intentionally opaque either. The story is predominantly told via expositional dumps and there's little sense of mystery as a result. There are interesting moments dotted throughout but they're fleeting, and I don't think it's too harsh to expect more considering the source material.

Lies of P also features a morality system that occasionally asks you to make a choice between two options: Tell the truth or lie. Puppets can't lie--it's baked into their programming--but as we all know, Pinocchio is special in this regard. The lies you tell are almost never hurtful or deceitful; you lie to provide comfort rather than confront someone with an uncomfortable truth. One such example lets you ease a dying mother's worry by telling her that her (dead) child is still alive and well, so these choices aren't particularly difficult to make. The decision you choose will mostly depend on which branching path you're eager to see play out. Every time you lie, P's springs react--he becomes more human--so I exclusively lied throughout my playthrough to see what effect this would have on either the story or gameplay. I won't spoil the changes I encountered but overall the mechanic didn't feel well used. Neowiz says there are three different endings to unlock, which are affected in some way by how honest you are, but aside from attaining different rewards, it's tough to say how much of the game is impacted by your choices without replaying the whole thing again.

Nevertheless, the morality system and the story's shortcomings are lessened somewhat by Lies of P's setting and fantastic sense of place. Each location you visit is sprinkled with interesting lore and visual storytelling, and the game's art design and foreboding atmosphere combine to give the city of Krat an unmistakable personality. The prospect of venturing further into its haunting bowels was all the motivation I needed to push on.

Krat's Belle Epoque-era aesthetic is immediately evocative of 19th-century France, right down to the snippets of Bal-musette music that still linger, like echoes of the city's former glory. Back before the events of the game, Krat was a city of marvels. The invention of animatronic puppets gave rise to a period of prosperity that's evident throughout, as Neowiz meshes its historical setting with notable steampunk flourishes. After flying too close to the sun, however, the city's affluence has been shattered by what survivors are calling The Puppet Frenzy. This mysterious affliction has turned the once-docile puppets against the city's denizens in violent fashion. Blood-stained bodies now litter the cobblestone streets, while bags of luggage are strewn next to carriages and across train platforms as evidence of those trying to escape the fallen metropolis.

Gaslit street lamps and glaring signs for theater productions cast light on the gloomy aftermath, as twitchy, clockwork puppets emerge from the shadows wielding battered stop signs and candelabras as makeshift weapons. Lies of P oozes atmosphere at nearly every turn, whether you're traversing through Krat's bleeding heart or wading through the ominous forests and scrap yards on its outskirts. The striking visuals aren't just for show either, as it's melded into excellent level design that adopts the strongest aspects of the genre. There's obvious care and attention put into enemy variety and placement, and locations tend to corkscrew back on themselves, rewarding your exploration with vital shortcuts via ladders and unlocked doors.

Neowiz also implements just enough originality for Lies of P to eke out its own identity

Lies of P's basic framework is also familiar, latching onto many of the genre's long-standing hallmarks. Stargazers act as Bonfires; Ergo is an upgrade resource you attain by defeating enemies; you lose Ergo when you die, unless you're able to return to the site of your demise and reclaim it; the leveling system is stat-based, which has an additional impact on weapon buffs; and Neowiz even has a penchant for bombarding you with giant rolling balls, turning any incline into a potential threat.

Combat, meanwhile, shares a number of elements in common with Bloodborne. Encounters are fast-paced and emphasize being active and pushing the advantage. You can block attacks, which chips away at both your stamina and health bar, but immediately retaliating lets you regain your lost health. This quickly establishes that it pays to be aggressive, even if you initially adopt a defensive front. Parrying incoming attacks is more effective, however, since it negates all incoming damage, but doing so is much harder to consistently pull off. The timing window is strict and demands that you learn an enemy's attack patterns and cadence, especially when facing one of the game's fearsome bosses. It's worth achieving some level of proficiency, though, because perfect parries also inflict break damage, sending enemies into a staggered state that leaves them open to a deadly critical strike.

