SVG REVIEW Lies Of P: Overture

SVG REVIEW Lies Of P: Overture

This is a transcript excerpt covering the score awarded to the Lies of P: Overture DLC on the So Videogames Podcast, Episode 443. For further coverage leading up to this review, please listen to Episode 442 and Episode 441.


Starting off with the DLC I mentioned last week, and I believe the week before — Lies of P: Overture. This is the expansion to Lies of P, the souls like featuring a theme that is kind of based around a fantastical version of Pinocchio coming to us from Korean developer, I believe their name is Neowiz. I think, the main game. Incredible stuff. I think it’s one of the, one of the only developers, I think, that really can hold their own with from when it comes to like, level design and just general gameplay flow. They’re not reinventing the Dark Souls wheel as other people have done, and which I think is a fine idea.

I certainly don’t think every game in the souls like genre has to be like Dark Souls. but neo is are clearly fans and lies of P. The base game is a pretty fantastic experience. It can be difficult, although I will say that this new DLC has included difficulty levels so it can be done. It can be done in souls like everybody pay attention. There’s easy, medium and hard and they work. They do not break the game. They do not, make things terrible. It takes the experience away from no one. the hard level is fucking hard. The medium level still pretty challenging. The easy level. It’s not a cakewalk, folks. It’s still difficult, but it is significantly easier than the hard level. So hats off, number one. Just right out of the gate. Hats off to neo is for adding goddamn difficulty levels. I know that all the get goods like whine and moan and kick and scream and no one wants the difficulty level and the souls like, but neo is proves you can do it and do it properly and successfully. It is great. I love, love, love that there are difficulty levels in this. It’s still a fucking great game. It doesn’t matter what difficulty, it’s still a great game. The mark of a great game, still a great game. Here it is. Okay. That said, okay, so the DLC is a I feel like it’s 15 or 20 hours at least, and it takes the main character P back in time.

So it acts as a prequel of sorts. And I, you know, it’s been a while since I played the base game of Lesa P. I didn’t remember the story beats, I didn’t remember the details. So as I was going through Lies of P: Overture, I was like, I kind of remember this, and I kind of sort of remember this. But when we got to the end of the DLC, it really brought things together and I was really quite impressed. But I’m watching my wife go back through Lesa P now. Quick throwback. If anybody was listening back then or if you know me or I’ve, I’ve talked about this a couple times. My wife was playing the base game of lies and P a while ago when it dropped. And there’s one portion of Lies of P, there’s only one, only one time in the entire game where they take away your bonfires, where you cannot leave the level, you cannot go and level up. You cannot go back and resupply. You just have to make it through the next battle. You have to, otherwise you cannot progress. And my wife got stuck. She was playing the game. She was low on supplies. She was in a bad way. She was actually going back to the hotel, which acts as your hub to respec as she got caught in this trap and she got so frustrated that she quit the game, but she saw me playing it.

She’s like, oh man, I wish I had finished that game. And I’m like, yeah, you had a good time, you should come back to it. So she did. Had to talk her into it a little bit, but I sold her when she knew that there were difficulty levels. And plus we knew where that catch point was. Right. So we knew it was coming. It wasn’t a surprise anymore. So she was well prepared this time. Went into it, blew through that boss like on the second attempt, no problem. And she got past it. Huge weight off her shoulders. I was so proud of her for coming back. And now she’s pushing on into the main game doing the DLC. But I bring this up because as I’m watching the wife go through the story, I’m kind of watching her play the main game again. I was like, oh, right. Like I remember all the characters and I remember all the narrative ties and all of the things. And so it’s making me really appreciate Lies of P much more. I, you know, I, I don’t necessarily advocate for replaying games unless you swing that way. I very rarely replay games, but if you are, or if you haven’t played lines up for a while, or if you’ve never played it it the DLC will make so much more sense and will be so much more meaningful.

If you have recently played through the base game of lies and and your memory is fresh on all the characters and all the plot beats, because the developers really go overboard and in a good way, in a good way. Not a bad way, a good way. On the story in Lies of P: Overture, the story beats are great, and in general I really celebrate lies. because not only do they break the mold by adding a difficulty level, they break the the from soft mold by telling a story that is very easy to follow and easy to understand, and they don’t make it cryptic. I mean, there’s item descriptions to read if you want to, but basically there’s tons of characters all around and they’re like, hey man, here’s what’s happening. And they just fucking tell you. And it works. It works well, the lies of PR world is amazing. It’s really well fleshed out and believable and full of atmosphere. It just proves you do not need to hold back all the information in order to make a compelling experience. Neowise proves you can just straight up tell people what the fuck is going on, and even give them a difficulty setting to, and it’s still a fucking great game. So I love them for breaking the mold that way as well. The story stuff in overture is amazing, especially when you get to the end. I thought it was quite touching and quite sad, and I very rarely feel that way about games in general, and certainly not much about souls likes, but they really lean into the narrative and the characterization, and I really appreciate what they did there.

