The Lies of P begins in the 19th century, where a fictional city called Krat is on the brink of collapse due to a puppet frenzy and an epidemic. A puppet made by the artisan Geppetto awakens to the whispers of butterflies at Krat¡¯s train station, which has turned into a hell-on-earth. Geppetto¡¯s puppet sets out on a journey to solve the tragedy that has befallen Krat. This is when gamers become immersed in the game. ¡°We needed a familiar theme that gamers would remember, but we also needed a unique story, one that was familiar to people all over the world, and one that wasn¡¯t childish and would engage adults. When I took a good read of the original Pinocchio story, it had all the elements I was looking for: a dark and brutal atmosphere, black comedy, charming characters and an ironic setting. It was the very essence of soulslike.¡±
The game¡¯s narrative starts with the story of Pinocchio, and various gameplay features make it even more immersive. ¡°We wanted to take a familiar setting and add a unique twist to it. ¡®Action¡¯ is the most important aspect of soulslike, so we put a lot of thought into not only the world and characters but also the combat. The genre is all about the player¡¯s experience, and since it¡¯s all about gamers¡¯ judgment, we put a lot of emphasis on realistic and precise action.¡±
Choi says the team worked hard to minimize distractions during combat to ensure the best possible experience when gamers got into fights. Players can create more than 100 customizable weapons from more than 30 different combinations, and since the main character is a puppet, players can change the protagonist¡¯s body parts and learn new skills. The more you customize your character, the more complex the game becomes.
In addition to the action, the game¡¯s designer also put a lot of emphasis on ¡°level design,¡± which is the structure of the maps and the levels in the game. The challenges gamers face as they progress through the levels and how they overcome them are varied, and there are multiple paths gamers can take to get to their destination. ¡°For gamers to have a good experience in combat, we have to pay attention not only to the action, but also to the overall balance and level design. It¡¯s a device to make the gamers feel immersed. We went through a long process to obtain feedback and reflect it into the game in order to create a three-dimensional level design.¡±
Dynamic battles against monsters are Lies of P¡¯s strengths.