1:40:00 Your stamina regeneration is slower because of Shock. Shock is a "special" status effect along with Break. They differ from common status effects like Burn in that they proc as soon as it is applied to you. The bar does not need to fill up for you to be affected by it.
About halfway through the video and Confused on a few elements. Perhaps they’ll be addressed later. In BRB 1 you can “kill” the younger brotherhood members to remove the gank element. Also, the balls in the cathedral can be completely avoided. It’s a tight window, but completely doable. In terms of level design, I was completely fine with the more linear levels. You can go straight from mini boss to boss etc. the game is clearly more focused on combat and leans into it
Hello. Thanks for giving the video a chance. I will clear a few things up in case I failed in the video. 1. I just call them the gank squad because it makes me laugh. I am aware the younger ones will leave when they reach 0 HP 2. I tried dodging the electric ball multiple times, the window is too tight in my eyes. I would run up to the wall, then run up the path as soon as I could. I have never seen someone not get hit by that object. Skill issue on my end? Maybe, more like probably. 3. I know I am in the minority with the level design comments. I tried to keep my disliking of the level design to a minimum for this video. If I did not, the video would have been way longer of me complaining about the level design lol. Hopefully this answers any lingering questions.
I haven't watched the video entirely yet but have you played Nioh 2? I think it is the only game other than Lies of P that really gets it right. It does have more short comings than Lies of P as it doesn't have the same tight level design and the certain subtle approach to story telling, however it also does so much differently to From carving out its own identity in combat especially, being kinda like a mix between souls and character action or hack and slash combat with it's own unique elements mixed in. Anyway I highly reccomend it if you haven't played it yet.
Played my first playthrough after Sekiro, the second after Elden Ring and the new DLC. I was disappointed and frustrated after the first, but actually more positive after the second. I did not like this game's parrying due to many of the enemies having either very abrupt and mechanic movements or very erratic ones that seem to come out of nowhere. The parry window is also different and less forgiving compared to Sekiro (and I am not parry-dancing in that game like I see WAY too many people). Also not sure why you get sent flying back very often when perfect parrying as to me it seems like the "proactive" defense choice compared to dodging or blocking, so it would make sense to allow the player to stay in the enemy's face. For the bosses I find the camera is often way too zoomed-in, they have windups off-camera, some hitboxes seem odd among other small issues... It overall just makes the parry timings and general reaction windows inconsistent. Some bosses and attacks are fun and consistent to deflect, others seem like RNG. Also I was first trying to parry everything, thinking this is what the game wants me to do and what the bosses are built around. Then I saw people just blocking and rallying back their health, dodging or even straight up running away from attacks, which works almost comically well with bosses like Laxasia. I quickly realized how easy blocking and attacking to regain health made the game, especially with some upgrades and leveling health and stamina. There's actually very little reason to try and perfect parry for most of the game once you figure it out, other than maybe having to sharpen your weapon a bit during a fight and getting more poise breaks compared to mostly dodging or parrying respectively. In general I also do not like the unavoidable attacks having no interactivity other than perfect parry or running away, especially because some of those are attacks that are kind of hard to get the parry-time right on. BUT after Elden Ring I appreciate the added interactivity in fights with all weapons having access to effective blocking and parrying, and the more forgiving nature of having the rally/guard regain to get health back with these hyper-aggressive bosses, where dodging long combos consistently and perfectly is not something all players can do. Also FromSoftware seem to have caught up on having dodgy camera, weird hitboxes, AoE spam, and obscured or just bad telegraphs with the DLC, which are some of the issues of bosses in LoP. My second playthrough felt way more easy and way less frustrating all things considered. I am looking for whatever the developer makes next or the DLC/expansion to LoP, there's a lot of good ideas but there's also a lot that needs refinement. I also wish they were trying less hard to be a FromSoft game.
