Ended up running with the shock club's hilt and greatsword's blade. I had enough range to get a few cheeky hits on the final boss safely out of range of his lightning BS, and enough power to groggy hit twice. Used the shock club on the billy club's handle as my alt weapon, and it ended up being really good. Will say, the rapier does seem a lot more powerful than the greatsword. Perhaps if I got better at the blocking system I would see more use in it.
@@ianwells7916The rapier moveset seems awesome to me, since the heavy works pretty well as a back-off-me move. Still went with the Greatsword Blade and Handle for high damage and a surprising balanced moveset
When you switched to the heavy did you change your specs and if there are not any points you have to place into stats then my bad I was making like 20 shake-a-milks (chocolate milk shaken not stired 😉😏) for all my friends and little cousins
Hey prod, try using deflect / perfect block more next time, it feels awesome and breaks enemy posture faster. I managed to ripost the last boss like 2-3 times
Ngl the thing that shocked me most in this demo was just how much there was, after the first boss i was like "right its gonna zoom out of the hotel, show a cinematic shot, say lies of p then cut to black and end" and then i was right... then it kept going. Then when we saved the inventor i was like "right its gonna cut to black after showing his face" and then it just kept going. Then after watchman i was like "right THIS is the end" and in a minute i was right... AND THEN I COULD STILL KEEP PLAYING. This was genuinely one of the best demos ive played for one of the best souls likes i played. Other than some jank i noticed with the watchmans grab attack hitbox, i had a very good experience
Bro I couldn't tell if it was Watchman's hitbox or timing but I just can't dodge the grab for the life of me. Now I just run away the moment I see him wind up his arm lol
I was genuinely pretty surprised by this game. The demo shows a lot of promise, runs smooth as heck on pc too. I hope the full release maintains this level of quality.
My issue with it is how 1 for 1 to dark souls it actually is.... like the UI and text is just straight up copied from DS... it feels like there is 0 originality
@@PngReaver As a Bloodborne fan I'm willing to call a duck a duck. Copies can still be good. Lots of ripoffs are terrible. At least this one pulled it off. And all my comparisons are to Bloodborne. Other than things having weight, I don't feel a lot of Dark Souls in this game. But it's all the same pedigree. I'm just glad they pulled off a good copy. Since we can't have Bloodborne 2, it's nice that someone is trying to sate our appetites
@@NeowMeow perfect block instead of parries. weapon crafting. maintaining weapon sharpness. Plenty of ideas that make it stand out from soulsborne The quest/text and UI are excellent for the type of game that is being made and doesn't need to be tampered with at all. Not everything needs to be 'original' to be good. demon souls, dark souls, bloodborne and elden ring are all very similar and very little of the gameplay and the UI are changed, yet they are beloved by many people.
@@alexlazerboy8354 except they are part of the same series and people expect them to be fairly similar. This is a completely different title by a completely different group. This is copy and paste of souls games including sekiro.... which is where your perfect blocks are sitting. Acting like weapon crafting adds anything either while souls games have tons of weapons which can be altered/upgraded. The fact they even copied the text/ui is what just makes it sad that they arent even trying to hide that its a rip off. You'll be happy until yet another game gets shutdown from a cease and desist because they try to steal shit instead of being original.
The thing that I love the most about this game from the demo is that they clearly know what does and doesn't work in Souls games, but they aren't afraid to add new mechanics and try new things. Too many soulslikes feel like they don't want to deviate from From's hymn sheet to their own detriment.
Not really, the dodge feels like shit both locked and unlocked. The animations are a little too clunky too. It feels like playing DkS1, which would've been fine in 2011 but in 2023 after so many great Souls and soulslikes having much better pacing and smooth combat (Dark Souls 3, Bloodborne, Sekiro, Elden, The Surge 2, Nioh 1 and 2, Stranger of Paradise) this feels a bit wack
@@Walamonga1313 Ok few things that are wrong here, DS3 gameplay is just BB gameplay but not as great. Honestly smooth combat? Souls games that are from FS have no great combat let alone smooth, they have passable combat, no one plays FS games for their combat ,(and no, sekiro is not a souls like) Nioh on the other hand has fantastic combat up to dream of the strong after that is just a numbers game. Many great souls-like? MAYBE NIOH....everything else has been mediocre to bad (and once more stranger of paradise is just nioh so ehhh same issue as before). Eitherway, while there are some issues with the game, combat is not one of them, at the very least not for the reasons that you are using. Now if you are using dodge as your argument, then you are wrong. This game is closer to sekiro than Bb in terms of gameplay, and let me tell you the dodge in sekiro is trash because you are not meant to use it 100% of the time you are meant to parry most of the time and mix and match jump and dodge some of the time. I think there is literally one move in the whole game that is unparriable(?). So you know.....
@@NieR042 god mortal shell was bad. The animations were super smooth, but the way checkpoints and healing worked, plus dark souls 2 levels of enemy placements pissed me off so much. It's the first and last game that managed to make me rage.
@@coryyoung7544 how is Alice in wonderland IP connected with devil may cry and god of war? Also Alice is public domain, it’s been Iver 100 years since the creator died
To those wondering why the dodging in this game seems so awkward, it's because dodging attacks isn't your primary goal. Rather, you have to block and parry your enemies. If you perfect parry enemies and bosses, it increases their groggy gauge. Once that gauge fills up, you can break their poise a la Sekiro. Remember, automatons are machines, and as such, don't have the same flexibility and speed as a normal human.
You a fast weapon and light load to get the most out of dodging, rapier can't build groggy as fast as great sword, so you need to keep constant pressure, light load makes the dodges way better.
I think the lock on dodge is so short because it's trying to emphasize dodging THROUGH the attacks not away. I could be wrong but that's what it looked like to me.
Ya, i noticed that they are very generous with the invincibility frames on dodge. But the dodge has a delay that needs to be fixed and the walking speed should be sped up a bit. And some hit boxes need work, but overall a very good first impression.
@AlexEternosOscuros no they're not generous with s at all, the dodge is very awkward goes very little distance and barely has any s, i trued dodging through attacks to the sides and backwards the only way you don't get hit is if you dodge twice far away from attacks, and even that doesn't seem to work with large enemies.
@@JohnDoe-go6ls I've played all Fromsofts games and I'm pretty good at them, I'm just saying this because the person I'm replying to said that they're generous with s and if they require more precise timing than these games it means they're not generous at all, same as the perry it's very tight, if you can pull it off good for you but dodging which is pretty easy for me usually is extremely hard to pull off in this game. So let's be honest they're not generous with in fact they're stingy with em.
Yeah this game is very clearly not FromSoftware, but it got the heart and soul of a soulslike right, and so it feels the closest to a FromSoftware game.
I see a lot of comments regarding the dodges and how wonky and short they are. This game looks more like Souls, but the combat for me feels more like Sekiro. Guarding more than dodging made my experience a lot more enjoyable. For those that prefer dodging, you unlock a skill tree after the Watchman upon returning to Geppetto, and one of those skills are extended dodges (luckily not like DS2s ADP trait). So, you have that to look forward to. After all, this is just a demo, so I'm sure they'll listen to feedback.
