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Lies of P Review: How the Game Emulates Bloodborne and Sekiro and What Comes of It

Lies of P Review: How the Game Emulates Bloodborne and Sekiro and What Comes of It

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On September 19th, an action RPG dedicated to Pinocchio was released. Before its release, it was called a Bloodborne clone. The game's developers attracted the attention of players, and modders added costumes and weapons from the famous game from FromSoftware to the demo, which emphasized the similarities in styles and gameplay elements.

The debut soulslike from the Korean studio Round 8 and publisher Neowiz indeed borrows many elements from the game Bloodborne. The game offers a dynamic combat system based on dodges and parries, which allows players to make the most of their skills in battle. The story unfolds in a gloomy city that has fallen victim to human ambition, creating a deeply atmospheric environment. The game also features lanterns that serve as save points and a hub workshop where players can exchange accumulated experience points for level upgrades, adding a strategic element to the character development process.

The creators of Lies of P openly acknowledge their sources of inspiration. Game director Choi Ji-won emphasized in an interview that he is honored to be compared to Bloodborne. This is no coincidence, as Lies of P fits into a long list of games that draw ideas from Hidetaka Miyazaki's unique style and philosophy. Inspiration from works like Bloodborne allows Lies of P to offer players an immersive and deep gaming experience.

In recent years, we have seen the development of games such as Nioh 1 and 2, Lords of the Fallen, Wo Long: Fallen Dynasty, Thymesia, Salt and Sanctuary, and Steelrising. These projects clearly borrow elements from FromSoftware's creations. The quality of these games varies, but if they were ranked, Lies of P would certainly be among the leaders. This puts the developers at Round 8 in a very interesting position.

Lies of P attempts to retain the unique features that made Bloodborne a cult classic. However, the use of these elements can lead to the project becoming just a clone, suppressing the originality and author's style of the Round 8 studio.

Screenshot: Lies of P game / Round 8 / Neowiz Games

We explore how well the developers of Lies of P balance key aspects of gameplay. We also discuss why this game deserves your attention.

Adaptation of a classic

After defeating the first story boss, protagonist Pinocchio reaches the Krat Hotel, which serves as the game's central hub. However, to get inside, he must pass a test. Pinocchio must answer the question: "Are you a puppet or a human?" To gain access to the hotel, the hero must lie and claim to be human. This decision highlights the game's core themes, such as identity and deception.

A Moment of ChoiceScreenshot: Lies of P / Round 8 / Neowiz Games

Lies of Lies of P introduces players to a unique mechanic based on the choice between lying and telling the truth. This emphasizes the project's connection to classic literature, namely the fairy tale "The Adventures of Pinocchio," written by Italian writer Carlo Collodi in 1881. Thus, the developers not only pay homage to the work but also create a deep story that allows players to explore moral dilemmas and the consequences of their decisions.

Lies of P has a unique premise that combines the literary source material, elements of Bloodborne, and mechanics from Half-Life 2. The protagonist awakens on a train arriving at the central station of the city of Krath. His goal is to find his creator, Master Geppetto. Players will explore a dark world filled with mysteries and dangers, immersing themselves in an atmosphere that combines elements of horror and science fiction.

The city is in complete chaos due to a puppet rebellion that has suddenly gone out of control. Geppetto has been kidnapped, and now Pinocchio must fight his way through hordes of mechanical enemies that fill the boulevards, houses, and suburbs of Crata. His task is to find the old master and uncover the cause of the tragedy that has befallen this city. Fighting puppets, exploring abandoned streets, and solving the mystery of the kidnapping will be important steps on Pinocchio's path to rescuing Gepetto and restoring order to the city.

By the time you arrive, Krat has already plunged into ruin and Desolation Screenshot: Lies of P / Round 8 / Neowiz Games

Choosing The Adventures of Pinocchio as a basis for a game may raise questions. The soulslike genre is typically associated with dark worlds and complex moral dilemmas that are rarely found in children's works. However, Choi Jiwon makes a compelling case for using the story of Pinocchio. This classic fairy tale contains deep themes about identity, temptation, and human nature, making it suitable for adapting into a dark and complex game plot. Therefore, The Adventures of Pinocchio can serve as a unique basis for a soulslike, bringing new ideas and interpretations to the genre.

