Lies of P DLC "Overture" review. There was everything I wanted in the past. The past of popular characters, the joint struggle that should not be realized, and the future reorganization...... A number of intense developments that cover gothic horror

 

Lies of P DLC "Overture" review. There was everything I wanted in the past. The past of popular characters, the joint struggle that should not be realized, and the future reorganization...... A number of intense developments that cover gothic horror
Lies of P is a really good game at hitting the player's edge, and that's no different with the Lies of P: Overture DLC. It had everything I could want in a "prequel to the main story".

The actions of a certain NPC leading up to the main story, the answers to many "why things happened" that were not revealed, and the interference in the past to change the "future".

It was as if you could see the thoughts of the production team, "I want to do this kind of thing because I want to name the past part," and it was a DLC in the prime of everything.
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Since it's a past part, you can also see the kitten days of the cat who was in the hotel. Pitiable.
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When I'm sitting on the sofa, they come to my side and I get stroked.
Released on June 8, 2025, Lies of P: Overture is, as the name suggests, an overture that tells the story of Kratt in the "forgotten space-time" a few years before the main story. The main axis of the story is the legendary stalker "Rhea". Zeppetto's doll (the main character) is guided by a white butterfly and embarks on a journey to follow in her footsteps.
*Due to the nature of the article dealing with DLC, there may be spoilers for the main story of "Lies of P".

How to access the "Overture" DLC

To unlock the DLC, you need an item called "Star Chrysalis". If you go to the "Pilgrimage Path" under Marlam in Chapter 5 with this item, a white butterfly will appear. You will be guided by a "mysterious stargazer" that can travel back in time.

Star Chrysalis can be obtained by completing Chapter 9...... However, in the case of the author, it was granted at the same time as the game was launched, probably because the capture had already been completed. If you're starting out completely new, you'll probably need to make it to Chapter 9 once.
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If you go on the pilgrimage route, the movie will start and guide you to the stargazer location.
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When you touch the mysterious stargazer, you will find a snowy landscape. The doll of the main character sits in a very stylish way.

I wanted to see this prequel! It's worth going through the hard road just to meet that character.

The main story of "Lies of P" is after the carnage caused by the runaway automatons, and the timeline of "Overture" is just before that. Therefore, most of the enemies that appear are not dolls, but "carcass" with shabby blue skin. There are many types of carcass, including bears, monkeys, kangaroos, elephants, and manto baboons.

The enemies you see early on are zoo-like guys, and that's exactly what it is. Chapter 1 is a chapter that explores the Kratt Zoo, which is inexplicably home to a large number of carcass animals.
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At the entrance of the zoo, you are suddenly greeted by the corpse of a giraffe. It can be assumed that some horrific incident occurred.
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Manto baboons are tough, complicated to attack, and quite troublesome enemies. By the way, perhaps because of the vividness of the face, the blue color of the carcass looks strangely good.
In the main story, I was often surrounded by a large number of dolls, and I felt a strong sense of inorganic horror, but the fact that they are all organic enemies is terrifying in its own way. Sometimes you can imagine the original appearance, and the vivid "disgust" that stands out even more. Their behavior is more unpredictable and difficult to deal with than humanoid dolls.
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Of course, dolls also appear. However, the number of enemies is about 3% of the total number, so you basically want to equip an amulet that kills carcass.
Particularly troublesome was the giant crocodile, the devouring tyrant, who stood in the way of the first boss. It's so big that it's hard to get a sense of perspective, and it's very difficult to dodge bite attacks and just guard. What is more important is the sound effect and timing of the action than the visual measurement. Responding to these issues with an awareness of them seems to be the basis of the approach here.

Personally, one of the bosses I struggled with quite a bit in the DLC. If you don't want to get stuck at the beginning of ......, you can use the newly implemented difficulty change system.
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What's the matter with a big mouth?
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What's more, it's not just because he has a grabbing attack. If you keep guarding it because you are using the perfect whetstone, it will be destroyed by this.
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He's a nasty boss, but I really like the visuals, the name, and the way he moves. The combination of the words crocodile and tyrant is ...... good.
Perhaps because of the difficulty adjustment function, the level of viciousness on the road in the DLC is not comparable to the main story. On the highest difficulty, death can be seen after only a few hits by a miscellaneous enemy.

The stages themselves are also getting more and more nasty, especially in the latter half of the Glacier Zone (Chapter 4), where the fear of falling to death is always present, so the hand that grips the gamepad is strained. Enemies may suddenly appear from the side of the field, and if you hold it, you will suddenly be pushed out of the platform...... I often find myself in such a situation.
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This fish is already ...... real. Due to their fast movements, it is difficult to hit them. Is it only a saving grace that I have relatively little physical strength?
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For example, if you are poked like this on this scaffolding.
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This is how it happened.
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It goes like this.
Although there are parts that feel a little unreasonable, this is content for people who have advanced "Lies of P" to some extent in the first place. Personally, I get the impression that it is an action game with a solid crunch.