Timing, rather than positioning, is key to staying alive, yet this approach turns most encounters--but especially boss fights--into lessons in pattern-learning. The enemies you come up against enjoy messing with your rhythm, hesitating for what feels like a second too long on overhand swings, or throwing in an unexpected attack at the end of a combo. This presents a fun challenge but does feel a tad rigid. Nailing a perfectly timed parry is immensely satisfying, though, with each successful block producing an outpouring of incandescent sparks. Combat, in general, is thrilling throughout. Weapons feel weighty and collide with a delightful thud, discharging a gush of oil that covers P from head to toe. It's punishing as well, to the point where even the lowliest enemies can send you to an early grave if you're not focused. However, the difficulty curve never falls into the trap of feeling unfair. Its challenge increases gradually and I can't say I ever encountered any moments where it felt too easy or too difficult, even if a few bosses stumped me for lengthy periods. From a gameplay perspective, Lies of P is a Souls-like in the purest sense, and an accomplished one at that.

Unlike the city's other puppets, which are typically designed with specific functions in mind--think maids, police officers, and miners--P is malleable and can be tinkered with. His left arm, for instance, is home to a variety of secondary weapons, from a Scorpion-esque grappling hook to a mine launcher and flamethrower--fulfilling a similar purpose as Sekiro's prosthetic arm. This system is limiting, to a certain extent, since you can only switch between your various arms when resting at a checkpoint, and while it doesn't allow for the same variety of build options as a From Software game, each one adds a small measure of customization to the game.

Despite this, you're still given a healthy degree of freedom when it comes to picking a weapon. Each weapon in the game--with the exception of those acquired from fallen bosses--consists of two distinct components: the head and the handle. The head can be anything from an exploding pickaxe to a saber blade, and this dictates the weapon's attack and guard attributes as well. Meanwhile, the handle affects the weapon's stat-scaling and move set. By using the weapon assembly feature, you can mix and match these two components to create a plethora of unique killing tools.

No Caption Provided

Maybe you'll transform a halberd from a thrusting weapon to a slashing weapon, or alter a strength-based weapon so that it scales with dexterity. Both the head and handle of each weapon also contain a disparate Fable Art--special attacks you can unleash after building up enough Fable energy by damaging opponents. Fable Arts can take the form of a single devastating maneuver, a flurry of consecutive strikes, or even bolster your defensive capabilities for a short while. Being able to pair different Fable Arts adds another layer of flexibility to the weapon assembly system's near-limitless variety.

There are a few other specks of originality sprinkled in. When you die and lose your Ergo, for instance, the amount left diminishes each time you sustain damage when attempting to retrieve it. This isn't a massive change, but it adds some extra tension to those moments when you're forced to carefully retrace your steps.

For the most part, however, Lies of P is content to adorn existing mechanics and ideas with its own story and aesthetic. This may be a derivative approach, but it nails the core Souls-like experience, with each of its various mechanics seamlessly coalescing to create a thrilling action game that's challenging, varied, and dripping with atmosphere. It's easy to be reductive when a game wears its influences on its sleeve as boldly as Lies of P does, but plenty of other games have tried and failed to recreate the same magic. It's not an easy endeavor, and while it doesn't shake up the formula or reinvent the wheel, Lies of P is still one of the genre's most accomplished and enjoyable entries--and that's the truth.

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The Good

  • The setting and world design are excellent and suitably grim
  • Combat is satisfying with a focus on aggression and timing
  • The weapon assembly system guarantees variety and encourages experimentation
  • Strikes a strong and gradual difficulty balance

The Bad

  • The story takes a long time to find its footing
  • The morality system feels largely inconsequential
  • Boss fights are somewhat rigidly designed

About the Author

Richard played Lies of P for 31 hours and would recommend Collodi's Adventures of Pinocchio, even if you just read a synopsis. Like most fairytales from that era, it goes to some wild places. Review code was provided by the publisher.
141 Comments  RefreshSorted By 
GameSpot has a zero tolerance policy when it comes to toxic conduct in comments. Any abusive, racist, sexist, threatening, bullying, vulgar, and otherwise objectionable behavior will result in moderation and/or account termination. Please keep your discussion civil.