The game designer emphasizes that The Adventures of Pinocchio is a well-known work with a wide fan base. Furthermore, its unique universe perfectly matches the criteria the Lies of P team set when choosing the setting.

We adhered to two main principles: first, we avoided dark fantasy, and second, we avoided elements of the Victorian and Medieval eras.

The developers chose the Belle Époque, or La Belle Époque in French, as the primary historical context. This period in European history began in 1870 with the September Revolution, which led to the final abolition of the monarchy in France. The Belle Époque ended in 1914 with the outbreak of World War I. This time period is characterized by significant social, cultural, and economic changes, as well as a flourishing of art and science, making it important for studying and understanding the modern world.

The tale of Pinocchio fits perfectly into the chosen period, both in terms of publication date and mood, so the Lies of P team chose Carlo Collodi's work. This decision turned out to be successful, as the game draws many interesting ideas from this setting. Intriguing plot elements and deep Pinocchio symbolism give the game a unique character and atmosphere, making it attractive to players.

The Dark Side of Progress

The city of Krath and its lore are the main achievement of the game Lies of P, demonstrating its uniqueness. Despite external similarities, the game world created by Round 8 is significantly different from the dark and gothic Yarna. Krath offers players a deep and engaging story, enriching the gameplay with new elements and atmosphere. Exploring this city allows you to delve into its secrets and learn more about its inhabitants, creating a unique connection between the player and the game world.

The city of Krath lacks the characteristic sharp church spires and oppressive grayness that have become emblematic of Bloodborne. Wide boulevards and promenades, as well as majestic Art Nouveau architecture, predominate here. The nightly glow of signs and brightly lit fairgrounds contrasts with the horror that reigns in the streets. Corpses of people and horses, abandoned carriages, destroyed barricades, and deranged dolls roam this city, heightening the atmosphere of fear and anxiety. Krat becomes a stage for dark events, where beauty and horror intertwine in a single space.

The artists of Round 8 skillfully built a contrast between the luxury of the past and the devastation of the present. Screenshot: Lies of P game / Round 8 / Neowiz Games

The aesthetics of Krath in Lies of P evoke associations with Rapture and Columbia from the BioShock series. The developers create an atmosphere of utopian retrofuturism in order to then reveal its darker aspects. This intention is emphasized by the game's director, Choi Ji-won, who emphasizes the contrast between external appeal and internal conflicts.

Our team developed a dark and frightening atmosphere that contrasts with the idealized notion of the "Belle Époque." This historical period is often perceived as a time of romance and beauty, but we offer a different perspective, emphasizing its dark and disturbing aspects.

The intersection of the game's storylines and lore reveals unexpected thematic parallels between the works of FromSoftware and Irrational Games. These two companies, despite differences in genres, create deep and multi-layered worlds where every detail matters. Their games explore complex themes such as moral dilemmas, human fears, and internal conflicts, making them particularly appealing to players seeking a deep understanding of game stories.

In the first hours of Lies of P, it becomes clear that the root cause of all troubles is a resource called ergo, mined in the mines near the city of Krath. This resource played a key role in the creation of the mechanical servants that brought the city its wealth. However, it was its extraction that led to the catastrophe that players witness upon arriving at the train station.

Ergo draws parallels with the Old Blood from Bloodborne and plasmids from BioShock, serving as an allegory for human greed and insatiable curiosity that awaken dormant demons. This context also includes an epidemic of a mysterious disease, the emergence of which is no coincidence and is directly related to the extraction of this valuable material. This highlights how the pursuit of power and knowledge can lead to disastrous consequences.

The environment design also often combines motifs from both games. Screenshot: Lies of P / Round 8 / Neowiz Games

Narrative-wise, Lies of P is simpler than games by Ken Levine or Hidetaka Miyazaki. There are no ancient gods or crazy entrepreneurs with radical ideas. The main villain is cartoonish and theatrical, reminiscent of Albert Wesker from Resident Evil. Thus, the game offers a more straightforward plot, focusing on elements familiar to fans of the genre.