They did it better than fromsoft. Wanna dodge? Viable. Block? Viable. Block and rally back the health? Viable. Parry only? Viable. You can play it like bloodborne, like Sekiro and like souls. It takes the best from them all and adds its own spice to it. That's innovation. Something fromsoft hasn't done since Sekiro. All lies of P is missing is a posture bar system to give us two ways to kill all enemies like Sekiro offered and it would have the best of all froms games while removing the worst
What doesn't lies of p do right, and better than fromsoft imo. Parrying is good and viable (sekiro) dodging is good and viable (souls) blocking and regaining hp with rally is good and viable (bloodborne) They took the best from each while removing what didnt work like long run backs, placing your souls OUTSIDE of the boss gate instead of inside, letting you regain that last flask charge leading to comebacks where you normally would just call it a failed run and let the boss win to reset the fight. I could go on. And some weapons like you mentioned previously such as the Twin Dragon Sword have more depth than any fromsoft weapons including BB trick weapons. Only system that was amazing it lacks from a from game is the posture bar system from sekiro. And i think they only didnt add it so they dont wear their inspiration THAT hard on their sleeve. But that would have added even MORE variety to how you can win fights and interact with the games combat. Only game in the fromsoft catalog that lies of p doesn't clearly surpass is Sekiro. I'm always in between which one i liked more. Very hard to pick. Oh and for some fights you said you struggled with like Romeo. Dodging is actually MUCH easier for that fight. His parry timings can be hard and in someone that sort of thing comes to naturally. So i decided to play with the freedom that combat gives me in LOP so i tried to play him like a souls boss and dodge. It became almost comical how much wasier Romeo was. If you dodged (to his left i believe) you would not only avoid the attack but it would position you well to avoid the orhers and give very easy counter attacks. And if the odd hit might stray your way then block it, dodge the next and rally the Hp back. But of course you could still always go the sekiro route which would be much harder for romeo and parry only him. Such a freedom like this you just eonr find in any fromsoft game
My other comment was getting pretty damn long so i just decided to comment this separately but what you did not like with the linear levels that weren't some interconnected spiderweb like DS1 i adored it. I hate DS1 for that reason. The lack of fast travel between bonefires initially, having to backtrack at times and for me just getting lost and ending up in a whole new area. Yeah i DESPISED that. I dont play these games to fight something inanimate like the level i play it to fight the enemies, mini bosses and bosses. Oh and story if they actually bother telling it like sekiro and Lies of P. Oddly enough yours was the only review ive seen that went on so much about the levels lol. So we're going to end up on pretty much polar opposites here when i say i hope they keep this linear level design and dont let it eat too much dev time that instead could go to enemy kits, variety, mini bosses and bosses as well as improvements to combat. This game is the first time (aside from Sekiro )i didnt just get bored of all the enemies in between me and the boss and run past them. Which would have been very easy to do given the linear levels. I also did not mind the infected parade master. I do agree on that door giant though. They could have just saved money and time removing him as he was just a gimmick "boss" Even though we completely disagree on the whole levels thing i think you did a pretty good job on the review and im glad you were humble enough to recognize your weakest points as a reviewer (the writing) and not go too much into it and stick to what you know.
33:03 By sticking to right side of the ramp between the wooden planks that lean on the wall you can avoid the balls in the cathedral.
Lies of p blew my mind. It was such a an amazing soulslike. I'm really excited for a sequel. There's no place like home. There's no place like home ;)
Hot Dog! My bro, it's the big one. Can't wait to watch this whole thing, looks like it's gonna put my Lies of P vid to shame!
1:40:00 Your stamina regeneration is slower because of Shock. Shock is a "special" status effect along with Break. They differ from common status effects like Burn in that they proc as soon as it is applied to you. The bar does not need to fill up for you to be affected by it.
About halfway through the video and Confused on a few elements. Perhaps they’ll be addressed later.
In BRB 1 you can “kill” the younger brotherhood members to remove the gank element.
Also, the balls in the cathedral can be completely avoided. It’s a tight window, but completely doable.
In terms of level design, I was completely fine with the more linear levels. You can go straight from mini boss to boss etc. the game is clearly more focused on combat and leans into it
Hello. Thanks for giving the video a chance. I will clear a few things up in case I failed in the video.
1. I just call them the gank squad because it makes me laugh. I am aware the younger ones will leave when they reach 0 HP
2. I tried dodging the electric ball multiple times, the window is too tight in my eyes. I would run up to the wall, then run up the path as soon as I could. I have never seen someone not get hit by that object. Skill issue on my end? Maybe, more like probably.
3. I know I am in the minority with the level design comments. I tried to keep my disliking of the level design to a minimum for this video. If I did not, the video would have been way longer of me complaining about the level design lol.
Hopefully this answers any lingering questions.
lies of p is so good, cant't wait to watch your video. You deserve way mor subs in my opinion!
Thank you so much!
I haven't watched the video entirely yet but have you played Nioh 2? I think it is the only game other than Lies of P that really gets it right. It does have more short comings than Lies of P as it doesn't have the same tight level design and the certain subtle approach to story telling, however it also does so much differently to From carving out its own identity in combat especially, being kinda like a mix between souls and character action or hack and slash combat with it's own unique elements mixed in. Anyway I highly reccomend it if you haven't played it yet.
I should give Nioh another go. I got roughly 3 or 4 hours into the second game and stopped playing. I know that game is really liked :)
15:32 sadly start speaking is crazy 💀💀
I completely forgot about that line I said lol
Have you played fear and hunger
Played my first playthrough after Sekiro, the second after Elden Ring and the new DLC. I was disappointed and frustrated after the first, but actually more positive after the second.
I did not like this game's parrying due to many of the enemies having either very abrupt and mechanic movements or very erratic ones that seem to come out of nowhere. The parry window is also different and less forgiving compared to Sekiro (and I am not parry-dancing in that game like I see WAY too many people). Also not sure why you get sent flying back very often when perfect parrying as to me it seems like the "proactive" defense choice compared to dodging or blocking, so it would make sense to allow the player to stay in the enemy's face.