I agree with you that parrying was more reliable, though the parry window is so damn tight. It's not that right in Sekiro i don't think, i wish they'd give us a few more frames there
we honestly need a souls-like that expands on the weapon part customization mechanic. like go full mad max with weapon choices, mix and match stat types such as strength, dex etc
I really like what they did, the handles keep the weapons moveset while the blade changes the characteristic, like adding slash/pierce/blunt as well as range and effects
Experience taught me if I can't dodge properly in a Souls-like, It's probably because the game wasn't meant to be played like Dark Souls and there's another mechanic(like block or parry) that needs to be used.
Dodging is upgradable in Gepetto's office once you save him. You need to use your Quartz Crystals to unlock the upgrade tree, and once upgraded is a dodge-to-roll when you press the button twice like in God of War 2018. Lingering hitboxes and delayed attacks might be designed with this in mind, that may be why it feels "akward" at first.
The reason the dodge feels awkward is because this isn't a dodging game, it's a blocking and countering game, similar to Sekiro in that sense, the game wants you to prioritize blocking and perfect guarding over dodging, that's why the chip damage taken while blocking can be recovered by attacking enemies, perfect guarding also breaks enemy weapons and reduces their groggy gauge much faster, and as you discovered in that final fight, perfect guarding is your best defense against red attacks
32:23 This gave me chills. Something about a huge, hulking monstrosity moving so... quietly. The long, thin fingers coming into view but then revealing a hefty looking machine. The wind combined with the faint sound of gears moving. The slow build of electricity. Then the leap with a heavy landing. Looking like a brute of a boss, but moving so nimbly. Kinda makes me wonder; what the heck would require a security machine like that? (Assuming it is for security. Has the same blue, officer motif the others have. Maybe for intimidating riots or clearing rubble in an emergency.) 34:17 Oh my gosh, the bosses regen health attacking. It's pretty minor, but you can see a clear difference from 34:14 & 34:29. It went UP. That's really interesting, giving bosses the same mechanic as the player (or maybe it's only the Scrapped Watchman). Been trying to decipher some of the scrambled text. 13:42 How unfortunate. The charming carriage was waiting for you. 14:07 oh you're just in time. listen... do you hear the carriage that's come for you? 14:50 you could've given the king a real festival... 34:02 (I think the scrambled subtitles say, ) "aaaugh... my back is hot... I'm exploding!" 34:31 aagh... sophie... exic... toma (Sophie. Exit. Town.)? 35:12 I miss... the whistle... I don't hear it anymore... 35:48 electric judgment... you're guilty! 38:10 Freezing... cold... like my friends... Anyway, Loving the Steampunk/Clockpunk themes we've been getting. Steelrising and now Lies of P. While I'm no Souls-like vet, I LOVE checking out the concept art for this stuff. Mortal Shell, Elden Ring and even things like Half-Life (I know it's not a souls-like, but it has such cool designs.) Especially for unused content.
I really enjoyed the demo I hadn't been following this game at all, and apart from some getting used to, the amalgamation of FROM mechanics works surprisingly well. The only real issue I have is the quirkiness and floaty feeling of dodging, there's no feedback. P. S The dodge upgrade ability seems to help a lot, but the lack of feedback is still present
Sort of true, however the game is closer in desing to sekiro than BB so dodging is funny. Parrying is great tho love the feedback you get whee you P.parry and the weapon shatters.
@@minatoEd yeah there is the parry, but they seem to be focusing on both dodging and parrying without telling which one is the "correct way". The enemies are way too spastic and have unreadable timings due to the constant robotic movements. I did a lot better against the first boss, but it was still hard to do. In sekiro, all enemies have animations with reasonable timings. It does not go from delayed attack to fast immedeatly. You can follow the attacks, and in the case of fast af bosses with fast attacks, theres a rythem to it and you can feel the timings using not just visual ques but also audio.
@@thetoyodacar2264 Fair enouhg perhaps the parry can be or should eb a bit smoother, i cant say that i had any issues with parry once i understood what the moves were. Perhaps my memory is bad but does the game tell you at any point to dodge enemy attacks? Pretty sure it did tell you to Perfect block stuff at any rate they could make that more obvious.
@@minatoEd I think it does tell you how to dodge, the rest is self explanatory. Problem is, the tutorial on how to perfect block was just a prompt that you could do it. In sekiro they give you a paragraph about it and if memory serves me right it even tells you that dodging is not the intended way to play.
You know, base on the lie you had to do to get through the door, make me wonder what route actually gives you good/bad ending? Lying or telling the truth. The door said puppets cannot lie so if we told the truth would we be more puppet-like? While lying makes us more human-like? If it is like that then it is the opposite of the original Pinocchio moral
I think it also proving to everybody that you are becoming a human not just a puppet anymore.. bcuz puppet can't lie, and there you are lying again and again to keep going...
Lying feels like the " good " moral choice in this game. At the end of the missing baby sidequest, if you lie to the weeping lady you seem to show more empathy...like, you're more human ( and you unlock a beautiful song titled " Feel " ).
the game looks really promising and i can see the devs really care about their game. Also i loved the mechanic vibe all the enemies give, you know you are fighting a machine and not a human enemy type disguised as a machine. I hope they keep this enemy variety in full game too.
See I did my second playthrough and I chose the Greatsword that time around, disassembling it and combining it with the police baton makes an absolutely *nasty* machete type weapon, with fast R1s and a stupid strong R2. The game has some insane build potential, and hopefully there’s tons of weapons to take apart and put together.
"She probably just wants to hold something before she dies so I'll give her something to hold." I was fully expecting the rock raising his eye brow after that sus statement LOLXD!!.. 🤨
If game companies want us to pre order their games, they should release demos like these devs. Never heard of round 8 before but cool to see PC game that isn't broken
I get an ominous feeling from how the boss dialogue is indecipherable. You can bet there's going to be a NG+ of some sort where you can understand what they're saying. But is it going to be like Nier where you need to play through the whole game again to get a true ending? The use of multidimensional lingo (with the red dimensional butterflies and the co-op mechanic) make me think the first time you reach the end, the puppet will get tricked by Geppetto and get whisked away to another dimension to start the whole game over.
I also got to play this Demo and overall I enjoyed it a lot. Obviously the game can use a few tweaks, like the riposte/backstab hitbox having a wider radius so you actually get said riposte/backstab and not just doing a regular attack. Also like leveling up at the Stargazers, I will say a personal gripe for me is if the game does a DSIII and makes you warp to the hubworld to level up I'll be pretty annoyed with that game decision. Final sidenote wow I can't remember the last time Prod actually got really pissed off, that last boss really got his goat a few times.
I feel like the string tightening and lie mechanic is going to play a role on how strong the arm gets and how much humans trust you: telling the truth makes the arm weak but you look more human while lying has the arm become more powerful at the cost of you looking like a puppet and getting attacked by humans unless your face is covered in a mask or helmet
I think its more of a subtle story thing. Lying and listening to a record all the way through makes you more human. You can play the piano at the hotel, but very amateurishly in the demo. I bet the more human you are, the better you will play it. Who knows what else it will affects? I can imagine NPCs you meet outside the hotel, human or puppet, will either trust or attack you depending on your alignment.