I’m not going to spoil anything, but it was really well told. There were lots of callbacks to stuff in the main campaign. Lots of characters made a reappearance, lots of like lots of those moments where you’re like, oh, that’s where that dude came from. Or oh, I remember that guy. So that’s how that happened. And you get like a lot of those moments which stitched up together really well, which I think is great. I love it a lot. So the DLC gives you an easy mode, which is great or, you know, difficulty levels. let’s see, what else do they give you? I don’t know, there’s like a lot of stuff. I think that just lines up does really well. Like for example, there’s lots of quality of life touches. They change little things. Like when you have enough experience to gain a level, it changes the display. So you know right away if you can. So you’re not wasting your time going back to your bonfire. They also tell you how many levels you have saved up, in case you don’t want to risk going to the next section, which I think is great. you could find that out already, but having it right there, on the screen just makes it so much easier.

They go above and beyond to make sure you can finish the side quests. Every time you get a new item or a side quest item, an icon appears on the fast travel menu. So let’s say, for example, you’re in whatever level and you get a new item and you’re like, oh, right, this goes to so-and-so back wherever they were. If you go back to the bonfire like you’re about to fast travel, they’ll tell. They straight up tell you they’re like, this is the guy. They show you a little icon of the character, and all the characters in the game have little face icons and you recognize them. So you’re like, oh, it’s the shopkeeper, and he’s over on this street. They tell you literally where to go Exactly. And it just saves you so much fucking time. You don’t have to like YouTube it all the time or look it up. They just are like, here, this is where we want you to go, and you go and fucking do it. And I will say that in terms of level design, they are very conscientious about making these side quests easy to finish, because most of the time the guy or girl or robot or whoever that you need to talk to is very close to the bonfire that you go to. So like, it’s not like you got to like, dig deep in the hinterlands and keep going and like, you’re gonna get on.

It’s like most of the time it’s like, just go to the hotel or go to the street and there’s a guy standing right there. Or like, you go to this room, there’s a guy right there. And I fucking love that. Like, it’s like it doesn’t take away from the game at all. It makes it very easy to fix these, fix these things you need to fix. Solve these problems, help these people out, get these side quests done. It’s great. It’s like a quality of life thing that I think is amazing. I will say that.. What else? They also are really nice about giving you warnings to, like, if you’re about to get into a not in the main game. I think they’ve added this after that happened, I think they probably got some pushback on that. The thing that trapped my wife, I think a lot of people were kind of mad about that. but like now, when I was about to go into the final leg of the game, like, big warning comes up, hey, man, you’re about to go into the final leg. This is the end of the game. Are you sure you want to do this? I appreciate that, don’t trick me. Don’t let me. Don’t let me make a mistake I don’t want to make. So I like that a lot.

so that’s good stuff. They add a bunch of new weapons. The bow, which is the first truly ranged weapon of Liza P, which is amazing. I love the bow. It does not break the game, but it is just so useful and helps out so much. It’s probably why there’s always a ranged weapon in every fucking souls game ever, because sometimes you just need it. They add a boss rush and a boss replay mode. I didn’t mess around with those very much, but they’re there if you want to. overall, I mean, so it’s the same base game of Dark Souls third person combat, really tuned, really tight. I think it works well. Great atmosphere, great story, great character. lots of quality light stuff. It’s really, really good stuff. I’m not perfect, though. It’s not perfect. So I will say a couple of things. really quickly that could be improved. I feel like, For whatever reason, I got backed into corners more often here than I ever did before. Like, I would be rolling around and, you know, dodging, fighting some guy and I would find myself backed into a corner and then the enemies would close in, and then I couldn’t leave the corner and I would just get, like, trapped, you know, corner trapped. And I was stuck. That happened like a notable amount of times. And I don’t know if that’s like level design or it might have something to do with how many of the enemies in Lies of P, especially Overture, are extremely, like, overly aggressive.

I found that to be quite true. And it’s not just my imagination. As I was watching my wife play the game, she was rolling around and dodging guys and getting back stabs pretty easily. And that was all going fine. And then when she got to the DLC, she was not able to do that anymore. Like the dodges weren’t working. She couldn’t get the backstab in. I think they have really reduced the ability for me to move around. They want you to parry more often, which is a bad idea. so I think that, I got trapped in corners more often than I would have liked. That was not fun. I’ll say also that some of the bosses are just like so fucking super aggressive. Like, it’s really it’s really annoying. I did complete the DLC and I can think of like 2 or 3 bosses that just like they’re in your face constantly, like you barely have room to breathe. You barely have room to, like, use a health potion. And in lines of pee, you have to juggle a couple things, like you have to sharpen your weapon during a battle. You have to take like life potions. If you have any other supporting items, you have to kind of like mess around with the D-pad to kind of navigate those. And when you’ve got a guy stabbing you in the face with a sword 17,000 times and he never backs off, it’s really hard to do it.

