Lies of P - In-Depth Review and Analysis

Dive deep into Lies of P in our comprehensive review. Discover the secrets of this dark fantasy world, dissect its gameplay mechanics, and uncover its

 You can tell we've officially entered a new phase in the ever-growing soulslike genre when beloved childhood tales are transformed into dark, twisted Bloodborne-esque sequels. But lo and behold, here we are. Lies of P joins the ranks of games inspired by FromSoftware's unforgiving masterpieces that have captivated the hearts of many, including myself. Despite its occasional struggles with inconsistent difficulty and a linear level design, Lies of P manages to shine brightly in a genre flooded with soulslike titles.

While it occasionally leans a bit too heavily on its inspiration, the game's compelling narrative, finely-tuned combat mechanics, and unforgettable areas and boss battles make it a must-play. It's true that Lies of P sometimes feels like it's being controlled by a puppeteer with a strong affinity for Bloodborne, but this puppet show is undeniably entertaining.

Describing Lies of P as closely following the blueprint pioneered by FromSoftware, with only a handful of deviations, is both a compliment and critique. The game's UI and menus bear a striking resemblance to the conventions of every soulslike title you've ever encountered. Its visual style is remarkably reminiscent of Bloodborne, and its combat system is a methodical dance of strikes and parries designed with a challenging experience in mind. It adheres so faithfully to the established formula that I reached a point where encountering a seemingly friendly character led me to confidently think, "Ah, this is the one who will inevitably betray me later." This adherence extends so far that there's even a significant boss character who shares the same name and a strikingly similar appearance to a boss from the Dark Souls series, which, honestly, adds a touch of humor to the experience.

Lies of P Screenshots:

interestingly, Lies of P isn't the initial Eurocentric soulslike title to showcase malevolent marionettes. Almost precisely a year ago, I evaluated Steelrising, a game that shares a peculiar number of similarities with Lies of P. Both feature mechanical foes run amok and are set in a fashionable yet historically inspired urban environment. Fortunately, Lies of P surpasses Steelrising in many aspects, offering its own unique strengths. However, in terms of originality, it doesn't rack up a significant number of points.

One of the ways it distinguishes itself is through its narrative, which presents a dark reinterpretation of Carlo Collodi's Pinocchio—a tale of a mischievous puppet notorious for fabricating stories and yearning to become a real boy. Lies of P takes considerable creative license, delivering a much darker and melancholic version of the classic story. Nonetheless, it includes subtle references to its source material, such as the inclusion of a deceitful cat and fox. Moreover, it introduces an intriguing gameplay mechanic where you must decide whether to speak the truth or tell lies, and these choices have a tangible impact on the course of your adventure.


The narrative boasts captivating plot twists and unforgettable characters.

The soulslike genre isn't renowned for its straightforward storytelling, and while Lies of P doesn't entirely break that mold, it does make a commendable effort. Unlike many titles in this style that rely on vague hints in item descriptions, Lies of P offers a substantial amount of dialogue and cutscenes that managed to hold my interest throughout my initial 30-hour playthrough. Among the often perplexing and mysterious narratives found in this genre, it stands out as one of my favorites. While it may not reach the level of accessibility and polish seen in titles like Star Wars Jedi: Survivor, it strikes a balance that's more approachable than the likes of Bloodborne or Dark Souls. The game features intriguing plot twists, and it introduces a handful of memorable characters, such as the self-absorbed socialite Venigni, who consistently tempted me to speak in an exaggerated Italian accent.

As you'd expect, your time in Lies of P will be divided between battling your way through levels where nearly everything in sight poses a threat and facing off against formidable bosses, and the game effectively delivers on both of these core genre elements. The city of Krat is both memorable and dystopian, consistently reminding you that you're immersed in a dark reimagining of an iconic fairytale centered around puppets. The city comes complete with your cricket companion Gemini and your puppet-crafting father Gepetto, who always emphasizes the importance of being a good boy just before sending you on missions to eliminate anyone in your path. Throughout your journey, you'll explore a puppet graveyard, a classic element seemingly required in every soulslike game, and an exhibition hall brimming with hopeful depictions of a future that clearly didn't unfold as planned, among other locations. Each of these environments is thoroughly satisfying to navigate and conquer.

However, it's somewhat disappointing to note that Lies of P leans more towards linearity compared to most titles in the same vein. It offers a very direct route from start to finish, lacking significant optional areas or boss encounters, apart from occasional side quests that lead you back to previously explored locations to solve minor puzzles in exchange for new outfits or upgrade materials. Once you've completed the main story, you'll essentially have experienced everything the game has to offer, except for the prospect of replaying it on New Game+, of course.