In this plot, local events are filled with intriguing twists, but the main burden is carried by the supporting characters—ordinary people and puppets, both noble and not so noble. They try to survive in the chaos or realize their cherished dreams, even if it means living or dying.

In this context, images and motifs from both the original "The Adventures of Pinocchio" and the Disney adaptation take on new meaning in a more mature narrative. This allows for a deeper understanding of the characters and their development, as well as explores themes such as freedom, responsibility, and finding one's place in the world. This mature interpretation of these classic elements creates a unique experience for the audience, enriching the familiar story.

The choice between lying and the truth in Collodi's tale represents an important moral lesson: "Lying is wrong." This is evident in the fact that the book Pinocchio grows a wooden nose after telling a lie. In the context of Pinocchio's play, this choice becomes a way to affirm his humanity. According to the generally accepted wisdom in Krat, a mere puppet is incapable of lying, emphasizing the importance of truth and sincerity in his development. Thus, the fight against the temptation to lie becomes a key moment on the path to self-awareness and personal growth for Pinocchio.

Often, you even have to lie for the sake of the good. Screenshot: Lies of P / Round 8 / Neowiz Games

The mechanical nature of the protagonist significantly impacts the story and player choices in Lies of P. Without this feature, the game would lose key elements of its combat system, making it less interesting and engaging.

Mechanical Dolls

Lies of P's combat system is an evolution of concepts from Bloodborne, complemented by unique mechanics borrowed from Sekiro: Shadows Die Twice. This combination creates dynamic and exciting gameplay that requires players to think strategically and accurately in combat. Integrating elements from these two popular games provides a deep and engaging combat system, allowing users to adapt their tactics and approaches depending on the situation.

From the Yharnam undead hunters, Pinocchio received a set of weapons consisting of a primary weapon in his right hand and a secondary weapon in his left. Both elements of this set feature unique design and functionality, making them appealing to players.

The main weapon consists of two key components: the blade and the hilt. The blade determines the speed, strength, and damage type of a weapon, including the potential for status effects. The hilt also influences the speed and strength of a weapon's attack, but its primary function is to modify the character's attack patterns and abilities—special attacks for which energy is accumulated during combat. Choosing the right blade and hilt allows you to effectively adapt to different situations and opponents, making your game more varied and strategic.

This is what the Legend skill looks like in practice. Screenshot: Lies of P / Round 8 / Neowiz game Games

In Lies of P, players can combine any hilt with any pommel and blade, significantly expanding the possibilities for experimentation and customization compared to other Soulslike games. Unlike Bloodborne, where you had to use the same blade until the end of the game, regardless of the resources invested, in Lies of P you can easily transfer the blade to a new hilt. This allows you to enjoy a practically new weapon without having to spend additional materials to craft it. This approach to customization makes the gameplay more flexible and interesting, providing the opportunity to adapt your loadout to various gameplay situations.

Pinocchio's left hand is a mechanical device to which various combat gadgets, known in the game as Legion Arms, can be attached. Some of these devices become available during the storyline, while others can be crafted independently at a special workbench in the Krat Hotel. This mechanic, along with the unique setting, is one of Lies of P's best features. Legion Arms are limited in number, but their variety surpasses even the arsenal of Bloodborne weapons. A variety of secondary weapons are available, including a stun gun, flamethrower, grenade launcher, and corrosive liquid sprayer. Unique gadgets are also available, such as a shield that deals explosive damage when deflecting attacks, and a harpoon gun that can attract smaller enemies. This diversity makes the gameplay more exciting and strategically interesting.

Screenshot: Lies of P / Round 8 / Neowiz Games

These gadgets have The Legion Arms have a significant impact on the outcome of combat, as each has a unique use. The Harpoon effectively splits large groups of enemies, allowing you to focus your efforts on individual enemies. The Electric Arm, meanwhile, deals the most damage to puppet bosses, making it indispensable in key battles. Proper use of these devices can significantly improve your chances of victory in combat. The Legion Arms represent a unique example of Round 8's designers striving to create an original product while departing from FromSoftware's usual templates. In most cases, they effectively adapt the best elements developed by the Japanese studio, enriching the gameplay. This is especially noticeable in the side quests, which deeply explore the tragic fates of supporting characters. However, this can sometimes overwhelm the experience, creating the feeling that the game, like a ship loaded to its limit, can keep moving but is struggling to maneuver.