In addition to the items, the Fable Arts, which are special moves, and the gimmick Legion Arm equipped on the left arm, are used to capture the game, and the feeling of "using everything to advance" is very good. In particular, the tingling when he said, "I don't have a pulse battery (for recovery items), but I'm about to find a stargazer...... was the best.

It's an intense experience, as if the game "Lies of P" is condensed. Enemies approaching from the back of the screen at the last minute. Will you ignore them and force your way through, or will you throw in your precious offensive resources to defeat them in a stable situation, or will you trust your skills and take on them head-on...... The brain is burned by the thought of making a judgment - the feeling is irresistible.
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It's supposed to be stressful, but it's certainly fun. The fun of action games lies in the feeling of feeling good when you break through the right amount of stress.
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It's a relief when you find the blue light of a stargazer at the last minute. The brain is relieved of prolonged tension.
I was only exposed to Overture after completing Lies of P, where I frankly didn't use the Legion Arm along the way (except for the bosses). I think it depends on which ability value you are raising, but since I have grown it in a direction where I can "push it" in a way that is centered on power and loading power, I have the impression that "I can get by with a tame attack and dodge". Compared to the main game, I feel that the DLC is just the right level of difficulty at the moment (although of course, the evaluation will vary greatly depending on the number of laps).

Of course, it's true that the difficulty level is much higher than in the main story, so if you lick it and say, "I've cleared it, so it's okay even on the highest difficulty!" However, the difficulty can be adjusted arbitrarily and at any time, so as a result, it seems to be easy for any player to play and enjoy.
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It's fun when you can make a split-second decision, saying, "This guy is strong, but if you use the Legion Arm, you can get away unscathed, and you should use it here." In the main story, it was like "I'm going to punch it and break through for the time being," so I .......
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Of course, it was difficult, so I died insanely. However, there are enough times that I can say, "I think this kind of game is acceptable."
The DLC also had a very good story. Naturally, Rhea, which is the main axis, meets and unravels Kratto's past by meeting characters that could not be explored in the main story, such as "Romeo", who remained a mystery, and the real "Alidoro", who did not appear until now. What happened to them and led to the main story? If you like Kratt and Lies of P, you should know all the things you need to know.
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There are also boss fights that you can fight together. Of course, the weapons used are from that country.
The NPCs are fascinating to create a deep story. Among them, the new doll "Rosaura" was fascinating. As you progress through the quest, a certain part of the future (the main story's timeline) changes.

While unraveling the past with existing characters, "altering the future from the past" with new characters. There are also gimmicks that can only be done in a prequel.
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That's why it's such a shame to quit without lowering the difficulty just because it's difficult. Of course, it depends on the individual's playstyle. If you think it's even a little difficult, don't hesitate to lower the difficulty level and capture it.

As I wrote in my previous review of the game, the essence of the game, or rather, the core of it, lies in the good setting and story. I think it's a difficulty setting so as not to spoil the experience, so you should make good use of it when you get stuck.
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There are also peddlers who will buy certain items at a high price and give you useful information. I like games where mobs talk well.

The "Cataclysm" of the new Region Arm is interesting. Unique new weapons are also available

The DLC also includes new weapons and new Legion Arms. All of them have their own quirks, but I have the impression that many of them are excellent overall. Among them, I was very indebted to the new region arm "Cataclysm".
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Cool. The contrast between the rugged barrel and the sophisticated and smooth prosthetic hand is irresistible.
As it looks, it performs like a shotgun, and the correction is closer to power. It can wipe out a wide area in front of you by accumulating fire, and the damage is excellent. The stagger power is also impeccable.

It was a lot easier to deal with the slightly stronger miscellaneous enemies along the way. If you throw about 3 shots, it will be groggy, so if you add a tame attack + a fatal attack from there, you can almost kill it. Thanks to its wide attack range, it was also nice to be able to involve the miscellaneous enemies around it.

It can be said that it is a region arm that can forcibly break through troublesome situations, which has not been seen in power builds so far.
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The "Deus Ex Machina", which also has a high power correction, has high damage but lacks instantaneous power. It's pretty good in boss fights, but it's a bit difficult to use when it comes to anti-miscellaneous fish.
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In this respect, Cataclysm is very easy to handle. The momentum of the shooting will cause you to step back a lot, so it's nice to be able to keep a distance from your opponent.
Speaking of new weapons, the "Windmill of Madness" that you can get in the first half of the DLC is also good. It has the unique ability of a huge windmill that spins in the wind by dashing and dodging, and its attack power is enhanced. When running, it rotates with a loud sound effect of "Gashan!", and the attack is strengthened so that it hits multiple stages. Enhancement is limited to 4 levels.