Another checkbox ticked off is the inclusion of memorable (and often revolting) boss battles, and Lies of P certainly delivers on that front. From an ominous puppet law enforcement figure to a behemoth resembling Bane from Batman, the game presents a diverse array of formidable adversaries that demand confrontation. Engaging with these bosses is consistently enjoyable, even if the encounters tend to follow a relatively straightforward pattern of chipping away at the enemy's health bar. It would have been a welcome addition to see one or two encounters that spiced things up with puzzles or tricks, requiring players to strategize and solve challenges to overcome their opponents – as those tend to be my personal favorites.

The game encourages an aggressive style of gameplay, which effectively keeps the pace of battles brisk and engaging.

However, it's worth noting that nearly all of the bosses feature two phases, a design choice I typically appreciate. However, in this case, they're utilized so frequently that it became somewhat wearisome towards the end of the game. Typically, the first phase tends to be relatively easy, but when the second phase keeps repeatedly defeating me, and I find myself replaying that initial phase until it becomes monotonous, I can't help but wish for an option to skip ahead to the more enjoyable and challenging part. Many of these fights felt as though the first phase served merely as a warm-up before reaching the true essence of the encounter. By the tenth attempt, I was thoroughly warmed up and more than ready to face the genuine challenge of the boss.

Whether for better or worse, a significant portion of Lies of P's combat clearly takes its cues from Bloodborne, albeit with a few minor adjustments. Unlike Bloodborne, where you can regain health by striking back at your assailants, Lies of P introduces a partial blocking mechanism that lets you absorb some of the incoming damage and then counter to recover the chip damage sustained. This approach creates a familiar dynamic where aggressive gameplay is highly encouraged, ensuring that battles maintain a swift tempo. However, it does tend to discourage more defensive playstyles, which are typically my preferred approach in soulslike games. While the energetic combat system is undeniably enjoyable, finely balanced, and finely-tuned, it does somewhat limit your options to play in different ways, as opposed to the freedom to create diverse builds, such as a ranged magic user in Dark Souls, for instance.

Another concept borrowed from Bloodborne is the allocation of your melee weapon to your right hand, while your left hand is designated for a utility weapon, often equipped with ranged capabilities, effectively transforming your robotic left arm into a tool of destruction akin to Winter Soldier. This approach proves to be a clever and innovative take on the mechanic. For instance, you can opt to close distances rapidly using the Puppet String, a quick and efficient tool that allows you to tether a grappling hook onto your enemies. Alternatively, you can wield the formidable Falcon Eyes, which transforms your arm into a cannon, enabling you to obliterate deranged puppets from a distance. My personal favorite is the Aegis shield, which not only serves as a defensive barrier against incoming attacks but also retaliates with a fiery explosion upon impact. What adds to the excitement is that each of these tools can be upgraded with additional effects, such as the Puppet String's ability to follow up a grappling hook maneuver with a devastating airborne attack.

However, it's the innovative addition of the weapon-crafting system that truly sets Lies of P apart in an already crowded genre. This system is nothing short of fantastic, allowing you to disassemble any weapon in your arsenal and mix and match various hilts and blades to create unique and often eccentric combinations. Have you ever envisioned attaching a giant saw blade to a rapier's handle for a fencing-style jab? It may not be the most practical choice, but in Lies of P, you're encouraged to go for it. How about affixing Mjolnir's hammer to the end of a rusty pipe? Well, it's your call! With numerous potential combinations, you have significant creative freedom to craft weapons that are either whimsical or surprisingly effective, as certain stats and abilities from your selected hilt and blade combine to provide a distinct combat experience.


It's a bit disappointing, though, that the best weapons in the game are legendary items that can't be disassembled and reconfigured into new creations. Many of these legendary weapons are substantially more powerful than anything you can craft, which somewhat disincentivizes further engagement with the crafting system as you progress in the game.

It's somewhat disappointing that there isn't any form of multiplayer available.

Given all the creative freedom for crafting unique weapon combinations, it's somewhat disappointing to note the absence of multiplayer modes that are commonly found in many of Lies of P's contemporaries. While the omission of co-op can be understood, as it might disrupt game balance (not to mention the potential absurdity of two Pinocchios teaming up against a boss), the absence of player-versus-player (PvP) multiplayer feels like a missed opportunity. Lies of P's fast-paced reflex-oriented gameplay seems tailor-made for engaging PvP encounters. Perhaps there's a chance we might see such features in future DLC updates. But for now, players will have to enjoy their inventive builds and creative weapon combinations in solitary adventures.