The parry mechanic is a key aspect of gameplay and is borrowed from such renowned games as Bloodborne and Sekiro. To successfully master this technique, it is important to understand its basic principles. We have developed a detailed guide to help you understand the parry mechanics and learn how to use it effectively. Check out our guide to improve your skills and achieve success in the game.

Parry this, informally.

In Lies of P, like in Sekiro, you can block attacks with your primary weapon, but blocks are divided into two types: normal and perfect. When using a normal block, you lose some health, but you can restore it with a quick counterattack, similar to the mechanics in Bloodborne. A perfect block, executed with precise timing, completely absorbs damage and reduces the enemy's posture, which is also reminiscent of the system from Sekiro. This adds strategic depth to combat and requires players to have high reflexes and precision.

You can't automatically stun an enemy. As their posture decreases, their health bar first turns white. You need to land a powerful blow with your primary weapon to eventually open them up for a critical hit.

Reaching this point can be difficult, as many enemies use unblockable attacks. Before performing these attacks, the enemy glows red, signaling you to either parry the attack or quickly move out of range.

Imagine having to keep all these strategies in mind during a boss fight. While the mechanics aren't particularly complex, they can't compete with the elegant and intuitive systems offered by FromSoftware games. These games are known for their deep mechanics and engaging gameplay that require attention and strategic thinking from the player.

Flawlessly parried several attacks in a row? Now find an opening for a risky powerful attack. You have about ten seconds to do everything. Screenshot: Lies of P / Round 8 / Neowiz Games

Lies of P has a few overloaded elements that can distract from the gameplay, but they are not so numerous that they significantly spoil the experience. One such point is the need to regularly sharpen the blade during runs. This detail can become an annoying factor at the most inopportune moments, especially when the player is focused on completing levels and fighting opponents. It is important to take this mechanic into account to avoid unpleasant situations and maintain the effectiveness of the weapon throughout the game.

The developers of Round 8 sought to improve the weapon wear system, which often caused controversy among fans of souls games. In Lies of P, players no longer need to constantly head to the blacksmith to repair a damaged blade, but this does not solve the main problem. The player is still responsible for managing another meter, which adds its own challenges to the gameplay.

You have to remember this meter even more often than in FromSoftware games. Each reminder feels like you're rushing and suddenly have to stop to tie your shoelaces. This creates a unique atmosphere, where every moment demands attention and focus.

These moments seem especially paradoxical, given that Lies of P is an accessible SoulSlime. This game offers players a unique experience, combining challenging gameplay with a captivating story. Despite its genre, Lies of P stands out from other projects by offering a new interpretation of classic elements. This makes the game appealing to both experienced gamers and newcomers looking to dive into the world of Soulslikes.

Lifts and Handrails

The Round 8 team has taken significant steps to simplify the introduction process for new players to a genre known for its complexity and inaccessibility. In an interview, Choi Jiwon emphasized the importance of creating an accessible gaming experience that will help newcomers get their bearings and enjoy the game. The developers strive to find a balance between challenge and accessibility to attract and retain the attention of a wide audience. This includes an intuitive interface, tutorial elements, and an adaptive difficulty level, making the game more appealing to players of all skill levels.

We designed the game with an emphasis on a simple and friendly start, which makes it more appealing to players. As the game progresses, the difficulty gradually increases, and the gameplay becomes deeper and more layered. This approach allows newcomers to get the hang of the game more easily, while experienced players can encounter challenges that make the game engaging and exciting.

To achieve this, the developers of Lies of P implemented a simple and accessible tutorial. Over the first 5-6 hours, players gradually become familiar with the basics of the gameplay, including the save system, various attack types, block and dodge mechanics, and weapon and character leveling. The tutorial also covers aspects of collecting experience lost upon death and discovering shortcuts, which makes mastering the genre much easier.

