Lies of P

Lies of P

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Sadly, it's nothing like Bloodborne... Here's why...
It furiates me how everyone compares this game to Bloodborne while there is pretty much nothing that those games share between each other. You may say it's the artstyle and that both are souls-likes, but I would even argue with these two statements.


Combat in BB:
It's all about dodging. There is no blocking at all, and parring is very limited so you have to really thought about when to use it. After getting dammaged, you can always regain some of the missing health by attacking the enemy. This makes the combat very very gressive and fast, and allows to stick close to more than one enemy.

Combat in LoP:
It's all about blocking. The dodging is useless, it is slow and you cannot even dodge some move-sets. Blocking is always a better choice and you can always use it. The parry itself does not exist, you can only perform the "perfect block" which doesn't really work the same way (it won't prevent the enemy from performing the next move). You can ofcource break the enemy's weapon/pose but that's not the same. Regaining health is only possible when you're blocking. This makes the combat very steady. It fells really cool when you master it, but it also makes boss fights laughable, you can (and should) just stand in place and mash the block button.

Level design in BB:
Complex with a lot of side-rooms and few branches, even at the very beggining of the game. Enemies are placed in many nasty spots, waiting to stab you in the back. This forces you to be careful and makes entering to new places to be stressful.

Level design in LoP (at least in demo):
Linear - you enter to the new location, find the closed door and have to follow the narow path that will eventually return you back to the entry point. I rarely felt the danger while traversing this world.

Story, lore, and first impression in BB:
You bassically know very little, almost nothing - you don't know what's going on, who you are, and where to go. And that's what makes the BB fun! You have to unravel every story bit on your own, this makes you care about the story.

Story, lore, and first impression in LoP (at least in demo):
- "Helo, I'm your host, blue-lady, please pick up the weapon, go outside, now get your A$$ to the hotel, now please lie, you can lie beacause you are..."
- OHHHH SHUUT UPPPP
Everything that could be interesting in this demo is told right away in your face. I'm so disappointed by how this game tells its story... 95% of dialouges are unnesesairy and they're only taking away all the curiosity. You find something interesting? Don't worry, either blue-lady or bug-from-the-lamp will tell you what to think about it. You enter to some cool place? "Ahhh, it is a neighbourhood where the rich people live, no need to thank me!" You walk up to the boss pit? Oh what's that? It's just blue-lady speaking through your mind: "WARNIGN, WARNING, YOU GONNA FIGHT THE BOSS, WARNING"
In my oppinion that's a really bad story/lore design, especially in souls-like game.

Art style in BB:
Victorian and Lovecraftian horror with beasts and celestial beings, located somewhere in UK / France.

Art style in LoP
Also, a city located in 18-19th ceunty Europe, with a bit of steam punk and... puppets... lot of puppets... that's it.



I like the this demo a lot, and I will probably buy this game, but I can't stand that ppl compare it to Bloodborne. It's ridiculous.
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There isn't a single move in the demo you can't dodge, and there isn't a single combo that is so fast that the recovery animation from the dodge prevents you from dodging the follow up, and what if there was? What if, god forbid, the game asked you to use more than one defensive option sometimes? Are we to get mad at the puzzle because the circle block doesn't fit in in the square hole? Dodging most certainly isn't useless as it can position the player in such a way that a follow up of a combo doesn't hit, for example if you strafe and dodge laterally to the parade master during many of his combos you can get behind him so you don't even need to dodge the follow up swings.

The parry does exist by the way, it's on the rapier and it costs one bar of energy (to perform successfully, it costs nothing to fail). As for the deflection not immediately stopping the combo... I'm not really sure what the complaint is here. You just want the boss to stop in his tracks completely whenever he gets deflected? I imagine this and Sekiro would have been a very boring and easy game under such circumstances, but I guess it sounds like that's what you want. As for the story analysis I'll just skip over that because you seem barely literate.
żÓłĆś.!@#$%^&*()_- a écrit :
I like the this demo a lot, and I will probably buy this game, but I can't stand that ppl compare it to Bloodborne. It's ridiculous.
Why get so steamed over something so inevitable? It's obviously tapping into the same aesthetic, it's obviously a soulslike, comparisons to Bloodborne are understandable and inevitable. Just as it's obvious that Bloodborne is several tiers above this. Calm your t!ts dude, there's room for both.
Holden a écrit :
There isn't a single move in the demo you can't dodge

Anytime the enemy becomes "red", you cannot dodge his next move with the invisibility-frames, you gotta either step out of the attack zone (which is rarely possible unless you are already far) or block it.

Holden a écrit :
Dodging most certainly isn't useless as it can position the player in such a way that a follow up of a combo doesn't hit

Yes, but You can also do this by just walking away, or use a block, which is way more efficient.

Holden a écrit :
As for the story analysis I'll just skip over that because you seem barely literate.
kek
J0ust a écrit :
Why get so steamed over something so inevitable?

As you can see I like to rant a lot.

Anytime the enemy becomes "red", you cannot dodge his next move with the invisibility-frames, you gotta either step out of the attack zone (which is rarely possible unless you are already far) or block it.
Incorrect. Here's a video demonstration of i-framing red moves.
https://streamable.com/coury7

Yes, but You can also do this by just walking away, or use a block, which is way more efficient.
Indeed, you can choose different defensive tools according to your liking. Is this a problem?

Anything else?
Dernière modification de Holden; 11 juin 2023 à 11h42
Holden a écrit :
Incorrect. Here's a video demonstration of i-framing red moves.
https://streamable.com/coury7

I might be wrong on this one. I remember there was a tutorial window saying that you can only perform "perfect block" against the red attacks. I've turned off tutorial windows after my first PT, so cannot check them in the Pause Menu.

I've searched for this across threads, and seems that the ppl are also saying that you cannot dodge them with iframes. Also Wiki says the same (but this wiki is pretty bad atm so might be wrong):
https://liesofp.wiki.fextralife.com/Combat
"""
There are two ways to survive Fury Attacks. One is by dashing away to dodge enemy range or countering them with Perfect Guards.
"""

Yet, it seems like you can sometimes iframe the dummy's red attack, just like in the vid you linked. I was even able to replicate this on my side. I would say, this is most likely due to bad dummy's hitbox, as I couldn't replicate this for the bosses and other types of enemies.
Dernière modification de dzemzmcdonalda; 11 juin 2023 à 12h53
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Posté le 11 juin 2023 à 9h16
Messages : 6