For the bosses I find the camera is often way too zoomed-in, they have windups off-camera, some hitboxes seem odd among other small issues... It overall just makes the parry timings and general reaction windows inconsistent. Some bosses and attacks are fun and consistent to deflect, others seem like RNG. Also I was first trying to parry everything, thinking this is what the game wants me to do and what the bosses are built around. Then I saw people just blocking and rallying back their health, dodging or even straight up running away from attacks, which works almost comically well with bosses like Laxasia. I quickly realized how easy blocking and attacking to regain health made the game, especially with some upgrades and leveling health and stamina. There's actually very little reason to try and perfect parry for most of the game once you figure it out, other than maybe having to sharpen your weapon a bit during a fight and getting more poise breaks compared to mostly dodging or parrying respectively. In general I also do not like the unavoidable attacks having no interactivity other than perfect parry or running away, especially because some of those are attacks that are kind of hard to get the parry-time right on.
BUT after Elden Ring I appreciate the added interactivity in fights with all weapons having access to effective blocking and parrying, and the more forgiving nature of having the rally/guard regain to get health back with these hyper-aggressive bosses, where dodging long combos consistently and perfectly is not something all players can do. Also FromSoftware seem to have caught up on having dodgy camera, weird hitboxes, AoE spam, and obscured or just bad telegraphs with the DLC, which are some of the issues of bosses in LoP. My second playthrough felt way more easy and way less frustrating all things considered. I am looking for whatever the developer makes next or the DLC/expansion to LoP, there's a lot of good ideas but there's also a lot that needs refinement. I also wish they were trying less hard to be a FromSoft game.
They did it better than fromsoft. Wanna dodge? Viable. Block? Viable. Block and rally back the health? Viable. Parry only? Viable.
You can play it like bloodborne, like Sekiro and like souls.
It takes the best from them all and adds its own spice to it.
That's innovation. Something fromsoft hasn't done since Sekiro. All lies of P is missing is a posture bar system to give us two ways to kill all enemies like Sekiro offered and it would have the best of all froms games while removing the worst
What doesn't lies of p do right, and better than fromsoft imo.
Parrying is good and viable (sekiro) dodging is good and viable (souls) blocking and regaining hp with rally is good and viable (bloodborne)
They took the best from each while removing what didnt work like long run backs, placing your souls OUTSIDE of the boss gate instead of inside, letting you regain that last flask charge leading to comebacks where you normally would just call it a failed run and let the boss win to reset the fight.
I could go on. And some weapons like you mentioned previously such as the Twin Dragon Sword have more depth than any fromsoft weapons including BB trick weapons.
Only system that was amazing it lacks from a from game is the posture bar system from sekiro. And i think they only didnt add it so they dont wear their inspiration THAT hard on their sleeve. But that would have added even MORE variety to how you can win fights and interact with the games combat.
Only game in the fromsoft catalog that lies of p doesn't clearly surpass is Sekiro. I'm always in between which one i liked more. Very hard to pick.
Oh and for some fights you said you struggled with like Romeo. Dodging is actually MUCH easier for that fight. His parry timings can be hard and in someone that sort of thing comes to naturally. So i decided to play with the freedom that combat gives me in LOP so i tried to play him like a souls boss and dodge.
It became almost comical how much wasier Romeo was. If you dodged (to his left i believe) you would not only avoid the attack but it would position you well to avoid the orhers and give very easy counter attacks. And if the odd hit might stray your way then block it, dodge the next and rally the Hp back.
But of course you could still always go the sekiro route which would be much harder for romeo and parry only him. Such a freedom like this you just eonr find in any fromsoft game
you talk too much that none of your point successfully parrying all of fact he spiting. just accept it, it still good game tho
My other comment was getting pretty damn long so i just decided to comment this separately but what you did not like with the linear levels that weren't some interconnected spiderweb like DS1 i adored it. I hate DS1 for that reason. The lack of fast travel between bonefires initially, having to backtrack at times and for me just getting lost and ending up in a whole new area. Yeah i DESPISED that.
I dont play these games to fight something inanimate like the level i play it to fight the enemies, mini bosses and bosses.
Oh and story if they actually bother telling it like sekiro and Lies of P.
Oddly enough yours was the only review ive seen that went on so much about the levels lol. So we're going to end up on pretty much polar opposites here when i say i hope they keep this linear level design and dont let it eat too much dev time that instead could go to enemy kits, variety, mini bosses and bosses as well as improvements to combat.
This game is the first time (aside from Sekiro )i didnt just get bored of all the enemies in between me and the boss and run past them. Which would have been very easy to do given the linear levels.
I also did not mind the infected parade master. I do agree on that door giant though. They could have just saved money and time removing him as he was just a gimmick "boss"
Even though we completely disagree on the whole levels thing i think you did a pretty good job on the review and im glad you were humble enough to recognize your weakest points as a reviewer (the writing) and not go too much into it and stick to what you know.
yeah, and i completely disagree with your point too