The game even has hints explaining the effects of different statuses. Screenshot: Lies of P / Round 8 / Neowiz Games

The game's mechanics are presented both through full-screen illustrations and integrated into the gameplay itself. For example, the folding ladders that provide a shortcut from the city rooftops to the checkpoint are highlighted by traffic lights. These lights change from red to green when activated, making interaction intuitive and visually appealing. Such elements not only make the mechanics easier to understand, but also add depth to the gameplay, creating a unique experience for players.

Shortcuts in Lies of P tend to stand out from the environment. Screenshot: Lies of P / Round 8 / Neowiz Games

Pinocchio doesn't explore Krat alone. A lamp with a cricket named Gemini hangs from his belt and acts as a guide. Gemini helps Pinocchio navigate the world around him and provides important information about the area. Together, they overcome challenges and discover new horizons, making their journey exciting and engaging.

When entering a new location, Gemini provides a brief overview of its features and backstory. If you encounter the aftermath of another tragedy, he'll explain what happened. If you find yourself in a difficult situation, Gemini will tell you where to go next, reminiscent of Nathan Drake's companions from Uncharted.

Gemini's personality is clearly more similar to the cartoon character of the same name "Disney" than the bookish CricketScreenshot: Lies of P / Round 8 / Neowiz Games

Lies of P is more straightforward than Bloodborne. From the very beginning of the game, you encounter a bonus boss without warning, which can easily knock you to the ground with just a few hits. After completing the starting area, Lies of P opens up multiple paths for the player, only two of which are mandatory to complete. This creates an interesting balance between freedom of choice and the need to follow the main story.

Lies of P does not rush to overwhelm players with additional content. The game's levels are carefully designed labyrinths with many branches and dead ends where you can find chests with loot, notes, and even encounter bosses. However, all of these locations form a fairly linear route through Krath, ensuring you don't miss any important elements of the game. Don't expect to find notes in secret locations that will lead you to a hidden location with one of the game's most challenging bosses and significant elements of the game's lore. Round 8's writers skillfully create an atmosphere of intrigue using typical Soulslike techniques: item descriptions, piles of corpses in the streets, and cryptic messages. However, all this serves more to deepen immersion in the game world than to reveal the plot.

Messages like these in Lies of P are needed more for atmosphere than to convey plot details. Screenshot: Lies of P game / Round 8 / Neowiz Games

In Lies of P, key plot points are presented to the player very intuitively. The game guides you, pointing out important elements that require your attention, as well as characters worth interacting with. The most significant information is presented in the form of cutscenes, which makes the perception of the plot more engaging and accessible.

The introduction of new mechanics makes Lies of P a good starting point for newcomers to the genre, but in the process, some of the unique charm characteristic of the Soulslike games is lost.

Copied essay

FromSoftware games are famous for their unique approach to storytelling and mechanics. They leave many details hidden from players, which creates an atmosphere of mystery and intrigue. Core mechanics, such as character progression and inventory management, are not explained in detail, which can be confusing for newcomers. Characters in these games speak in hints and riddles, which adds depth to the story but sometimes makes it difficult to understand what's happening. Players often find themselves in situations where they don't know where to go next, which only heightens the desire to explore the world and uncover its secrets. This style of play appeals to those who value independent discovery and immersion. The internet is full of stories of players who, upon beginning their adventure in the first Dark Souls, mistakenly chose to fight high-level skeletons or couldn't figure out how to pick up the starting weapon in the Hunter's Dream in Bloodborne. These situations exemplify the complexity and unique approach for which FromSoftware games are known. Beginner mistakes often become part of their gaming experience, creating memorable moments and challenges. Understanding the mechanics and approaching the game thoughtfully can significantly improve your chances of success, making each gameplay experience unique and engaging.

In FromSoftware games, you have to figure everything out yourself - or with the help of guides. Screenshot: Bloodborne game / FromSoftware / Sony Interactive Entertainment

The developers made a conscious choice that may seem like a mistake. Hidetaka Miyazaki, creator of the Soulslike games, explains this position as follows:

We aimed to give players the opportunity to independently determine their own goals, make their own discoveries and form unique values, as well as find their own interpretations of the gameplay.