I got the feeling that it was the opposite; The More you Lie, the more you are Human, but the more you tell the Truth the more Puppet like you get. Given what is it the demo(not much to go on so feel free to ignore my habit of wild theorizing) Gepetto's son died, so he made P. But the only way P could grow beyond the limitations of being a Puppet required him stealing/disengaging The Great Covenant. He did not realize it would cause all the puppets they made to go berserk. The finale will probably involve two endings, one of P stating the truth, that he is a puppet and this allows the Great Covenant to be reactivated and order being restored. or He Lies and tells Gepetto he has truly become his dead son(which keeps the Great Covenant from reactivating, i am presuming)
Would be cool if it had gameplay effects too. Like you said, the human path means your arm gets weaker so maybe your parry/block negates less damage and you lose the ability to parry certain attacks but the dodge delay becomes shorter, ultimately dissapears altogether and your dodge gains more s. On the other hand, machine path will lengthen the dodge delay but give you an increased parry window and the ability to block/parry heavier attacks.
The final boss was so Danm cool the intro the design and with the eltro there was somthing behind him so maybe attacking that would end it? Either way so Danm cool
Been tracking this game since first revealed and I eagerly downloaded the demo. Overall a very enjoyable experience, I went with a Strength build and found the starting weapon very satisfying. The dodge could use some tweaking but all in all I had a blast. Demo did its job and I pre orded a copy ready for release.
@@DB-ge9mm I stuck to the default greatsword through my first run of the demo but I been playing around with weapon combos in further runs. It's a nifty mechanic, looking forward to seeing folks wacky combos once the full game releases.
Can't wait for this game to come out the way you can change weapon's moveset by changing the handles is a cool idea Anyways keep up the amazing videos Prod
@@vargknight If someone told me this was a sequel to Steelrising I would have believed it. The menus, the ambience, the enemies, it all looks straight out of Steelrising
Haha man i watched your brothers live about mortal combat and was with him when he said no announcement after this matters. Now im here with you hearing about a long awaited souls demo 😂
Low weight makes dodging feel good. They should tweak it a bit though because medium feels like it's in-between a medium to heavy roll in dark souls while light feels like dark souls light dodging. Also another thing that makes it feel bad is the animation lock at the end of attacks seem to prevent dodging from starting up. The point you feel you should be able to dodge is usually not a valid dodge period. I wonder if it's designed as dodge vs parry. You get a confirmable dodge and faster animation recovery by being light and using light weapons while you get better blocking with heavier. It almost seems like being in the middle has no benefits. Either dodge and dance or block/parry and smash. It kinda makes sense with the electric weapon. It's heavy so get in there and parry, you aren't here to dodge things. I really enjoy the healing restock (to 1 from fighting) it relieves just a bit of stress while exploring. The game so far is quite good. It takes some aspects of sekiro, Bloodborne and eldenring and merges them together. It mixes just enough to be its own identity while you can see its influences worn proudly. If they maintain the quality through the whole game I think this game will be really successful for them
The only thing i dont like about the game rn is the need for a fully charged r2 to riposte enemies (when the white effect appears on their health bar), it makes sense as its a special attack that should be hard to get, but when the enemies can frelly, and will attack you while you charge, it becomes really hard to do
Fighting gets smoother and more fun if you mix dodges with parries. On their own evades are not sufficient. You even get a rally for your hp if you block instead of parrying.
1:47 i was playing the yesterday with the rapier and it's extremely good if you can get the parry timing, the 1st "strong" enemy you encounter is a joke when you parry and riposte him when he's exhausted. Every other youtuber i've seen has been choosing strength which feels generic ngl so it's nice to see some variety.
I played through the entire demo and it was incredible for a souls like. Easily the best one on the market so far. But that doesn’t mean there are no flaws because there are two big ones I hope they work on until the release: -world doesn’t feel that dynamic. I had one enemy jump out of a house and one npc but that’s it. -dodges are too short. Bosses are really hard due to she short distance + the short invincibility frames the player has. It doesn’t feel that natural. Especially the first boss felt unfair due to that. Second one was great tho but they shouldn’t still adjust the length of dodges. (Also the parries felt really really hard and sometimes random but that could just be me. I got used to Sekiros system a lot)
Ok i have to be real here, why are people trying to use dodge so much...? It feels like the game is telling you to parry more rarher than dodge hell even block has a rally mechanic to give the player some insentive. It didnt took me more than a couple of tries to beat all of the bosses once i knew that you could parry everything the game just never pose a challenge. In fact because i happend to play sekiro before this i got used to the parry really fast, but maybe that is just me. I will say that some of the red attacks have BS hitboxes tho.
@@minatoEdthis 100%. Game emphasize blocking (rally mechanics like in BB to get hp back), and perfect block/parry - to break stance faster. You can perfect block almost all attacks of the final boss (besides grab I think?) And then groggy him several times. It feels amazing
@@minatoEd Because, while I played it, the game never told me, that blocking&parrying is the way to go until the end where you can upgrade certain stuff - where you can upgrade doges too -.. That's why, I used what I'm used to: Dodging. Especially since blocking the enemies didn't actaully benefit me in my fights, except those police bots with their Zweihander.
I definitely plan on getting this and playing as soon as it comes out. Only issues i had were the dodges feel pretty janky, although there are p organ abilities that help. And there were some weird hitboxes with certain boss attacks. Otherwise I love this.
it has potential, but I dont like parries not being an integral part of the combat, as well as the dodges feeling kinda clunky. the perfect blocks and fatal attacks feel really nice though.
@@LeoStep93 I understand that, but the timing of that just feels...weird. I dont mind it I guess but the dodging is just wrong. Sometimes I feel like I shouldve dodged something and get hit, other times I feel like I shouldve gotten hit but dont. Perfect blocking is fine as a way to not need dodging or parrying, but learning such a specific timing for every single attack is rather exhausting. I didnt really like it in Sekiro either where it was a much more refined system that felt good. Idk not for me I guess. :) Also want to mention I know the game wants you to block far more than dodge, I figured that out fairly quickly, it just still doesnt feel quite right. Idk if it's the massive delay on some attacks before they just come out in 2 or 3 frames that I'm struggling with, or if it's the bigger boss's hitboxes either straight up missing or connecting at weird times when I try to block them, or what. Like I said I figured out and beat Sekiro fairly quickly, locking myself into that god-awful sword saint isshin learning curve on my first time around before I mastered the systems no-less, but it just needs some fine-tuning in this game before I think I can enjoy it properly. I hope it does get that though, the atmosphere of this game and the chance to finally have a good soulslike that isn't fromsoftware are very enticing.
@@arfrostbyte245 You don't really need to learn the timing to perfect block every attack, that's what the rally system is for. Play it safe by just regular blocking while you learn timings and rally back any health lost as the time to rally is quite generous.
