Views : 228,047
Genre: Gaming
Date of upload: Oct 19, 2023 ^^
Rating : 4.82 (429/9,119 LTDR)
RYD date created : 2024-05-13T03:17:42.726479Z
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Top Comments of this video!! :3
What I like to get talk about is how Lies of P is hyper focused on what it wants to achieve. Neowiz didn't have AAA budget, but they managed to make a AAA experience. A lot of it was being incredibly within their scope as a studio. They didn't try to do something crazy over ambitious.
No Multiplayer
No labyrinth giant map
No class system
No magic
It went old school and got the most out of doing linear, hand crafted levels. Which is why I think a lot of people adore it so much. It hide a lot of it by overlapping areas and making the levels feel connected by vistas.
Lies of P unlike a lot of Soulslike has a lot of heart. Everything is made with purpose and deliberately design.
It's clearly within expansive storytelling that this was a passion project. This was just the duality of being human, but also the meta divide between a FromSoft game and Soulslike. It's clearly spelled out that difference is that those games had a heart and not just soulless representation of those games.
With Lies of P's success. I'm excited to see them be more ambitious in their game design.
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There’s an awesomely subtle sound design choice that is also a spoiler (kind of, we all know the story of Pinocchio).
At the start of game P is truly a silent protagonist, without even sounds of exertion as he rolls or attacks. He does, however, make mechanical sounds as his body moves like the other puppets. At some point, and I’m not sure when because I only properly noticed in the last chapter, P gains a voice. He starts to gasp and groan when he takes hits and makes sounds of exertion when dodging or attacking. The mechanical sounds disappear and by the end of the game, if you make the right choices, he has become human. It’s a fantastic detail and one I’ll be keenly listening for when I inevitably replay it.
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Miyazaki leaves almost half of the bosses of Bloodborne as optional (Parrl, Witches of Hemwick, Amygdala, Gherman, Moon Presence, Lawrence, Ebriatas, etc) and its up to the player and how much investment they want to put into the game. Obviously those bosses and levels took hours of design, testing, music being created etc but left them optional because he knew the player would feel rewarded uncovering Yharnam's secrets as intended as they delved deeper into the nightmare. It also ties into the lore in paricular the DLC. Just amazing
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To me a huge part of the difficulty came from the attack animations. I remember one of the tall puppet soldiers has a red attack where he charges his right arm up and behind him so you think the attack is coming down, but then, upon releasing the attack, his torso spins and it comes up from the bottom left instead of the top right like it telegraphed. So it’s also one of my minor complaints with the game, that I felt like combat was a mind game against the devs trying to fake me out instead of just fighting under otherwise normal soulsborne circumstances.
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The soundtrack for mercy statue room is so dam good plus the alchemist twist and in some of the notes it talks about actuall alchemists like trismagistus valentine and a zealot all being real life shit got me so invested and geppedo wearin a freemason symbol and it being on the sword for the main title screen was so cool
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@ratatoskr6324
4 weeks ago
Game was made easier multiple times so not everything in this review will be relevant.
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