Over time, the studio's designers have become more adept at maintaining a balance between an atmosphere of mystery and a clear understanding of next steps. However, the creative process itself has remained the same.

If you want to quickly defeat one of the main bosses in Dark Souls 3, be sure to pick up the right weapon in the arena and study its stats. This will help you deal with the enemy effectively. Also, if you need to remember the location of NPCs and important locations in the vast world of Elden Ring, keep a personal notebook, as the game does not provide a mission log. This approach will help you better organize your actions and not miss important details.

Given the size of the world of Elden Ring, following its plot without additional notes is very difficult. Screenshot: Elden Ring game / FromSoftware / Bandai Namco

FromSoftware's design decisions regularly come under fire. However, these criticisms are quickly overshadowed by rave reviews that note how the studio's games stimulate curiosity and the joy of discovery in players. FromSoftware's games attract attention thanks to their unique style and deep immersion in the world, making them true masterpieces in the video game industry.

Lies of P lacks the emotion that makes gaming truly memorable. While the game offers an interesting lore, a gripping story, and varied gameplay, it all feels like a manufactured product that requires little effort from the player. This approach certainly helps avoid unnecessary frustration, but it comes at the cost of less immersion in the game world.

The Round 8 developers reveal the mechanisms of their creation, demonstrating how Lies of P functions. Unlike other projects, there are no mysteries that would provoke lengthy discussions and theories. It's just a game, and while it has unique elements, its concept is secondary.

Repeat of the Past

It should be noted that Lies of P is not a simple copy of FromSoftware's ideas, as was the case with the first Lords of the Fallen. This game offers a unique approach to gameplay mechanics and story elements, making it an original project in the action RPG genre.

The Round 8 team demonstrates a deep understanding of why millions of players appreciate the Bloodborne and Dark Souls games. Choi Ji-won's attention to detail answers fan questions, confirming that the copying is deliberate. This demonstrates that the developers aren't simply imitating successful elements, but are striving to create a unique experience that will appeal to fans of these iconic games.

Lies of P has a feeling of artificiality, which is one of its characteristics. If you have played Soulslikes before, you will notice that many elements of the game evoke a familiar feeling of déjà vu – you have encountered them before, including the characteristic animations. This makes it especially noticeable when the copy turns out to be less successful than the original.

The talk about specific animations is not an exaggeration: the same level-up mechanics are implemented and presented exactly as in Bloodborne and its sequels Dark SoulsScreenshot: Lies of P / Round 8 / Neowiz Games

Rolling and jumping to the side clearly lacks the lightness and responsiveness of the original. Pinocchio's dodge is limited to just a few steps, and the invulnerability window is so narrow that it requires perfect timing to enter. While these limitations are intended to encourage parrying or blocking, they don't eliminate the overall clunkiness of the mechanics.

The developers were aware of the issues with the game's combat system. Game director Choi Ji-won mentioned this issue in a video dedicated to feedback on the demo. However, in the final version, the combat mechanics remain unresponsive and realistic enough. This is disappointing for players who expected improvements after testing.

While clearing locations, you can easily adapt to the game, but be aware of the boss fights, which contrast sharply with the overall level of beginner-friendly play. These battles feel extremely challenging compared to the main game. You'll likely spend a significant amount of time defeating bosses, which will allow you to notice how slowly Pinocchio reacts to button presses and how slowly he returns to his starting position after each action. These aspects require players to be attentive and patient, making boss fights a real challenge.

Narrow windows of invulnerability become especially problematic during unblockable attacks. Screenshot: Lies of P / Round 8 / Neowiz Games

Lies of P exhibits one of the frustrating aspects of linear design. Unlike games like Bloodborne or Dark Souls, where if you get stuck on a boss, you can travel to another location to change the environment and improve your character, in Lies of P you're left with only two options. You can endlessly fight enemies to gain experience to level up, or you can keep trying to defeat a difficult boss, which can become tedious and frustrating. This limited scope can negatively impact the experience, reducing interest in further progression through the story.

Eventually, you still achieve the desired outcome and feel the dopamine rush of victory. However, such moments most clearly indicate that the game was worked on not by professionals, but by beginners.