It's insane to me that so many people are impressed by this demo. I thought the combat felt pretty awful. Especially dodging. I was interested in the game before, but after this demo I'm definitely not getting it.
The other weaps at the start did more damage because you chose the Dexterity stat block start not the strength one. So the great sword wasn’t as effective.
I was surprised to see Prod actually get upset at a boss. I'm so used to watching him die to a boss 100 times without a care in the world, but guess everyone gets a little mad at games sometimes. As for the game, I really enjoyed it. The demo is quite chunky so I got at least 3 hours of gameplay out of it. I feel like the game relies too hard on the block mechanic and guts the dodge for some reason. I stopped trying to dodge altogether and just Sekiro'd my way through the demo. But it's really fun and the Pinocchio setting is an interesting choice. The games setting already feels super unique so they could only change some things around to be their own thing. Like what does this game have to do with Pinocchio beyond character names? You got the lying and the puppets. The puppets are more like automatons, so not fully even that. There's also the carnival. Guess we'll have to wait and see. The game is very promising either way!
This shit looks damn good, closest PC has to Bloodborne vibes, too (just vibes, I know not story and all the other obvious differences). Definitely watching for it.
This is one of a very few number of Souls-like games that actually feels like a genuinely good game in it's own right. A lot of other Souls-likes have that cheap knock-off vibe to it, Lies of P is clearly inspired by Souls but it doesn't feel like it's just trying to rip off it's success by trying to copy it. It feels like a really good game within the genre, with a nice blend of classic Souls elements and it's own unique flair that makes it stand out on it's own. Combined with the fact that it's more Bloodborne than strictly Dark Souls, which is something most Souls-like games tend to not do, it's quite unique. I can't wait for the full release.
im guessing if you picked greatsword at the beginning it would have given you different stats that would have given you better damage with said greatsword
the combat is fun, but i REALLY don't like that the parry has a charge bar. parrying in a souls game already has a skill gap, we don't need a charge bar on top of that.
are you talking about the fable art? cause thats just so u can get easy parry like the umbrella hat in sekiro. actual parry in this game is more like deflection with perfect timed guard
It's not really on a charge; there is a conventional version that's attached to the Rapier handle, but the main game "parry" is just a timing block which can be used whenever.
@@wock51 well that the problem, its not a sekiro-like, its a soul-like. & honestly, i don't really like the perfect deflect thing they have here, the window feels way too tight. also, they have the rally system here as well but u can only rally when u take damage while guarding, which just seems ass backwards to me. & a another thing the dashes, when u dash it feels like get enough distance between u & the enemy. they have something from every fromsoft souls game but all of them feel scuffed. & as 4 the parry, i like parrying, so having a charge miter on it, i just don't like it.
@@GrimNought this is only a demo so they might change stuff around but I like it as it clearly doesn’t want you to dodge spam like in other souls like tho if you need a charge to handle the reds then yeah they need to change that
@@davidbernardino8109 i'm talking about the parry u get from the rapier handle. i have no problem with have the parry skill tied to pacific handles. But y does it need to have a charge miter? i just don't get that. because like i said parrying in a souls-like takes skill. so have a charge miter on top of that just seems bad to me. why yes, i do like to parry enemies in souls games. how did u know?
Think this will be a big hit? Do me a solid and leave a like on the video if you enjoyed! Thx for watching
Ended up running with the shock club's hilt and greatsword's blade. I had enough range to get a few cheeky hits on the final boss safely out of range of his lightning BS, and enough power to groggy hit twice. Used the shock club on the billy club's handle as my alt weapon, and it ended up being really good.
Will say, the rapier does seem a lot more powerful than the greatsword. Perhaps if I got better at the blocking system I would see more use in it.
@@ianwells7916The rapier moveset seems awesome to me, since the heavy works pretty well as a back-off-me move.
Still went with the Greatsword Blade and Handle for high damage and a surprising balanced moveset
When you switched to the heavy did you change your specs and if there are not any points you have to place into stats then my bad I was making like 20 shake-a-milks (chocolate milk shaken not stired 😉😏) for all my friends and little cousins
Hey prod, try using deflect / perfect block more next time, it feels awesome and breaks enemy posture faster. I managed to ripost the last boss like 2-3 times
I have a feeling that the dodge will ruin this game and make it not fun
Ngl the thing that shocked me most in this demo was just how much there was, after the first boss i was like "right its gonna zoom out of the hotel, show a cinematic shot, say lies of p then cut to black and end" and then i was right... then it kept going. Then when we saved the inventor i was like "right its gonna cut to black after showing his face" and then it just kept going. Then after watchman i was like "right THIS is the end" and in a minute i was right... AND THEN I COULD STILL KEEP PLAYING. This was genuinely one of the best demos ive played for one of the best souls likes i played. Other than some jank i noticed with the watchmans grab attack hitbox, i had a very good experience
Bro I couldn't tell if it was Watchman's hitbox or timing but I just can't dodge the grab for the life of me. Now I just run away the moment I see him wind up his arm lol
@@perrytran9504 I think it's the timing mainly, there was only 1 time I would say I was unfairly hit by it, and it hit me a lot
It's such a long demo. Can the demo save files be loaded on the full game?
@@chrisdaughen5257 I sure hope so! I don't wanna fight the Parade Master again. 😅
@@chrisdaughen5257 yes
I hope that they’ll make a sequel to this game called: Lies of PP
lies of Q
LGBTQ and the main character is queer
I laughed at this harder than I should have.
Death screen is..SMALL PP
no... the sequel would be The Lies of D
@@CptDuck deez nuts
I was genuinely pretty surprised by this game. The demo shows a lot of promise, runs smooth as heck on pc too. I hope the full release maintains this level of quality.
My issue with it is how 1 for 1 to dark souls it actually is.... like the UI and text is just straight up copied from DS... it feels like there is 0 originality
@@NeowMeow Yeah but people will praise it nonetheless because of the bloodborne fanboys
@@PngReaver As a Bloodborne fan I'm willing to call a duck a duck. Copies can still be good. Lots of ripoffs are terrible. At least this one pulled it off. And all my comparisons are to Bloodborne. Other than things having weight, I don't feel a lot of Dark Souls in this game. But it's all the same pedigree. I'm just glad they pulled off a good copy. Since we can't have Bloodborne 2, it's nice that someone is trying to sate our appetites
@@NeowMeow perfect block instead of parries. weapon crafting. maintaining weapon sharpness. Plenty of ideas that make it stand out from soulsborne
The quest/text and UI are excellent for the type of game that is being made and doesn't need to be tampered with at all. Not everything needs to be 'original' to be good. demon souls, dark souls, bloodborne and elden ring are all very similar and very little of the gameplay and the UI are changed, yet they are beloved by many people.
@@alexlazerboy8354 except they are part of the same series and people expect them to be fairly similar. This is a completely different title by a completely different group. This is copy and paste of souls games including sekiro.... which is where your perfect blocks are sitting. Acting like weapon crafting adds anything either while souls games have tons of weapons which can be altered/upgraded. The fact they even copied the text/ui is what just makes it sad that they arent even trying to hide that its a rip off. You'll be happy until yet another game gets shutdown from a cease and desist because they try to steal shit instead of being original.