So I feel like the bosses were a little bit too aggressive. a couple in particular, but overall I think they just turned up the aggression too much and they don’t give the player enough time to breathe. And that kind of goes hand in hand with the paring and the dodging. I think both these things need to be fixed. I don’t know exactly what’s going on, but like, when you try to dodge Eliza, it’s, like, impossible. I feel like you can’t dodge anything anymore. you have to be, like. Like pixel perfect with your dodge to get that tiny ass little window of iframe invincibility frames. But like I was, was not dodging anything. And in fact, I was failing to dodge so often I had to change my play style. And P, his left arm is,mechanical and you can swap it out for different things. And there’s a shield arm, which I barely ever used in the main game. I only used it for like, I think two bosses and I never touched it otherwise. But in this I actually equipped it and left it on the whole time because I was having such a tough time dodging that I needed like an extra shield to kind of get through some of these sections, which to me feels wrong.

I feel like that you should be able to dodge out of the way. That should be a viable, tactic. I mean, that’s pretty viable for most souls games. It’s kind of a basic fundamental principle. So I feel like the dodging needs to be tweaked. You need more iframes or to make the animation quicker or something. It needs to be tweaked because dodging just does not feel viable. And I will also say the parrying Is tough. The timing on it is really tight and it’s also very unimpressive when you do it now. We have recently talked about Expedition 33 on the show. It’s definitely going to be one of my games of the year for sure. It’s a wonderful experience, but they take pairing to a whole new level where you just parry everything, and when you do, you get these awesome animations. Feels amazing and I feel like they have just raised the bar on parrying every game from this point forward from now until the end of time. If you’re going to do a parrying, it’s got to be a badass parry. Otherwise, why do it? And in P they don’t do badass parries. It’s like you. You parry, and if you do it correctly, you get like this tiny little flash of like red light. And honestly, it’s kind of tough to tell that you even parried. Like the enemies often don’t rock back, they don’t get stunned. There’s not much that happens other than the fact that P does not take damage, so it’s kind of like a survival tactic, but it’s not cool.

It’s not impressive, it doesn’t feel flashy when you do it, and it’s just not good enough anymore. They you need to parry, and when you parry, it’s got to be fucking like, stylish and flamboyant and badass. It’s got to be on the par of, like, expedition 33. They have just they have changed pairing forever. So props to Sandoval Interactive for that. And coming back to to doing pairing and PM like am I even pairing? Is this even happening? What’s even going on? I don’t understand anymore. It’s not enough. So they need to like fix that for sure. What else? Anything else? the only other thing that I kind of want to complain about, just to just to get it off my chest is. It’s like a, it’s like a, it’s a hit and a miss. It’s a hit in that like, developers let you respect so many things you can respect, you can disassemble your weapons, you can mix and match your weapons to make weapons that fit you. You can respec your own skill tree. You can respect the items that go into your mechanical arm. And if you want to rearrange those things, you can, which I think is great. You can basically respec anything in the game except weapon upgrade materials, which drives me fucking crazy.

I don’t know why they would let you respect basically everything, but not this because you find so many weapons and sometimes you just want to, like, experiment with them, right? So like, for example, my wife started out with the strength based weapons and she spect for that. And then after a while she’s like, oh, you know, I really like this. I like the agility weapons better. And I’m like, yeah, I like agility as well. So she respect. But she had sunk a lot of materials into strength based weapons by this point already. And you can alter them a little bit, but you can’t just fully respect them. I’m talking about get all your fucking materials back and just put those materials into something else. Why not? You went all the way on all these other systems, which is great and I love it and I respect you for that. Why would you not go all the way on the final system? I don’t see the logic here. And what I think it is, is adherence to the formula that FromSoftware laid out. I think they’re following it for whatever reason. They were willing to break the mold on so many things, but on this one, they were not willing to break the mold. And I just have to I have to say it’s a bad call, because you find so many weapons that you want to experiment with them all. You want to try them all, find favorites.

They’re great weapons, and especially in the DLC, there’s so many cool weapons to use that I wanted to try every one of them, but I didn’t have enough materials for all of them. And so I feel like just give me the materials back. Like let’s say for example, you can only maximum upgrade, maybe like three weapons. Okay, that’s fine, I can leave the other ones on upgraded, but if I want to switch, I will take my mats back and I will still only have three upgraded weapons. And honestly, what does it matter anyway? What? Does he even fucking care? I mean, you made these weapons. Do you want me to use them? Do you not like why did you create them if you don’t want me to use them? What is the value of locking me into weapons? When you let me change basically everything else in the game, it doesn’t make sense. I think it’s a mistake. I think it’s a genuine mistake. And I think, neo needs to fix that for next time. If you could take your weapon material upgrades back, that would be the fucking perfect thing, because then you could really mix and match and change your build and explore how the game plays and find something that really works. Why don’t you want to do that? I think you should do that. They’ve gone three quarters of the way. You might as well go all the way.