It is interesting that the usual clearing of levels, on the contrary, becomes easier and easier as you progress: new opponents simply have nothing to oppose to the strengthened Pinocchio Screenshot: Lies of P / Round 8 / Neowiz Games

Despite some flaws, Lies of P is not a failed imitation. The game offers a variety of engaging mechanics, spectacular moments, and impressive landscapes that will keep players interested until the very end. Pinocchio's character customization system inspires new builds and strategies, allowing players to consider different approaches even outside of gameplay.

As you play through, it's hard not to wonder what the project could have been if the Round 8 team had shown more courage in implementing their ideas. Lies of P features some interesting elements, such as cooperative level clearing with Fox and Cat. However, such moments quickly give way to the gameplay typical of Souls-style games. This creates a feeling of a lack of innovation and variety, which could significantly enrich the gaming experience.

A potentially interesting segment with Lies and Cat ends before it really begins. Screenshot: Lies of P / Round 8 / Neowiz Games

The main paradox of Lies of P lies in its duality: on the one hand, the developers strive to create a unique look for the game, on the other, they don't want to completely abandon the influence of their sources of inspiration. This balance between originality and homage to classic games creates an interesting tension that attracts players.

The reasons for this are obvious. Lies of P was released during a special period for soulslikes, when this subgenre is beginning to transform from a temporary trend into a full-fledged direction in the gaming industry. This opens up new opportunities for developers and attracts a wider audience interested in deep and complex game mechanics.

The Benefits of a Talented Retelling

Before the release of the original Demon's Souls in 2009, Shuhei Yoshida, then president of PlayStation Studios, spent several hours with the game and concluded that it was "horribly bad." His negative reaction influenced Sony's decision not to release the project outside of Japan. Yoshida later publicly expressed regret over this choice, realizing that the game had achieved cult status and become the foundation of a successful series.

Today, Hidetaka Miyazaki, game director of the cult game Demon's Souls, is recognized as one of the 100 most influential people in the world by Time magazine. His work, particularly the FromSoftware logo, is poised to generate significant interest in new projects, such as the latest release of the niche Armored Core series. This underscores the significance of his contribution to the gaming industry and his influence on player preferences.

Screenshot: Armored Core 6: Fires of Rubicon / FromSoftware / Bandai Namco

Demon's Souls wasn't an immediate success. In 2009, the game finally appeared in the West thanks to independent publishers. The game's successful sales paved the way for the creation of Dark Souls, which introduced the famous bonfire checkpoints. These elements became an integral part of the gameplay and attracted the attention of a wider audience.

This game started a new genre, as it stood out among the popular gaming blockbusters of the early 2010s. As a result, it began to be called soulslikes, indicating their similarity to Dark Souls. Soulslikes brought unique complexity, atmosphere, and deep world development to gameplay, which made them popular among players seeking new challenges and emotions.

Unsurprisingly, early projects in this genre from independent studios felt more like homages than original works. The developers copied FromSoftware's concepts too closely, adding only a few of their own ideas, such as elemental effects in Nioh or a 2D perspective in Salt and Sanctuary. These elements, although interesting, were unable to significantly change the overall shape of the genre, which continued to be influenced by FromSoftware's work.

The development of new genres in the gaming industry is a process that many industries have gone through. Mark Brown, author of the YouTube channel Game Maker's Toolkit, identified four key stages of this process.

  • Someone creates an innovative and simultaneously very successful game.
  • It begins to be copied. The market is flooded with clones that borrow the core features of their predecessor, changing only a few insignificant aspects.
  • Clones continue to appear - but they change. The developers of these games add more and more of their own ideas and discard what they do not need.
  • Clones stop being clones. Only a couple of basic features remain that unite a wide variety of games. This is how a full-fledged genre is born.

Brown mentions that first-person shooters (FPS) became popular with the release of two iconic games from id Software in the early 1990s – Wolfenstein 3D and Doom. These games launched a new genre and defined its development for many years to come. They became the benchmark for subsequent FPS, introducing unique mechanics and visual solutions to the gameplay that continue to inspire developers to this day.