The thing that I love the most about this game from the demo is that they clearly know what does and doesn't work in Souls games, but they aren't afraid to add new mechanics and try new things. Too many soulslikes feel like they don't want to deviate from From's hymn sheet to their own detriment.
Not really, the dodge feels like shit both locked and unlocked. The animations are a little too clunky too. It feels like playing DkS1, which would've been fine in 2011 but in 2023 after so many great Souls and soulslikes having much better pacing and smooth combat (Dark Souls 3, Bloodborne, Sekiro, Elden, The Surge 2, Nioh 1 and 2, Stranger of Paradise) this feels a bit wack
@@Walamonga1313 you're supposed to prioritize blocking and perfect guarding in this game, dodging is not meant to be your go to move
@NikZedikbro, I'm honestly impressed you're able to call this gameplay disappointing when you somehow enjoyed playing Mortal Shell.
@@Walamonga1313 Ok few things that are wrong here, DS3 gameplay is just BB gameplay but not as great. Honestly smooth combat? Souls games that are from FS have no great combat let alone smooth, they have passable combat, no one plays FS games for their combat ,(and no, sekiro is not a souls like) Nioh on the other hand has fantastic combat up to dream of the strong after that is just a numbers game. Many great souls-like? MAYBE NIOH....everything else has been mediocre to bad (and once more stranger of paradise is just nioh so ehhh same issue as before).
Eitherway, while there are some issues with the game, combat is not one of them, at the very least not for the reasons that you are using. Now if you are using dodge as your argument, then you are wrong. This game is closer to sekiro than Bb in terms of gameplay, and let me tell you the dodge in sekiro is trash because you are not meant to use it 100% of the time you are meant to parry most of the time and mix and match jump and dodge some of the time. I think there is literally one move in the whole game that is unparriable(?). So you know.....
@@NieR042 god mortal shell was bad. The animations were super smooth, but the way checkpoints and healing worked, plus dark souls 2 levels of enemy placements pissed me off so much. It's the first and last game that managed to make me rage.
Would be cool if these guys started a souls like series with public domain books, this time Pinocchio, next hopefully Alice in wonderland.
Hey that's a n good idea especially if they make the Alice in Wonderland
Bugs..l
Alice in wonderland has IP issues I think, atleast that's what happened with that DMC/gow game.
@@coryyoung7544 how is Alice in wonderland IP connected with devil may cry and god of war? Also Alice is public domain, it’s been Iver 100 years since the creator died
@@MuninnTheRaven Disney got uppity about Alice:madness returns awhile back can't remember why though.
To those wondering why the dodging in this game seems so awkward, it's because dodging attacks isn't your primary goal. Rather, you have to block and parry your enemies. If you perfect parry enemies and bosses, it increases their groggy gauge. Once that gauge fills up, you can break their poise a la Sekiro. Remember, automatons are machines, and as such, don't have the same flexibility and speed as a normal human.
And if you block, there's a BB-like rally system, where you can get your health back. It's awesome
You a fast weapon and light load to get the most out of dodging, rapier can't build groggy as fast as great sword, so you need to keep constant pressure, light load makes the dodges way better.
I think the lock on dodge is so short because it's trying to emphasize dodging THROUGH the attacks not away. I could be wrong but that's what it looked like to me.
Ya, i noticed that they are very generous with the invincibility frames on dodge. But the dodge has a delay that needs to be fixed and the walking speed should be sped up a bit. And some hit boxes need work, but overall a very good first impression.
@AlexEternosOscuros no they're not generous with s at all, the dodge is very awkward goes very little distance and barely has any s, i trued dodging through attacks to the sides and backwards the only way you don't get hit is if you dodge twice far away from attacks, and even that doesn't seem to work with large enemies.
@Alenezi989 A Then your timing sucks I've had no issue dodging through attacks.
@@JohnDoe-go6ls I've played all Fromsofts games and I'm pretty good at them, I'm just saying this because the person I'm replying to said that they're generous with s and if they require more precise timing than these games it means they're not generous at all, same as the perry it's very tight, if you can pull it off good for you but dodging which is pretty easy for me usually is extremely hard to pull off in this game. So let's be honest they're not generous with in fact they're stingy with em.
@Alenezi989 A I've also played all of fromsofts games and have had no issue dodging so idk sounds like a you problem.
This shot up to the top of my Wishlist on steam after the demo. Probably the most competent souls like game yet.
Yeah this game is very clearly not FromSoftware, but it got the heart and soul of a soulslike right, and so it feels the closest to a FromSoftware game.
So far I'm enjoying this demo starring Timothée Chalamet
Omg it really does look like him
I see a lot of comments regarding the dodges and how wonky and short they are. This game looks more like Souls, but the combat for me feels more like Sekiro. Guarding more than dodging made my experience a lot more enjoyable. For those that prefer dodging, you unlock a skill tree after the Watchman upon returning to Geppetto, and one of those skills are extended dodges (luckily not like DS2s ADP trait). So, you have that to look forward to. After all, this is just a demo, so I'm sure they'll listen to feedback.
I agree with you that parrying was more reliable, though the parry window is so damn tight. It's not that right in Sekiro i don't think, i wish they'd give us a few more frames there
If you unequip all the defense items in the inventory, you can drop down to light load, dodging is broken then.
@@allandm From what it feels like at least the heavier weapons have a more forgiving parry window
we honestly need a souls-like that expands on the weapon part customization mechanic. like go full mad max with weapon choices, mix and match stat types such as strength, dex etc
I really like what they did, the handles keep the weapons moveset while the blade changes the characteristic, like adding slash/pierce/blunt as well as range and effects
Experience taught me if I can't dodge properly in a Souls-like, It's probably because the game wasn't meant to be played like Dark Souls and there's another mechanic(like block or parry) that needs to be used.
Dodging is upgradable in Gepetto's office once you save him. You need to use your Quartz Crystals to unlock the upgrade tree, and once upgraded is a dodge-to-roll when you press the button twice like in God of War 2018. Lingering hitboxes and delayed attacks might be designed with this in mind, that may be why it feels "akward" at first.
The reason the dodge feels awkward is because this isn't a dodging game, it's a blocking and countering game, similar to Sekiro in that sense, the game wants you to prioritize blocking and perfect guarding over dodging, that's why the chip damage taken while blocking can be recovered by attacking enemies, perfect guarding also breaks enemy weapons and reduces their groggy gauge much faster, and as you discovered in that final fight, perfect guarding is your best defense against red attacks
Take of the defensive items and see how broken side stepping is. Also everyone is spoiled from bloodborne dodging.
32:23
This gave me chills. Something about a huge, hulking monstrosity moving so... quietly. The long, thin fingers coming into view but then revealing a hefty looking machine. The wind combined with the faint sound of gears moving. The slow build of electricity. Then the leap with a heavy landing. Looking like a brute of a boss, but moving so nimbly.