So that’s one of my other complaints. Other than that, I mean, so all that stuff said, all the stuff I’ve just ranted about, I think Lies of P: Overture is a pretty amazing DLC. It’s chunky. It took me, I believe, 15 to 20 hours, which felt like just the right length. It had story ties that were absolutely strongly tied to the main campaign. This wasn’t just like a tossed off, like one off. It was like it really called back to like, central characters to things that happened. Like it made sense. It explained a lot of plot holes that people thought were plot holes before. It plays well, it adds great weapons. I mean, the bow itself makes the DLC worth it, but like the Wolverine claws or the exploding sword, or the gun blade and stuff, or the arm that shoots blades, like there’s all sorts of stuff that I think are amazing you can take back to the main campaign. Overall, Lies of P: Overture delivers a lot of value. Great story, great gameplay, lots of new weapons to play with and it was a good length, too. Ultimately, I felt very satisfied by the time I finished it. It was a little bit on the difficult side. A little bit. Enemies that are too aggressive. And I got backed into corners a little bit too often. Could have polished up some of the spots, but you know those are those are small things.

Lies of P: Overture is pretty outstanding stuff, and this is a great way to do DLC. Other developers who make soulslikes should pay attention to how it was done here.

And the score for this content is 8.5 out of ten. Excellent stuff.

Rating: 8.5 out of 10


Disclosures: This content was developed by Neowiz Games and Round8 Studio, and published by Neowiz Games. It is currently available on PC, PS4/5, and XBO/S/X. This copy of the DLC was obtained via paid download and reviewed on the XBX. Approximately 18 hours of play were devoted to the single-player mode, and the content was completed. There are no multiplayer modes.

Parents: This game has received an M rating from the ESRB and contains Blood and Violence. The official summary reads: “This is an action role-playing game in which players assume the role of the puppet Pinocchio in his search to become human. From a third-person perspective, players explore environments, collect items, and battle various enemies (e.g., puppets, mechanoid creatures) in melee-style combat. Players use swords and mechanical arms with ranged attacks (e.g., Puppet String, Flamberge) to kill enemies. Boss battles depict more prolonged combat against larger enemies. Battles are highlighted by slashing sounds, cries of pain, and large blood-splatter effects. Some environments depict bloody corpses and large blood stains on the ground.”

Colorblind Modes: There are no colorblind modes available. 

Deaf & Hard of Hearing Gamers: Every line of dialogue is accompanied by written text, and I personally found the font size to be easily readable. Sound is completely unimportant for playing and enjoying this game since there are no audio-only cues for incoming attacks. I played it for some time with the volume turned fully off and had no problems. This game is fully accessible.

Lies of P_20230909133217

Remappable Controls: This game offers a controller diagram and the controls are remappable. The default scheme is similar to other soulslikes, meaning we use the circle button to run/roll/dodge, the shoulder buttons are for light and strong attacks, the square button is for using items, the left stick is for movement and the right stick handles the camera.

The post SVG REVIEW Lies Of P: Overture appeared first on Gamecritics.com.

7 Comments

  1. green.alexandra

    This review offers some interesting insights into the Lies of P: Overture DLC. It’s always great to see detailed analyses of game scores, as they can really enhance the overall experience. Looking forward to more discussions on this topic!

  2. eleffler

    I’m glad you found the review insightful! The music really enhances the game’s atmosphere, and it’s fascinating how the score can influence player emotions during key moments. It adds a whole new layer to the experience!

  3. lori.haag

    great to hear that you appreciated it! The score does an excellent job of amplifying the emotional depth of the narrative, making key moments even more impactful. It’s fascinating how music can transform the gaming experience.

  4. tommie19

    I completely agree! The way the score enhances the game’s atmosphere really pulls you into the narrative. It’s impressive how music can elevate the emotional stakes in a gaming experience like this.

  5. alene.harvey

    Absolutely! The score really does elevate the emotional depth of the game. It’s fascinating how the music complements the storytelling, making certain moments even more impactful.

  6. mhagenes

    music can enhance the storytelling and immerse players further into the world. The use of orchestral elements, in particular, seems to match the dark themes perfectly, creating a memorable experience.

  7. ratke.clay

    Absolutely, orchestral music can really elevate the emotional stakes in a game like Lies of P: Overture. It’s fascinating how the score can shape our experience and connection to the characters, making each moment feel even more impactful. What did you think of the specific themes used for the main character?

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