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Photo: Xbox<br />

Photo: Den of Geeks<br />

You will encounter multiple enemies that<br />

need to be defeated to obtain experience<br />

points you can use to level up. Every new<br />

enemy type comes with different attack<br />

patterns, health bars and strategies. What<br />

makes the game difficult is how unabashedly<br />

hard it can be to read the attacks, and if<br />

you misstep, the game does not hold back<br />

punishing you, and is not forgiving in the<br />

slightest. Lies of P copies this formula to<br />

almost perfection, retaining most of the rage<br />

inducing elements of previous Souls-likes,<br />

while mitigating some frustrations with a<br />

few helpful improvements, like regaining<br />

extra charges on your healing item based on successful attacks<br />

or leaving accumulated experience points outside of boss arenas<br />

instead of inside. In Lies of P, whenever an enemy attacks you have<br />

the option to either block or dodge, depending on your playstyle,<br />

enemy or whatever strategy you employ. This gives you a plethora<br />

of options to deal with enemies and bosses in different scenarios,<br />

however, since it allows for both playstyles, it means the game is<br />

not as finely tuned around these mechanics like Bloodborne and<br />

Sekiro. Sometimes you are forced to block as enemies perform<br />

attacks which cannot be dodged (which is a blatant lie, they can<br />

be, they just do not give you invulnerability frames, like a usual<br />

dodge does). Thus, choosing a playstyle isn’t always as viable, as<br />

preferably, you should employ both. That said, I mainly dodged<br />

and was able to get through most of the game, except for one pesky<br />

clown boss, but after looking at other playthroughs realized that I<br />

did it in a less than ideal way. If you’re too late to block you will also<br />

take damage, you have to perfectly time it, however, this gives you<br />

a window to regain some of the lost HP if you attack back quickly<br />

enough, much like the system in Bloodborne.<br />

Lies of P incorporates a unique element which helps to distinguish it<br />

from being a mere FromSoftware copycat. Each weapon can attach<br />

a unique handle, which both alters some stats, attack animation in<br />

general and Fable attacks. Fable attacks are special attacks which<br />

can only be used once a certain amount of successful attacks have<br />

been landed, akin to Elden Ring’s Ashes of War. By mixing different<br />

handles you can alter your playstyle and also decide which stats<br />

you’d want to focus on, as every handle works better with certain<br />

stats, and the damage can scale of that. Changing up your playstyle<br />

may be beneficial as some enemies and particular bosses may<br />

require a different approach than what you’re used to, although<br />

everything dies in the end to a good whack.<br />

Speaking of bosses, the main attraction of any Souls-like are the<br />

grandiose boss battles and Lies of P does not disappoint. They<br />

are big, feral, and as dangerous as they come, and let’s not forget,<br />

incredibly infuriating. You will die, numerous times, and that’s<br />

why we masochists return time and time again to this game genre.<br />

Because the exhilaration and thrill of studying a boss’ moves and<br />

overcoming fierce adversity is a rush that cannot be compared.<br />

The bosses are well designed, with a few particular standouts that<br />

I fell in love with and felt slight disappointment that we didn’t see<br />

more with the same gothic-horror vibe. But they are a magnificent<br />

sight to behold, and luckily, just as fun and maddening to beat too.<br />

Accompanying the exploration of Krat and combat is a delicious<br />

soundtrack, that in my opinion stands as one of its stronger,<br />

and original, points. It’s epic and monumental during bosses,<br />

heightening the already striking battle taking place, and somber<br />

or even creepy during exploration and fighting standard enemies.<br />

The voice acting too is quite decent, some characters feel a bit<br />

flat though, but overall, the cast does a good job of portraying the<br />

characters stuck in this horrifying scenario.<br />

The game looks absolutely gorgeous and breathtaking. The city<br />

of Krat feels like a real place, fallen to the tides of tragedy, and<br />

other areas feature the same striking style and influence from the<br />

Belle Epoque era. The graphics are working overtime, and if you<br />

play on PC, I hope your computer won’t implode from rendering<br />

the beautiful scenery. Some areas are better than others, and<br />

occasionally a few areas feel a bit recycled where they could<br />

have changed it up. They do on occasion, however, the feeling of<br />

repetitive use of ideas occur, yet it doesn’t stifle the experience. I<br />

also want to note that the final area is most likely the most lackluster<br />

and visually boring, which is a sad climax to an otherwise fantastic<br />

journey.<br />

What receives a lukewarm reception is the story. There’s nothing<br />

wrong with it, the worldbuilding is fine, the characters fun, but<br />

often the characters feel a bit one-dimensional, and their quests<br />

<strong>OKTOBER</strong> 2023 <strong>UNIKUM</strong> NR 8 29

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