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kutraz

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If we are entering the "souls like" era for new titles, can we introduce difficulty modifications?

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Shalomanoray

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@kutraz: we already have that: magic and summons for easy mode, melee and limited abilities for hard mode.

Besides, adding actual difficulty settings will make balancing these types of games hard to balance and you’ll always have people saying, “well you didn’t actually beat it cause it wasn’t on the hardest difficulty.”

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kutraz

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Edited By kutraz

@shalomanoray: I don't understand how allowing me to lower the difficulty for my playthrough affects your experience.

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santinegrete

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@kutraz: The balance implementation to create difficulties are trickier than you think. Killing Floo2 difficulty jumps for example, atrocious implementation of Halo 2 difficulty balance, but there are good cases, like Dark Secotr that had a greatly balanced difficulty with no easy mode.

Beefing health and damage is usually the call of most games in difficutly, I'd rather not have it either. Some games are better on easy and others are better on hard..

I'm not saying what you demand is wrong, I just think the feature you ask for doesn't get a well done job in implementation most of the time.

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Shalomanoray

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@kutraz: easy logic. So if they add difficulty settings cause people cry for it, now I have a game with difficulty settings, and games with them don’t know how to properly balance the game, which obviously affects me. With no difficulty settings, they can make the game 100% as intended, an even playing field for all.

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kutraz

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@shalomanoray: Brother, all games have these features. Keep your game as is, only give me the option to lower the amount of damage received, let me save right on the spot, let me level up faster, etc. This is not an online title...

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mogan

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mogan  Moderator  Online

@shalomanoray: Difficulty settings meaning all those settings must be unbalanced is a heck of leap in logic. You're saying that the vast majority of video games aren't balanced.

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Shalomanoray

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@mogan: I mean it makes sense right? One setting across the entire game translates to balancing the game one time, while a game with say 3 settings means rebalancing and several times taking away resources to fine tune the game.

And without difficulty settings, you’re playing the game the way the developers intend it. Everyone’s on the same page.

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mogan

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mogan  Moderator  Online

@shalomanoray: I think what you're talking about is usually called, "Normal". The game gets balanced for one difficulty, and then tweaked for the others where balance may or may not suffer. Balance is also pretty subjective.

I get From's explanation for why the Souls games don't have difficulty settings, and that's totally their call, but keeping everybody on the same page means some players don't have fun.

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Shalomanoray

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@mogan: hmm fair points. I guess the topic of difficulty is a tricky one, a murky thing for sure. I guess the the one point I can make about not everyone gets to have fun is not every game is not for everyone, which is a good thing.

Like my wife recognizes any souls game she won’t even attempt because of difficulty, but she knows her lane, she’s completely fine co op playing Borderlands series with me or playing fortnite.

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kutraz

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@shalomanoray: You can keep you game exactly as is, only allow for others to have an easier time with the combat by giving them settings. This is not an online title, what I do does not affect your gameplay.

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Jsatch87

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@kutraz: …..almost every from software game has an online component.

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kutraz

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Edited By kutraz

@jsatch87: Like I said, keep the "souls like" level of difficulty for people who want to share their accomplishment with the world and let other player who only want to experience the story and a more forgiving combat enjoy that to. Similar to how beating a game on ultra ultra hard unlocks a specific trophy, let that be the filter. I wont drop into your game or show up on your leaderboards. This is not so complex, all games do this..

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paleblue

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@kutraz: how about no lock-on

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hardwenzen

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@kutraz: Of course not. These developers are riding the hype train, and trying to copy literally everything possible. There is no innovation that goes into these titles, no. Copy as much as possible, present a cryptic story, and to them, that's as close to Fromsoft as it gets. But all of them, without exceptions, fail at one thing that they aren't even close to fromsoft games, and that's the level design/world building. They're all so far behind, that at this rate, even 15 years from now, these developers won't be anywhere close.