Kinda makes me wonder; what the heck would require a security machine like that? (Assuming it is for security. Has the same blue, officer motif the others have. Maybe for intimidating riots or clearing rubble in an emergency.)
34:17
Oh my gosh, the bosses regen health attacking.
It's pretty minor, but you can see a clear difference from 34:14 & 34:29. It went UP. That's really interesting, giving bosses the same mechanic as the player (or maybe it's only the Scrapped Watchman).
Been trying to decipher some of the scrambled text.
13:42
How unfortunate. The charming carriage was waiting for you.
14:07
oh you're just in time. listen... do you hear the carriage that's come for you?
14:50
you could've given the king a real festival...
34:02
(I think the scrambled subtitles say, )
"aaaugh... my back is hot... I'm exploding!"
34:31
aagh... sophie... exic... toma
(Sophie. Exit. Town.)?
35:12
I miss... the whistle... I don't hear it anymore...
35:48
electric judgment... you're guilty!
38:10
Freezing... cold... like my friends...
Anyway, Loving the Steampunk/Clockpunk themes we've been getting. Steelrising and now Lies of P. While I'm no Souls-like vet, I LOVE checking out the concept art for this stuff. Mortal Shell, Elden Ring and even things like Half-Life (I know it's not a souls-like, but it has such cool designs.)
Especially for unused content.
I really enjoyed the demo I hadn't been following this game at all, and apart from some getting used to, the amalgamation of FROM mechanics works surprisingly well.
The only real issue I have is the quirkiness and floaty feeling of dodging, there's no feedback.
P. S The dodge upgrade ability seems to help a lot, but the lack of feedback is still present
Sort of true, however the game is closer in desing to sekiro than BB so dodging is funny. Parrying is great tho love the feedback you get whee you P.parry and the weapon shatters.
@@minatoEd yeah there is the parry, but they seem to be focusing on both dodging and parrying without telling which one is the "correct way". The enemies are way too spastic and have unreadable timings due to the constant robotic movements. I did a lot better against the first boss, but it was still hard to do.
In sekiro, all enemies have animations with reasonable timings. It does not go from delayed attack to fast immedeatly. You can follow the attacks, and in the case of fast af bosses with fast attacks, theres a rythem to it and you can feel the timings using not just visual ques but also audio.
@@thetoyodacar2264 Fair enouhg perhaps the parry can be or should eb a bit smoother, i cant say that i had any issues with parry once i understood what the moves were.
Perhaps my memory is bad but does the game tell you at any point to dodge enemy attacks? Pretty sure it did tell you to Perfect block stuff at any rate they could make that more obvious.
@@minatoEd I think it does tell you how to dodge, the rest is self explanatory. Problem is, the tutorial on how to perfect block was just a prompt that you could do it. In sekiro they give you a paragraph about it and if memory serves me right it even tells you that dodging is not the intended way to play.
@@thetoyodacar2264 Actually, Sekiro tells you to utilize boþ defense and attack. it does not tell you to not dodge.
(6:40) This part gives me INTENSE Central Yharnam vibes. I can't wait for this game to come out!
You know, base on the lie you had to do to get through the door, make me wonder what route actually gives you good/bad ending? Lying or telling the truth. The door said puppets cannot lie so if we told the truth would we be more puppet-like? While lying makes us more human-like? If it is like that then it is the opposite of the original Pinocchio moral
I think it also proving to everybody that you are becoming a human not just a puppet anymore.. bcuz puppet can't lie, and there you are lying again and again to keep going...
Lying feels like the " good " moral choice in this game. At the end of the missing baby sidequest, if you lie to the weeping lady you seem to show more empathy...like, you're more human ( and you unlock a beautiful song titled " Feel " ).
No, telling you're a puppet just denies you access to ðe hub.
the game looks really promising and i can see the devs really care about their game. Also i loved the mechanic vibe all the enemies give, you know you are fighting a machine and not a human enemy type disguised as a machine. I hope they keep this enemy variety in full game too.
I was playing this earlier today for the first time wondering when I would see prods video on it lmao
This game reminds me so much of bloodborne I think I am going to buy this
See I did my second playthrough and I chose the Greatsword that time around, disassembling it and combining it with the police baton makes an absolutely *nasty* machete type weapon, with fast R1s and a stupid strong R2. The game has some insane build potential, and hopefully there’s tons of weapons to take apart and put together.
"She probably just wants to hold something before she dies so I'll give her something to hold." I was fully expecting the rock raising his eye brow after that sus statement LOLXD!!.. 🤨
I've played through the demo a few times already, with different builds. I love the game, can't wait for release!
If game companies want us to pre order their games, they should release demos like these devs. Never heard of round 8 before but cool to see PC game that isn't broken
I get an ominous feeling from how the boss dialogue is indecipherable. You can bet there's going to be a NG+ of some sort where you can understand what they're saying. But is it going to be like Nier where you need to play through the whole game again to get a true ending? The use of multidimensional lingo (with the red dimensional butterflies and the co-op mechanic) make me think the first time you reach the end, the puppet will get tricked by Geppetto and get whisked away to another dimension to start the whole game over.
The game is going to need to advertise it's Sekiro deflect system more or it will end pretty badly I feel.
Yeah, people don't get that the parrying is a huge part of the combat, so they complain when they get fuck by attacks you are supposed to deflect.
@@frejpm Yea well, thats they fault for not paying attention. Its obvious that the game wants you to parry attacks mostly.
Bro the dogs are literally the same, barking and all 😂 gave me a visceral reaction
The sound of a Dark Souls fan being sold on a new game sounds a lot like a fist banging on a desk
I also got to play this Demo and overall I enjoyed it a lot. Obviously the game can use a few tweaks, like the riposte/backstab hitbox having a wider radius so you actually get said riposte/backstab and not just doing a regular attack. Also like leveling up at the Stargazers, I will say a personal gripe for me is if the game does a DSIII and makes you warp to the hubworld to level up I'll be pretty annoyed with that game decision. Final sidenote wow I can't remember the last time Prod actually got really pissed off, that last boss really got his goat a few times.
I feel like the string tightening and lie mechanic is going to play a role on how strong the arm gets and how much humans trust you: telling the truth makes the arm weak but you look more human while lying has the arm become more powerful at the cost of you looking like a puppet and getting attacked by humans unless your face is covered in a mask or helmet
I think its more of a subtle story thing. Lying and listening to a record all the way through makes you more human. You can play the piano at the hotel, but very amateurishly in the demo. I bet the more human you are, the better you will play it. Who knows what else it will affects? I can imagine NPCs you meet outside the hotel, human or puppet, will either trust or attack you depending on your alignment.
I got the feeling that it was the opposite; The More you Lie, the more you are Human, but the more you tell the Truth the more Puppet like you get.
Given what is it the demo(not much to go on so feel free to ignore my habit of wild theorizing) Gepetto's son died, so he made P. But the only way P could grow beyond the limitations of being a Puppet required him stealing/disengaging The Great Covenant. He did not realize it would cause all the puppets they made to go berserk.
