Lies of P Review (Arjock)
It's overall very very well done and currently the best non formsoft souls out there with a few missteps and minor disappointments.
The good things:
- runs well
- looks good
- sounds good (music, ambient, vo and effects)
- enemy variety is sufficient
- bosses mostly extremly fun (more on that later)
- pacing is pleasant
- weapon building is fun and encourages experimantaion
The disappointments:
- a little bit too linear, while the areas are complex in it self, varied enough
and level desing overall is good, there aren't any forks for you to decide
where to go next in a greater sense. think of old yarnham or the forest in bloodborne
- appearently no hidden areas or bosses aside maybe vom ng+ stuff (not quite there yet)
now there still is great benefit found in exploring as you find usefull items, weapons, costume or
upgrade materials, just not so much "big things" to discover aside from one short cave i found
the bad things:
- while i managed with the parry window given, it's could be a bit looser imo
the game would still be hard but a tiny bit less stessfull. and while some enemies,
and even some bosses are perfectly beatable with only gurad or dodging, some fights do
kind of demand it
- dodge from ground and i-framig fury attacks should not be progress/equipment locked
no the fury attack dodge would be fine again if the parrys where just a tiny little bit more lenient
- for the last area: too many high hp mobs. now the path through that area is quite long already,
and having multiple rooms with multiple 4-5k hp mobs just drags on for so so so long. they don't have
to deal less damage or even be placed different, just cut some of their hp.
currently the last stage felt as long as 2-3 pervious areas combined
- the last two bosses are a bit over designed. if people are freaking out about the first few bosses, boy
they won't see that coming. now again, dmg wise it's kinda fine on it's own, but they have so much attacks
which wind up so similiar to each other you never know in what combo state they actually are in right now.
so finding gaps to attack ist extremly hard. the last boss has 2 main attacks the can chain into something like 6-7
different outcomes while also summoning delayed, lingering attacks in the arena that randomly fly towards you making
some setups almost unavoidable when you are not SUPER cautious.
now if reducing move variety is not that easy or wanted by the devs at all, reducing dmg would also be welcome just so
that you have a better chance at learing a 50+ moves broad attack pattern
i still hope they patch the balance in the last area a bit, just to round out the experience. then again, if fromsoft can get away with malenia and orphan, maybe these bosses are "fine" as well. could be more fun though if they were to be tuned down just a bit, given they are not optional like malenia.