Now, i don't want difficulty settings, that's not my point. Its just to say that these copy/pasta developers don't think of what makes sense and what doesn't. Instead, they just take the winning formula and think they can replicate it, and of course it fails because you don't have nor will ever have Fromsoft's talent.

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NilsDoen

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@hardwenzen: agreEEeeEEEeee

also, what all these knocks offs cant do right is proper art style. they _all_ look corny. except mortal coil imo

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Shalomanoray

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@hardwenzen: you done stroking the Miyazaki ego? You say they all fail but Nioh, Code Vein, and from the looks of it, this and Lords of the fallen will be pretty good.

Let’s not gate keep fromsoftware as a game genre and just be happy we get more souls like games.

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hardwenzen

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@shalomanoray said:

@hardwenzen: you done stroking the Miyazaki ego? You say they all fail but Nioh, Code Vein, and from the looks of it, this and Lords of the fallen will be pretty good.

Let’s not gate keep fromsoftware as a game genre and just be happy we get more souls like games.

Toxic casuals is that way -------------->

He will NEVER have a difficulty setting.

And if you consider dumpster fire titles like Code Vein and Lords of the fallen as good titles, it tells me everything i need to know about your standards when it comes to these titles.

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Shalomanoray

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@hardwenzen: *looks at open critic* hmm the high praise for both games says otherwise. And if you don’t like them, then you’re the exception not the standard.

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hardwenzen

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@shalomanoray said:

@hardwenzen: *looks at open critic* hmm the high praise for both games says otherwise. And if you don’t like them, then you’re the exception not the standard.

Are you joking? These two are known in the souls community as meme games. The fact that you looked at meta instead of community reception tells me everything i need to know about yourself. What's next? You gonna suggest me the Surge games?😆

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Shalomanoray

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@hardwenzen: no that’d be unwise, as I haven’t played surge, can’t give a take.

But yes, many people love Nioh and the Reddit communities of fromsoft souls games love them too. Stop acting like people hate them on average, you’re just projecting your own feelings and giving blanket statements that people don’t like them because it’s harder for you to admit you’re wrong.

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hardwenzen

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Edited By hardwenzen
@shalomanoray said:

@hardwenzen: no that’d be unwise, as I haven’t played surge, can’t give a take.

But yes, many people love Nioh and the Reddit communities of fromsoft souls games love them too. Stop acting like people hate them on average, you’re just projecting your own feelings and giving blanket statements that people don’t like them because it’s harder for you to admit you’re wrong.

I have spent around 330h in Nioh. i know it better than most.

The game has an excellent combat system. Absolutely everything else is mediore (bosses) or a complete dumpster fire (level design, world building, story, etc. literally everything else). I don't need anybody to tell me how the game is because i have most certainly played it for much more hours than you, or somebody else. When it was originally released, i too thought this is the first good Souls like. Was hooked on the game since i was starving for a souls like. But its only after you've done playing, after the honeymoon period has ended, that you can very clearly see how mediocre the game is. TeamNinja is literally dogshit at everything else but combat systems. Their latest title, Wo Long, is a perfect example of that, and EVEN then, their combat system in that game is extremely simplified, and i'd pretty much call it trash, expecially when compared to other parry based titles such as the god damn masterpiece known as Sekiro.

There is no such thing as a good souls-like made by other than Fromsoft. If Elden Ring is a 10/10, the best soulswannabe is a 5.5/10, and that's the best case scenario, most of them are shitty 4/10's. You can rely on meta to tell you what's good and what isn't, or you could try to understand what makes fromsoft titles so much superior to its copies, and when that happens, your standards won't be at the bottom fo the barrel anymore.

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NilsDoen

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@shalomanoray: bruh nio and code vein sucked in comparison

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Shalomanoray

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@nilsdoen: then why does nioh have really high ratings on literally every website? Just cause you don’t like it, doesn’t mean it’s bad. You’re one person compared to many.

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NilsDoen

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Edited By NilsDoen

@shalomanoray: idk tbh but it might be that gamers are on avg 12 years old. i suggest you imagine an inserted [I think that] when you read statements that are obviously opinions, even tho they are expressed as facts.