Another intriguing twist in Lies of P's gameplay is its skill tree system, allowing you to enhance your puppet's mechanical innards with a range of highly valuable upgrades. These include the addition of amulet slots to your loadout, acquiring extra Pulse Cells (used for healing), and expanding the capacity for carrying consumable throwing objects. I found myself investing a significant amount of time pondering over each upgrade choice and exploring various avenues to optimize my character build, all in the pursuit of becoming a real boy. This provided a welcome change of pace amidst the numerous regrettable acts of violence I had to commit.

Certainly, the hallmark of any good soulslike is its ability to deliver a soul-crushing level of difficulty, and Lies of P has a mixed record in this regard. On one hand, most of the world exploration segments involving encounters with your typical evil puppets and grotesque monsters were disappointingly easy. In fact, death was a rare occurrence throughout my playthroughs. The same can be said for most boss battles, which Souls veterans can anticipate conquering without too much of a struggle. These bosses often prove to be large, lumbering, and not particularly intelligent adversaries who become easily flustered when you maneuver behind or beneath them, telegraphing all their attacks as if they were performing in the WWE.


However, there were occasional confrontations that caught me off guard, where the difficulty sharply spiked, resulting in 20 or even 30 agonizing deaths against a single boss. This left me questioning whether I was inadequately leveled (though that was never the case; I simply needed to improve my skills). These particular bosses stood in stark contrast to the much easier exploration segments, creating a somewhat jarring experience. I often felt that the levels leading up to a challenging boss didn't adequately prepare me for the ensuing trial. More likely, my abilities had dulled during the extended stretches of relatively undemanding travel between these dramatically more difficult boss encounters.

Less demanding segments serve as a buffer between significantly more challenging boss battles.

The inconsistency in difficulty becomes even more apparent based on your chosen character build. It seems that playing with a Motivity build (Lies of P's equivalent to a strength stat) is significantly less challenging than speccing into Technique (the game's version of dexterity).

For Technique players, their weapons struggle to stagger enemies, and their ability to block incoming damage is limited, as only a small percentage of the attack is fully negated unless a perfect parry is executed. To overcome the toughest bosses, Technique players must study enemy attack patterns, master the precise timing for perfect parries, and eventually break the enemy's guard to unleash a flurry of attacks. This process is enjoyable but unforgiving.

On the other hand, Motivity players can simply overpower bosses with their heavy weapons, inflicting substantial stagger damage and leaving opponents vulnerable to devastating finishing moves. While this is entertaining to witness, it also feels somewhat overpowered, particularly when compared to the more challenging experience of a Technique-focused playthrough.


Lies of P also incorporates some welcome quality-of-life enhancements that I believe could benefit other soulslike games. For instance, it doesn't strip away all your Ergo (its equivalent of souls) upon death; instead, it deducts a certain amount each time you take damage while trying to retrieve your lost currency. Additionally, the game provides you with a notification when you're carrying sufficient Ergo to level up your character, preventing the need to rest at a checkpoint only to realize you're one enemy away from leveling up. These small but considerate details significantly enhance the overall experience.
Unfortunately, Lies of P doesn't manage to completely shed the inherent clunkiness of the genre, and I encountered a handful of rather irritating bugs during my playthrough. On several occasions, I found myself phasing through the environment in an odd manner, and there was a peculiar tendency for enemies to suddenly disappear right in front of me, as if they were fading away during the season finale of a long-running high school TV drama. Thankfully, none of these issues appeared to be widespread, and they are unlikely to significantly detract from an otherwise enjoyable adventure. It's worth noting that performance was generally solid throughout my experience, maintaining a stable framerate at all times, a commendable feat in this genre.

Moreover, while many soulslikes are recognized for their memorable music, Lies of P truly sets itself apart in this aspect. The tracks featured in boss fights are not only exceptional, but the collectible vinyl records that you can play at a jukebox in your base feature some seriously fantastic songs. I've become somewhat obsessed with collecting them all, and I still have a lot of searching to do. Honestly, that jukebox has given me plenty of reasons to linger in the social hub, whether it's crafting weapons or fine-tuning my build. It's just that good!

The Conclusion

In summary, Lies of P may not venture far from its soulslike inspiration, but it performs its role exceptionally well within a captivating dark fantasy world. It's worth noting that its inconsistent difficulty occasionally hindered the sense of being an underdog, especially when playing as a formidable, overpowering version of Pinocchio armed with a massive weapon. Additionally, the combat system somewhat pigeonholed me into a specific playstyle, while the level design leaned towards being less open and intricate compared to most soulslike titles..

However, the game shines brightly with its remarkable weapon crafting system, unforgettable boss battles, and one of the more compelling narratives found in this genre. I wholeheartedly recommend spending your time exploring the world of Lies of P alongside Gepetto and his companions. For those who've been eagerly awaiting a Bloodborne remaster or sequel that may never materialize, Lies of P stands as a worthy alternative.

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