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Lies of P: Impressions of the Demo

Lies of P has managed to capture the public’s attention since its first announcements. This particular game takes the classic story of Pinocchio and transforms it into a full-fledged soulslike. The title is being developed by Room 8 Studio using the Unreal Engine 4, and its publication is handled by the South Korean publisher Neowiz. At the last Summer Games Fest held this month, we got a preview of what awaits us, and the demo was released for us to try. In just one week, the demo had more than one million downloads and reached a peak of 170,000 viewers on Twitch, managing to climb to the podium for a few days. We couldn’t pass up the opportunity to try this game so highly anticipated by the community. Below are our impressions of the demo.

Mechanics

As with any game in the genre, the possibilities are the classic ones of any soulslike. We have an energy bar that depletes as we attack, block, dodge, or run. This forces us to maintain a certain strategy during combat and makes button-mashing attempts useless, which is generally what sets these titles apart from hack-and-slash games. The difficulty is well-balanced: one or two normal enemies don’t pose much of a problem, but a larger number of them can mean death. Similarly, stronger enemies present a real challenge, and the bosses and sub-bosses are where we truly realize how difficult this game can be.

Of course, there are RPG elements. Our character has several stats that we can improve by spending the experience points we’ve collected. We can also equip various items that enhance our attributes, two weapons that can be swapped during battle, and usable items. To set itself apart from the rest, Lies of P takes advantage of the fact that we control a puppet and allows us to swap one of its arms for a sort of prosthetic, each with its own abilities. In the demo, the only one we can obtain is an arm with a harpoon that can be fired to attack enemies from a distance or to reach far-off surfaces.


Aesthetics


Despite being based on a children’s story, the game has a dark atmosphere that combines Victorian-style settings and architecture with steampunk elements, mostly reflected in the puppets that are our enemies. All the sections available in this demo take place at night, with the weather constantly cloudy or stormy. This ambiance was possibly included to showcase the lighting effects of the lightning and the well-executed rain, although I hope that in the full adventure, we can also experience other weather and lighting conditions.


Dynamics


At the start of the adventure, we find ourselves inside a train car. Upon exiting, we access the Krat train station and face our first enemies. There’s no difficulty at the beginning until we reach the station guardian. This mini-boss is the first challenge in the adventure and also the first opponent that allows us to fully develop our combat potential. To defeat it, the best strategy is to learn its attack pattern and wear it down until it’s stunned, allowing us to deal the most damage. Once defeated, it drops the station key, which we use to open the door and access the next area: the central station plaza of Krat.

After advancing a few meters, we come across a blue light trail and can repair our first Stargazer. This device functions like the bonfires in Dark Souls. It allows us to recover health while reviving all enemies. Additionally, we can spend our experience points to improve the character’s attributes. This plaza is filled with puppets, both humanoid and canine. It’s not particularly challenging unless too many gather at once.

We’ll explore the city streets infested with enemies until we reach an abandoned fair, where we’ll find a merchant to buy and sell items that can help us. My recommendation is to buy some throwable cells and electric glow. The cells are thrown to deal electric damage, and the glow imbues our sword with electric damage for a brief period. Both items will be very helpful as we approach the game’s first boss.

After breaking the locks with our metal arm, we pass through the portal and encounter the carnival’s main attraction: a gigantic puppet called Parade Master. This is where the difficulty spikes, reminding us that we’re playing a title on par with the Souls series. If you haven’t died up to this point, that’s likely to change. Honestly, I found it quite difficult to defeat him. It was a cycle of dying repeatedly with little progress. After several attempts with the most balanced weapon, I decided to try heavy artillery.

Although this combat style is much slower, the blocks are more effective. In the game, blocking attacks reduces damage but still costs some health. The heavier the weapon, the less damage is taken when blocking. To avoid losing health, you can either dodge or perform a perfect block. If timed correctly, stamina is reduced, but health remains intact. This perfect block mechanic is vital when fighting bosses. However, when they charge an attack with a red aura, the only option is to dodge, as those attacks are unblockable.

Using the heaviest weapon and learning the enemy’s moves, I managed to chip away more health with each attempt, farming valuable experience along the way. Finally, after studying the attack patterns more thoroughly, I switched back to the balanced weapon (my favorite of the three). By combining perfect blocks, dodges, and electric damage from the cells and glow, I was able to defeat the cursed boss. It wasn’t easy—I probably died about twenty times, which is normal for me in this genre, as I’m not as skilled at managing stamina compared to hack-and-slash games.

With the giant defeated, we can move on to the next area: the outskirts of the Krat hotel. Upon reaching the hotel, the door is locked, and a voice asks if we’re human. For the first time in the adventure, we can choose to tell the truth or lie. Naturally, we have to lie to be allowed entry.

Inside the hotel, we can explore, talk to some NPCs, and find our first interchangeable arm, which allows us to launch a harpoon.


Final Impressions


The “Bloodborne of Pinocchio,” as it’s known online, is exactly that. A polished soulslike that promises to delight fans of the genre. At first glance, its most distinctive feature seems to be its chosen aesthetic, combining a classic tale with steampunk elements in Victorian settings. We’ve been promised that the plot will play a significant role and that the decisions we make will alter the adventure. For now, it seems limited to choosing between lying or telling the truth in a binary manner and nothing more. Hopefully, in the final version, this aspect will improve and be enhanced, as it could give the game the unique touch it needs to stand out from the many soulslikes flooding the market.

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