Review BurningKirby 3/5 · Jun 1, 2026
Competent, but Ultimately Lacking
Lies of P's concept-- that of a soulslike where you play as Pinocchio in a city heavily inspired by Yharnam, of Bloodborne fame-- sounds so off-the-wall that there's no way it could be anything but a joke with too much budget. It has its issues for sure. The enemy and level design don't manage to hold much of a …
Lies of P's concept-- that of a soulslike where you play as Pinocchio in a city heavily inspired by Yharnam, of Bloodborne fame-- sounds so off-the-wall that there's no way it could be anything but a joke with too much budget. It has its issues for sure. The enemy and level design don't manage to hold much of a candle to the games it pulls so much from. The combat is a janky mix of stuff that never quite came together properly. The attempt at a tighter narrative than its contemporaries mostly falls flat due to poor storytelling and head-scratching plot contrivances. And yet I was impressed still with just how decently it pulled it off, despite it all.

As crazy as playing as Pinocchio sounds, it's handled quite well. The game takes itself seriously (most of the time) and there was no point where I felt as if suspension of disbelief flew beyond my reach. I thought it was pretty neat the way lying in dialogue was incorporated, though it could have felt a bit more significant in the grand scheme of things. As far as I can tell it affects your ending outcome and not too much else. The devs thankfully avoided having Pinocchio's actual nose grow and instead include some clever nods to it that I felt did the concept justice without allowing the absurdity of it to mess with the intended tone.
Krat is a pretty neat setting. It feels a bit too close to Yharnam if I'm honest, though. The way enemies lurk around the streets mumbling to themselves, the way NPCs speak to you from behind closed window blinds, and the gradual transformation of the city itself as you progress through the game all feel overly derivative. The game even essentially rips one of its bigger twists as well as its finale structure straight out of Bloodborne, which doesn't feel good. BUT I really dig the steampunk angle they went with here. The city looks gorgeous and several of the locales within do stand above the others as pretty well put together. Venigni Works was a favorite of mine.

When it comes to the actual level design though the game drops the ball pretty hard. I'm not sure there are any significant branches for you to explore outside of the occasional optional miniboss and the main path through each area is typically linear with too much of a spattering of ambushes along the way. Shortcuts are decently placed and do a great job of cutting down corpse runs, but rarely delighted me in the same way the ones in Dark Souls did. Maybe because they rarely felt organic (or earned, even) and I could typically see where the shortcut was the first time I entered each area so there was no surprise when I unlocked it.
There's not much in the way of hazards outside of the enemies themselves so might as well move on to them. The variety here is pretty lacking. Most of the roster are just small variations on humanoid puppets and flesh monsters with a sharp object in one hand. Occasionally you'll get a fun surprise, like a muscular boxing guy late in the game, but otherwise Lies of P kind of bored me with its repetitive enemy encounters. I began running by them later on out of lack of patience more than any other reason, which isn't great.

The combat itself is odd. There's a certain jank to the way Pinocchio moves that is fitting for a puppet but also makes for odd attack patterns. This game opted to pull in Bloodborne's rally mechanic (healing back damage by dealing damage of your own) alongside a parry not unlike Sekiro's. These two systems always felt at odds for me because you only get the opportunity to rally back HP if you are guarding while you get hit but ideally you should be aiming for a perfect guard, which demands tapping guard at the moment you're hit. So if you try for a perfect guard and mess up you often don't get to rally back HP because you weren't guarding when you got hit. All this to say that there are some bosses and combos from said bosses that simply aren't worth trying for a perfect guard on because they come out too fast and you're better off guaranteeing some amount of potential healing in return than failing a guard and just losing health outright. I can see that they wanted to reward trying for the perfect with healing (I think) but it just didn't work that way in practice for me very often.
Speaking of attacks coming out too fast, there are some enemies and late game bosses where the name of the game is to overwhelm you completely. These moments (
One great thing though is the blade and handle weapon system is very cool! It allows for some great playstyle augmentation, even if I typically stuck with the handle each blade came attached to personally. There's an elemental system at play as well that comes in three flavors: fire, static, and acid. I played with an Advance build, which meant focusing on elemental weapons. I wish I had a few more to play around with but the options were fun as-is too. The definitely-not-Sekiro arm wasn't something I played around with too much, but it seemed like it had some potential for those willing to invest time into it.

And finally, the story. I think this was the biggest letdown for me because the game starts off fairly strong in this department. You wake up and have to make your way through a city overrun by murderous puppets to reach the tenuous safety of the Hotel Krat. You get a clear goal and characters get introduced as they guide you to it. After this though the actual goal becomes a bit more nebulous. You end up wandering through the city to figure out how to stop the puppets and this takes up half the remaining time, after which you actually get a villain introduced... who then disappears until the end of the game. Sure, there's some negotiation of where to go with NPCs to fill in the spaces between but otherwise there's just not all that much going on here to chew on. Sophia, too, starts off as an interesting ally and quickly fades into obscurity until the game remembers she has a role to play in its final leg. Even the various letters and journals you pick up for lore reasons feel mostly aimless (and often oddly written, maybe due to some translation issues?).
The twist is likely something you'll see coming from the start even if you haven't played the game Lies of P rips it from. I just came away wishing I could bring myself to like these characters and ultimately feeling unable to. There wasn't enough to latch onto, for me.

Lies of P is among the more competent soulslikes I've played, but it still fumbles in several pretty significant ways that kept me from really enjoying my time with it. The visuals are great, the world feels inspired, but I need to want to explore. If you're going to aim for a real narrative there has to be more than this game gave me and it needs to be less sloppy. There's potential, with this dev team, for sure. But I want to see them be a bit more ambitious with the elements they take inspiration from.