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StickEmUp

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@shalomanoray: NilsDoen is one of those “It’s not for me, so it’s not for anyone” kind of people. He’s a hipster who always hates what the majority likes.

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NilsDoen

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@stickemup: lol why are you saying that?

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Shalomanoray

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@nilsdoen: I mean, you are giving off those vibes. Every time I say something’s good, I follow up with whys and reasoning. You just reply with, “it’s bad.” With no actual context or figures.

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NilsDoen

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@shalomanoray: ok: although nioh is a totally fine game, if you start to compare it with GREAT games, i think its obvious that it suffers from ugly art direction, shitty story, weightless combat and completely forgettable map design

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Shalomanoray

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@nilsdoen: yeah the weapons don’t have as much weight, but the trade off is wildly different move sets, I don’t think stroy matters to souls fans when any kind of story is completely absent from all dark souls games to the average player.

But sayin Nioh can’t compare to great games because it’s just good is incredibly subjective. When people think of the greatest non fromsoft souls like, they say Nioh first and highly praise it, calling it great.

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NilsDoen

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Edited By NilsDoen

@shalomanoray: must feel great to believe you talk for the people

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Shalomanoray

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@nilsdoen: are you at all capable of having a conversation with someone you don’t agree with without resorting to insults? Just trying to talk about games man, relax.

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NilsDoen

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@shalomanoray: what are we discussing? you are telling me that my opinions are wrong bc you believe most people think like you do.

That doesnt matter to me.

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Shalomanoray

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Edited By Shalomanoray

@nilsdoen: it’s not what I believe, it’s what it is. The numbers don’t lie. Twitch chatters, forums, subreddits, journalists scores, all positive to Nioh, I’m just reporting it to you.

But if metrics don’t matter to you, then maybe don’t start shit up you won’t even care to talk about.

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NilsDoen

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Edited By NilsDoen

@shalomanoray:Not sure what metrics you are referring to. All I see are random quotes attributed to what "people say" and made up conclusions about what "the average person" think about the story of dark souls.

its not like i don't understand what you are trying to say, but you are the one telling me that my opinion isn't reflected by the masses yet you make wild guesses about people's taste.

Again:

i dont care about what the avg 12 year old gamer think.

i would never in my entire life claim to represent a 12 year old gamers opinion.

Ive also told you why i think nioh sucks, yet again you get back to me with assumptions about your take on the avg consumer.

Dude IDGAF. Nioh fuckng sucks regardless. it is an _O_P_I_N_I_O_H_N

if you just need someone to discuss bs with, im not the guy

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Shalomanoray

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@nilsdoen: man what did Nioh do to you to make you so angry, you type an essay misspelling everywhere? Anyways, of course I made assumptions, so did you the whole time. Street goes both ways.

Such a gatekeeping, closed mind, fromsoft, “got Gud” fan you must be, calling people 12 year olds because they dont agree with you on video game tastes, get outta here lol. Ok, I’m done with you.

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NilsDoen

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Edited By NilsDoen

@shalomanoray: wtf are you discussing with me other than whose opinion is "right" based on what other people think? Ive never claimed to represent anyone but myself, especially not in gaming - where I think the avg user is very young, or like you, a mf moron. You on the other hand repeatedly claim your opinion is backed up by the masses.

Also, you did come off as someone who would use the phrase 'gatekeeping'. im glad you did, softie. its not nioh that piss me off.

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kutraz

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Edited By kutraz

@hardwenzen: If we are making this the new "3rd person open world trend", have it appeal to the masses. I get the whole completion badge argument but if all games are souls like, lets introduce some flexibility.

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hardwenzen

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Edited By hardwenzen
@kutraz said:

@hardwenzen: If we are making this the new "3rd person open world trend", have it appeal to the masses. I get the whole completion badge argument but if all games are souls like, lets introduce some flexibility.

