Title Update: Lies of P: Overture arrives this Summer, introducing fresh content and stirring up discussion with its adjustable difficulty setting. The question arises: Is Neowiz expanding their player base while potentially diluting the game’s core essence, or is this change a valuable step towards enhancing accessibility for players?
Why the change?
The creators are using extensive player feedback as their primary influence in crafting new gameplay features, specifically targeting those who might find the genre challenging. For instance, options like ‘Butterfly’s Guidance’ for an immersive narrative experience and ‘Awakened Puppet’ as a somewhat lenient mode, along with the standard ‘Legendary Stalker’, symbolize a shift away from the universal approach common in Soulslike games. As they explained to Video Games Chronicle, their aim is to adapt the game for various types of players, thereby expanding its appeal. In essence, they’re simply making their game more accessible to a wider audience – something that’s definitely commendable!
Why Lies of P fans are mad
One of the worst decisions I have seen in recent time. https://t.co/MlADO7c9MjMay 22, 2025
Critics of this addition believe that introducing multiple difficulty settings in Lies of P takes away a defining aspect of the Soulslike genre: the necessity for players to learn, adapt, and conquer challenges on their own. As a popular gaming saying goes, “get good, noob.”
Removing difficulty options lessens the shared experience among gamers and weakens the core gameplay. A single, unified difficulty level fosters camaraderie through a collective struggle, and I can empathize with this perspective.
For instance, considering my favorite recent games like Elden Ring and its DLC Shadow of the Erdtree, the community flourishes by discussing strategies to defeat tough bosses, revealing hidden items, or debating optimal builds for tackling specific challenges. This enhances the overall enjoyment.
Of course, even within a single difficulty system, some players establish their own standards of legitimacy. In Elden Ring, for example, there are ongoing discussions about whether using spirit summons in boss fights is acceptable or considered “cheesing,” which allegedly lessens the true challenge.
Without formal difficulty levels, players naturally create their own rules and hierarchies within the community. However, by introducing difficulty settings, you risk diluting what makes Soulikes truly special. Interestingly enough, this sentiment was echoed by the game director themselves.
Why did he change his mind? from r/LiesOfP
Keep in mind that this quote is from an interview conducted two years ago, and as you might expect, opinions and ideas can evolve over time. Some game designers argue that focusing on a single difficulty level helps them to finely tune encounters. However, others worry that adding multiple levels of difficulty could lead to an imbalanced design, especially for the default ‘Legendary Stalker’ mode.
Absolutely, introducing simpler options to a game expands its audience reach. Not everyone can endure the complexity of Soulslike games due to time constraints or physical limitations. Including an easier play mode makes the game more accessible for these individuals, and that’s not necessarily a negative aspect.
For those who thrive on challenges, they can easily stick with the standard or harder difficulty settings, allowing others to appreciate the story and world-building without getting frustrated by a tough boss. If you don’t fancy easier options, you simply needn’t partake in them.
However, this perspective can be reciprocal. If a game is too hard, one can choose not to play it and opt for something else instead.
For example, although I am fond of Soulslikes, I’ve chosen not to delve into Sekiro as I suspect the challenge might surpass my patience. Yet, I don’t feel compelled to request the game be simplified for my convenience; there are other engaging games out there to satisfy me.
I can see both sides of the coin

As someone who’s short on gaming time and usually opts for easier settings to save time, I justified that choice. Truth be told, I never thought I could handle a Soulslike game. Three times I tried Dark Souls, only to abandon it each time due to frustration – until I pushed through, determined to prove myself wrong.
That determination paid off big time, making Dark Souls one of my all-time favorite games. It wasn’t just the quality of the game that made it special, but the way it challenged me to trust in my own abilities. I had to battle some bosses upwards of 20 times to conquer them, but I did it, and those triumphs are mine. Since there were no easier settings, I was forced to get better instead. If there had been an easy mode, I know I would have taken the simple route and missed out on this rewarding experience.
In a nutshell, I don’t discriminate against others for choosing to play games according to their preferences. Lately, I’ve introduced a modification that simplifies parrying in Clair Obscur: Expedition 33, catering to those who prioritize the game’s narrative over technical skills like parrying or dodging. However, even in its Story Mode, this game demands proficiency in these areas to prevent frequent character deaths. Surprisingly, my attempt to offer this option has sparked criticism online, with some people mocking those who utilize such mods.
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2025-05-22 16:39