When Lies of P released a demo back in June, many players found its dodge to be, well, dodgy. It was sluggish and imprecise and made tackling the game's towering bosses more challenging than it should have been.
Now that's changed. After receiving feedback from players, developer Neowiz Games has spent time tweaking the dodge ahead of the game's launch next month.
«When we switched the dodging part, we made it smooth and flexible when you dodge,» game director Jiwon Choi told me at Gamescom. «Also when you change to another movement or action, we made it shorter and smoother to make it easier to switch.»
I was able to play a new Lies of P demo at the show and can confirm the dodge certainly felt smoother. I played two sections, the first exploring the streets of Krat littered with gun-wielding puppet soldiers and spinning robots firing missiles. Dodging past those projectiles to close in for melee sword swipes felt far more satisfying than before.
Later I jumped ahead to a grandiose opera house full of soprano spiders where I encountered the King of Puppets boss: a hulking clockwork enemy that slams its fists and emits electrical charges. Dodging was a far more viable strategy than before and felt more responsive than in the demo. That said, blocking to parry attacks and unleashing a charged thrust between the boss's legs still proved most effective.
A further piece of feedback was on weapon durability, Choi told me. After repeated use weapons become dull and must be sharpened, a mechanic that's now been tweaked. Indeed, I never needed to sharpen my weapon in the middle of a boss fight. «We had some feedback that [durability] is hard to adapt to,» said Choi. «We had to adjust it a little bit. Overall [feedback] was
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