The wave of Doom-influenced games spawned numerous clones, with Duke Nukem and Heretic standing out. However, more innovative games like Half-Life, Unreal, and GoldenEye 007 soon hit the market. These games combined several key characteristics: gunplay and a first-person perspective, coining a term that continues to be used in the gaming industry to this day.

The process of popularizing the FPS genre took about five years, thanks to the immediate success of Doom. In contrast, Souls games developed more slowly. Despite their devoted audience, they only achieved mainstream success in 2022 with the release of Elden Ring, which sold 20 million copies and won Game of the Year at the prestigious The Game Awards. This triumph was a landmark event for the genre and attracted new players, further fueling the popularity of Souls games. Unsurprisingly, the Souls-like genre has long attracted mostly dedicated FromSoftware fans, who view Dark Souls and the studio's other games as sacred. These games have become emblematic of complexity and depth, and their unique approach to gameplay and narrative has fostered a vast community that values ​​every detail and atmosphere. With each new release, FromSoftware continues to push the boundaries of the genre, attracting both long-time fans and new players eager to immerse themselves in challenging worlds and unique mechanics.

In 2023, Remnant 2 was released—a third-person shooter that brings a fresh twist to familiar Soulslike mechanics. The game uses procedural generation to create unique biomes and diverse enemies, making every experience unique. New elements and mechanics add dynamism and excitement to the game, attracting both long-time fans of the genre and new players. Remnant 2 demonstrates how to update familiar concepts while maintaining their appeal.

Screenshot: Remnant 2 game / Gunfire Games / Gearbox Publishing.

A few years before this game, Dead Cells was released, introducing a roguelike combat system and shortcuts. Hollow Knight is also worth noting, in which elements of Souls games became the basis for a brilliant Metroidvania. These projects significantly influenced the development of the genre and introduced new mechanics that continue to inspire developers of modern games.

The genre still awaits its signature game like Half-Life or Unreal, which is not unique. For example, roguelikes for almost thirty years followed the strict rules established by Rogue in 1980. However, projects like Spelunky and The Binding of Isaac have emerged, simplifying the genre and making it accessible to a wider audience. These games demonstrated how classic mechanics can be updated and attract new players, opening up new horizons for the genre. Immersive sims have long been a genre dominated by spiritual successors to classics like Deus Ex, Thief, and System Shock. However, in recent years, indie titles like Cruelty Squad and Gloomwood have emerged, demonstrating that these games don't have to be limited by traditional boundaries. These innovators brought fresh ideas and unique mechanics, allowing the genre to evolve and attract new audiences. As a result, immersive simulators have become more diverse and interesting, opening up new horizons for players and developers.

Screenshot: Gloomwood / New Blood Interactive

It's difficult to predict exactly when a significant breakthrough will occur in the soulslike genre, but the success of Elden Ring has certainly accelerated the process. Perhaps one of the most innovative games in this direction will be created by the designers of Round 8. Their project Lies of P is just the beginning of this genre. As Choi Jiwon explains, launching the development of such a game required significant effort and resources.

We always wanted to realize this project, but previously we did not have the necessary conditions and resources. Creating a full-fledged soulslike was our long-standing dream. Once we attracted experienced designers specializing in action games, we were able to begin working on this idea.

In the current environment, the studio and publisher decided to focus on creating a high-quality project that does not seek to revolutionize the genre. This approach allows them to avoid excessive risks and concentrate on developing a game that will be more accessible and understandable to a wider audience. By enhancing the gameplay's friendliness, they aim to attract more players, which in turn could contribute to the project's success in the marketplace.

If Lies of P proves successful, as confirmed by player and critic reviews, Round 8 will have the opportunity to develop its ideas into a sequel or a new project. The team will be able to draw on the experience gained during development, as well as its own fan base, built independently of FromSoftware and Carlo Collodi.

The developers will likely have to innovate, as constant repetition, even with a high level of effort, quickly becomes boring. In a rapidly changing technology market, it is necessary to seek new approaches and solutions to retain user interest and ensure competitiveness. Innovation can be the key to creating a unique user experience and increasing product appeal.

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