The finale will probably involve two endings, one of P stating the truth, that he is a puppet and this allows the Great Covenant to be reactivated and order being restored. or He Lies and tells Gepetto he has truly become his dead son(which keeps the Great Covenant from reactivating, i am presuming)
Would be cool if it had gameplay effects too. Like you said, the human path means your arm gets weaker so maybe your parry/block negates less damage and you lose the ability to parry certain attacks but the dodge delay becomes shorter, ultimately dissapears altogether and your dodge gains more s. On the other hand, machine path will lengthen the dodge delay but give you an increased parry window and the ability to block/parry heavier attacks.
New souls-like, same old gravity.
20:28
No prod, that's a chimney broom...
The final boss was so Danm cool the intro the design and with the eltro there was somthing behind him so maybe attacking that would end it? Either way so Danm cool
Been tracking this game since first revealed and I eagerly downloaded the demo.
Overall a very enjoyable experience, I went with a Strength build and found the starting weapon very satisfying. The dodge could use some tweaking but all in all I had a blast.
Demo did its job and I pre orded a copy ready for release.
Yh the strength is the best one by far. I also really enjoyed the greatsword with the batton handle
@@DB-ge9mm I stuck to the default greatsword through my first run of the demo but I been playing around with weapon combos in further runs.
It's a nifty mechanic, looking forward to seeing folks wacky combos once the full game releases.
“Attempt #13” change to “try #1” 38:00 . Yup this is you’re game Lies of P(Prod) ✌🏼
*sees Mad Donkey fight the other puppet*
Oh......OOOHHHHH!! Modding scene in this game is gonna be great, especially BvBs.
Can't wait for this game to come out the way you can change weapon's moveset by changing the handles is a cool idea Anyways keep up the amazing videos Prod
18:28 Goddammit, Prod. You made me spill my coffee xD
32:45 Good Hunter Boy vs Scrapped Watchman Paarl
This game reminds me of when my mom told me “- We have Dark Souls at home”
The game looks really well done so far
Coming off the heels of an Elden Ring playthrough, I found it unreasonably funny to see a human sized "great" sword.
Shit bruv. Congragulations on your first reality check.
You know what this reminds me of? Steelrising
Yeah, and similar to that doesn't look like it does anything particularly special or new to me, average "souls like"
@@vargknight If someone told me this was a sequel to Steelrising I would have believed it. The menus, the ambience, the enemies, it all looks straight out of Steelrising
@@vargknight It looks and feels more polished tho
Like "full version of Steelrising". That one was so poor and boring... This looks like missing components and mechanics came to their places.
8:19 Prod out of context lines: i have to vibrate my thing to be good
Haha man i watched your brothers live about mortal combat and was with him when he said no announcement after this matters. Now im here with you hearing about a long awaited souls demo 😂
Reminds me of Hugo
I used all the mechanics of the game in the boss fights. Seems like promising game design to me. Also the setting seems top tier so far
It’s ok the dodging and weapons felt stiff but will def play the full game
Probably the closest thing to Bloodborne on PC we're gonna get.
Low weight makes dodging feel good. They should tweak it a bit though because medium feels like it's in-between a medium to heavy roll in dark souls while light feels like dark souls light dodging. Also another thing that makes it feel bad is the animation lock at the end of attacks seem to prevent dodging from starting up. The point you feel you should be able to dodge is usually not a valid dodge period. I wonder if it's designed as dodge vs parry. You get a confirmable dodge and faster animation recovery by being light and using light weapons while you get better blocking with heavier. It almost seems like being in the middle has no benefits. Either dodge and dance or block/parry and smash. It kinda makes sense with the electric weapon. It's heavy so get in there and parry, you aren't here to dodge things.
I really enjoy the healing restock (to 1 from fighting) it relieves just a bit of stress while exploring.
The game so far is quite good. It takes some aspects of sekiro, Bloodborne and eldenring and merges them together. It mixes just enough to be its own identity while you can see its influences worn proudly.
If they maintain the quality through the whole game I think this game will be really successful for them
The only thing i dont like about the game rn is the need for a fully charged r2 to riposte enemies (when the white effect appears on their health bar), it makes sense as its a special attack that should be hard to get, but when the enemies can frelly, and will attack you while you charge, it becomes really hard to do
Interesting that the 3rd boss mentions Sophia when defeated, i wonder what that could imply?
40 minute prod video? don't mind if I do
Definitely loving this one🔥🔥
If I am not mistaken, I think the person who voices Geppetto in this game is also the same person who voiced Margit/Morgott in ER.
Seriously?
Fighting gets smoother and more fun if you mix dodges with parries. On their own evades are not sufficient. You even get a rally for your hp if you block instead of parrying.
got me back into souls like after a long, long fps only period. this is a hit !
That puppet cute as fuck hahah
I used the electric blitz buff from the merchant with the rapier and the first boss then became too easy. Without it was difficult
1:47 i was playing the yesterday with the rapier and it's extremely good if you can get the parry timing, the 1st "strong" enemy you encounter is a joke when you parry and riposte him when he's exhausted. Every other youtuber i've seen has been choosing strength which feels generic ngl so it's nice to see some variety.
I think with the dodging, they want you to use block more and use the "parry" system. But yeah, the dodge feels so clunky
I played through the entire demo and it was incredible for a souls like. Easily the best one on the market so far. But that doesn’t mean there are no flaws because there are two big ones I hope they work on until the release:
-world doesn’t feel that dynamic. I had one enemy jump out of a house and one npc but that’s it.
-dodges are too short. Bosses are really hard due to she short distance + the short invincibility frames the player has. It doesn’t feel that natural. Especially the first boss felt unfair due to that. Second one was great tho but they shouldn’t still adjust the length of dodges.
(Also the parries felt really really hard and sometimes random but that could just be me. I got used to Sekiros system a lot)
If you don't count Nioh and Stranger of Paradise as soulslikes, for sure
Ok i have to be real here, why are people trying to use dodge so much...? It feels like the game is telling you to parry more rarher than dodge hell even block has a rally mechanic to give the player some insentive. It didnt took me more than a couple of tries to beat all of the bosses once i knew that you could parry everything the game just never pose a challenge.
In fact because i happend to play sekiro before this i got used to the parry really fast, but maybe that is just me. I will say that some of the red attacks have BS hitboxes tho.
@@minatoEdthis 100%. Game emphasize blocking (rally mechanics like in BB to get hp back), and perfect block/parry - to break stance faster. You can perfect block almost all attacks of the final boss (besides grab I think?) And then groggy him several times. It feels amazing
@@minatoEd Because, while I played it, the game never told me, that blocking&parrying is the way to go until the end where you can upgrade certain stuff - where you can upgrade doges too -.. That's why, I used what I'm used to: Dodging. Especially since blocking the enemies didn't actaully benefit me in my fights, except those police bots with their Zweihander.
@@shigarumo121 It does tell you, both by gameplay and text...several times at that.
I definitely plan on getting this and playing as soon as it comes out. Only issues i had were the dodges feel pretty janky, although there are p organ abilities that help. And there were some weird hitboxes with certain boss attacks. Otherwise I love this.
Ðis isn't a dodge game.