It doesn't need to. What you need is a good game, a good gameplay loop. It doesn't matter if people die and find it "too difficult". They might even rage quit the game, but if the game was good, you can be certain that they'll still have it in the back of their mind. They'll come back, get over the obstacle, and 50h later, will be the ones praising the game on twitter and youtube comments section because of how incredible their experience was. Why is that? Because emotions, as cheesy as this may sound, were involved during their playthrough. If the game had access to difficulty settings, this person would set it to Very Easy as soon as they died 3 times in a row, plow through the game on autopilot, and within a week, forget their experience completely. Fromsoft understood this a while back, and this is why after all these years, they ignore the difficulty settings EVEN after a metric ton of pressure from the more casual group.

But here's the secret, your game must be good, and that is something most developers that attempt the Souls genre completely fail at. Look at Team Ninja and their Nioh series a good example. They have a great combat system... and that's it. From level design, boss fights, enemies variety, atmosphere (what atmosphere lmao), build system, dogwater inventory with a bunch of shitty random loot, etc. They just don't get it, and this applies to so many devs.

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kutraz

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Edited By kutraz

@hardwenzen: I get all of this man, and that is why I did not say much when it was only a title here and there. The issue is that difficulty driven games is the new trend, from roguelikes to souls clones, they all lean on this. Even games like God of war, which are more mainstream, also fell prey to the trend. I still enjoyed the game but I skipped out on Valkyrie battles because of how absurd the challenge felt to me. Jedi fallen order is another example of a mainstream title that opted for the slow, turn-like combat. Also, I a not a casual gamer, it's more that I don't have the patience to die 50 times to finish the first boss of a game. I agree with you about story, setting, level design, etc. But even with all that, I still want to have the option to decide how difficult the experience should be for me.

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hardwenzen

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@kutraz said:

@hardwenzen: I get all of this man, and that is why I did not say much when it was only a title here and there. The issue is that difficulty driven games is the new trend, from roguelikes to souls clones, they all lean on this. Even games like God of war, which are more mainstream, also fell prey to the trend. I still enjoyed the game but I skipped out on Valkyrie battles because of how absurd the challenge felt to me. Jedi fallen order is another example of a mainstream title that opted for the slow, turn-like combat. Also, I a not a casual gamer, it's more that I don't have the patience to die 50 times to finish the first boss of a game. I agree with you about story, setting, level design, etc. But even with all that, I still want to have the option to decide how difficult the experience should be for me.

I mean, you're supposed to die and restart in a roguelike. This is the whole point of the genre, a genre i personally don't even like other than Hades and Returnal. As for other big titles, i haven't been noticing this at all. Pretty much all games that i can think of (in the AAA space) are offering difficulty settings.

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kutraz

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@hardwenzen: Returnal is another great example of a title that was made seem mainstream but served the difficulty driven fanbase. I am arguing for the option to adjust difficulty like in GoW or Jedi FO, for games like these

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NilsDoen

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@kutraz: returnal is the best example of the best game in all categories tho

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hardwenzen

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Edited By hardwenzen
@kutraz said:

@hardwenzen: Returnal is another great example of a title that was made seem mainstream but served the difficulty driven fanbase. I am arguing for the option to adjust difficulty like in GoW or Jedi FO, for games like these

Its a roguelike, and was a pretty niche game as well. You can't add difficulty settings to a roguelike, it will make the dying mechanic completely pointless.

What was the issue with GoW? I beat gow2018 and Ragnarok on give me god of war, and both of them (especially gow2018, which was completely unbalanced) were very difficult, but that's only because i chose to play on GMGoW. I can't imagine the game being anywhere near as difficult on lower difficulty settings.

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kutraz

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Edited By kutraz

@hardwenzen:

I used those as examples of the trend for souls like combat, yet games like these don't offer difficulty settings. I know the response will be about the completion badge and that the experience is meant to be brutal, but i still think that style doesn't fit the masses.

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NilsDoen

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@hardwenzen: gmgow was pretty nice experience on both titles imo

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SebB

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Edited By SebB

Soulsgame, how I loathe thee.

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santinegrete

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@sebb: it's ok man, just avoid paying for them. Greatest insult.

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