Anyone gona tell Prod he cudda summoned an npc phantom for help in that last fight 😆
it has potential, but I dont like parries not being an integral part of the combat, as well as the dodges feeling kinda clunky. the perfect blocks and fatal attacks feel really nice though.
Perfect block IS a parry in this game, and it's integral :)
@@LeoStep93 I understand that, but the timing of that just feels...weird. I dont mind it I guess but the dodging is just wrong. Sometimes I feel like I shouldve dodged something and get hit, other times I feel like I shouldve gotten hit but dont. Perfect blocking is fine as a way to not need dodging or parrying, but learning such a specific timing for every single attack is rather exhausting. I didnt really like it in Sekiro either where it was a much more refined system that felt good. Idk not for me I guess. :)
Also want to mention I know the game wants you to block far more than dodge, I figured that out fairly quickly, it just still doesnt feel quite right. Idk if it's the massive delay on some attacks before they just come out in 2 or 3 frames that I'm struggling with, or if it's the bigger boss's hitboxes either straight up missing or connecting at weird times when I try to block them, or what. Like I said I figured out and beat Sekiro fairly quickly, locking myself into that god-awful sword saint isshin learning curve on my first time around before I mastered the systems no-less, but it just needs some fine-tuning in this game before I think I can enjoy it properly. I hope it does get that though, the atmosphere of this game and the chance to finally have a good soulslike that isn't fromsoftware are very enticing.
@@arfrostbyte245 You don't really need to learn the timing to perfect block every attack, that's what the rally system is for. Play it safe by just regular blocking while you learn timings and rally back any health lost as the time to rally is quite generous.
Skill issue.
It feels like the devs are basing the combat so that parrying and dodging through attacks instead of away are the key to winning fights
I’m so hyped for this game!
It's insane to me that so many people are impressed by this demo. I thought the combat felt pretty awful. Especially dodging. I was interested in the game before, but after this demo I'm definitely not getting it.
I heard no cricket sounds, this man is insane.
I heard them. They're coming from Gimini's lantern. I think he's just an AI stored in a cricket lantern-shaped device.
it was suppose to be a joke but that's cool
That heal animation at 4:13 reminds me of another game but I cannot remember for the life of me
Lifegem animation from Dark Souls 2 maybe?
Maybe Sekiro?
@@mycroftqt your right it’s life gem
Thymesia or DS2 life gem?
It's a ds2 lifegem
The other weaps at the start did more damage because you chose the Dexterity stat block start not the strength one. So the great sword wasn’t as effective.
I was surprised to see Prod actually get upset at a boss. I'm so used to watching him die to a boss 100 times without a care in the world, but guess everyone gets a little mad at games sometimes. As for the game, I really enjoyed it. The demo is quite chunky so I got at least 3 hours of gameplay out of it. I feel like the game relies too hard on the block mechanic and guts the dodge for some reason. I stopped trying to dodge altogether and just Sekiro'd my way through the demo. But it's really fun and the Pinocchio setting is an interesting choice. The games setting already feels super unique so they could only change some things around to be their own thing. Like what does this game have to do with Pinocchio beyond character names? You got the lying and the puppets. The puppets are more like automatons, so not fully even that. There's also the carnival. Guess we'll have to wait and see. The game is very promising either way!
I say ðe reliance on Parries is fine.
Prod not using and then dying with 6k gave me so much pain, was very tragic to witness
the way you can tell myazaki wasnt involved... the feet. 🤣
"press any button"
*presses the off button*
It’s simple. Everyone wants “unofficial blood borne 2” to be good. And I sure as hell do too!
You know it's gonna be good when the Attempt counter comes out.
i confirm, best soulslike at the moment
I'm so excited to explore the land of P-topia
The hud makes me remember of Code:Vein
The dodging and boss fights more specifically remind me more of fallen order than dark souls
This shit looks damn good, closest PC has to Bloodborne vibes, too (just vibes, I know not story and all the other obvious differences). Definitely watching for it.
the name lies of p for some reason reminded me of project m. if anyone still remembers that game
This is one of a very few number of Souls-like games that actually feels like a genuinely good game in it's own right. A lot of other Souls-likes have that cheap knock-off vibe to it, Lies of P is clearly inspired by Souls but it doesn't feel like it's just trying to rip off it's success by trying to copy it. It feels like a really good game within the genre, with a nice blend of classic Souls elements and it's own unique flair that makes it stand out on it's own. Combined with the fact that it's more Bloodborne than strictly Dark Souls, which is something most Souls-like games tend to not do, it's quite unique. I can't wait for the full release.
It's fonts and sound fx are literally ripped from bloodborne
My sweet Elener
This is a game I've been looking forward to since it was announced.
It's probably the closest we'll have to Bloodborne on PC.
someone need to do a side by side of the big guy around 20min and the big ogre guys in bloodborne cause i honestly think they have the same moves
AAAA SHIT WHYD IT ME TAKE 3 MONTHS TO SEE YOU USED MY ART, sick!! thx for the credit!!
Ok I'm glad i wasn't the only one who struggled with the last boss. Although the boss run tilted me more than the actual boss lol.
Disney gonna be mad they didnt come up with this for a movoe 😂😂😂
This reminds me so much of Steel Rising. This game may be a bit more polished though.
SOPHIA IS VOICE ACTED BY ALLEGRA MARLAND!!! AKA MILLICENT!!! I knew I recognized her voice
this game is gorgeous
Imagine every time he died he’s noise grew bigger and bigger 😂
im guessing if you picked greatsword at the beginning it would have given you different stats that would have given you better damage with said greatsword
To people that played this demo and also Steelrising, if someone was going to invest in just one of these Soulslikes, which would you recommend?
the combat is fun, but i REALLY don't like that the parry has a charge bar. parrying in a souls game already has a skill gap, we don't need a charge bar on top of that.
are you talking about the fable art? cause thats just so u can get easy parry like the umbrella hat in sekiro. actual parry in this game is more like deflection with perfect timed guard
It's not really on a charge; there is a conventional version that's attached to the Rapier handle, but the main game "parry" is just a timing block which can be used whenever.
@@wock51 well that the problem, its not a sekiro-like, its a soul-like. & honestly, i don't really like the perfect deflect thing they have here, the window feels way too tight. also, they have the rally system here as well but u can only rally when u take damage while guarding, which just seems ass backwards to me. & a another thing the dashes, when u dash it feels like get enough distance between u & the enemy. they have something from every fromsoft souls game but all of them feel scuffed. & as 4 the parry, i like parrying, so having a charge miter on it, i just don't like it.
@@GrimNought this is only a demo so they might change stuff around but I like it as it clearly doesn’t want you to dodge spam like in other souls like tho if you need a charge to handle the reds then yeah they need to change that
@@davidbernardino8109 i'm talking about the parry u get from the rapier handle. i have no problem with have the parry skill tied to pacific handles. But y does it need to have a charge miter? i just don't get that. because like i said parrying in a souls-like takes skill. so have a charge miter on top of that just seems bad to me.
why yes, i do like to parry enemies in souls games. how did u know?
he doesnt block or what