No, but what kind of life would you have to come up with a "giant chainsaw that catches the wind"?
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It looks flashy! Big and flashy weapons are good.
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As long as you dodge and dash, you will not be interrupted in the enhancement state. The tension of the battle is sustained.
I basically used a combination of a clat baton + a blade with a long reach, but during the DLC strategy, I mainly used a combination of crazy windmills to fight. The reach and firepower are perfect, and above all, the gimmick is cool. It's a combination that I loved until the end of the game.
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It's plain, but Fevre's lunge is also excellent. While dealing damage to the front, you can get a super short defense boost and a super armor effect that prevents you from flinching, so it came in handy as an emergency defense.
So what were you using at the end of the game? It's a large gunblade with a beautiful dull head and body, the "Pale Knight", which can be exchanged from a certain boss's Rare Ergo.

Let's confess. Ninety percent of the reason I used this weapon was simply because I fell in love with the way it looked. After all, it's a gunblade. It's a greatsword + a super-sized revolver. I have no choice but to use it. To the
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During a conversation with an NPC, the pale knight becomes a do-up. It was too cool, so I had many useless conversations.
I especially liked the tame attack. The first stage backsteps forward with flashy artillery fire, and the second stage, which is activated with additional input, uses a jet engine to fire the rear like a jet engine, and slashes with long-range forward steps and flames. The motion that seems to combine the coolness of a gun and a sword like a gunblade is irresistible.
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Jumping ...... while shooting forward,
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While shelling the rear in the second stage,
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Slash with a flaming blade! Supreme.
What's even more amazing is that it even has a ejection motion that turns the sword after that. Since there is no concept of bullet count or cooldown systematically, it is probably a motion that is incorporated as a manifestation of fetishism.

In addition, if you use the fable arts set on the hilt side, the tame attack will be further enhanced. Not only does it increase its power, but the blade of the sword is now covered in blue flames, and the artillery fire is also blue.

I feel like the production team is talking to me, "You use this kind of weapon, you like this kind of thing." Of course I like it.
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"Gee-...... With a bang, the cylinder rotates properly and a new bullet is loaded. It is a motion that has no meaning in terms of the game, and can be canceled by dodging or attacking. It would be great if it was completely put in with a heki.
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In Fable Arts, the coolness is at its limit. When I saw this, I decided that I would never use this weapon.
To be honest, I think the aforementioned clat baton + crazy windmill is stronger as a weapon. However, when I saw the motion, I couldn't suppress the feeling of "I want to use this cool weapon!", so I had no choice but to keep running. Immediately strengthen to the maximum so that you can embody your love. I ended up continuing to use it until the final boss.

The correction is more power-oriented, so it may be difficult to use depending on the ability value...... By all means, I would like you to try this "Pale Knight" once.
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It was such a good weapon that I wanted to say, "I want you to play the DLC to use this gunblade." I love you.

Lies of P is good at hitting the player's fingers

As with Lies of P in general, I think it's too good at poking at the player's "You like this, don't you?" In terms of this DLC, it feels like everything you want to see in the "past part" has been released. Fighting together with NPCs that did not exist in the present day, past troubles that were not talked about in the main story, and the resolution of the question "How did this character become like that?" It is an exemplary answer to the past edition that many users are looking for.

In the first place, since it is in the past in terms of the chronological order, it is wonderful at the point where you can clearly see what happened and led to the main story, even if you just proceed normally. It's a simple story, but after all, this kind of thing is "good".
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And to go to the past...... Of course, it can also be modified in the future. Although it does not affect the ending of the main story, there is a part of the main story that is affected by the time and space in the main story due to the main character's flight to the past.

You interfere in the past, and as a result, the present changes slightly—this is one of the things I like as a subculture lover (or rather, an otaku). I have nothing but gratitude for the fact that I prepared the story properly.
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I won't go into too much detail because it's something to look forward to after clearing the DLC, but I hope you will experience various events and interact with NPCs when you play.
I think the Overture DLC as a whole was created to hit that point. I even feel such an atmosphere.

The flashiness of the combat has increased considerably compared to the main game, and in addition to the various actions of the Gunblade mentioned above, the player will be surprised by the "special big move production that is activated in a joint battle with NPCs" in a certain boss battle. While retaining the indulgence and brutality that "Lies of P" has cherished up to now, the film was able to show not only the gruesome production but also the breadth of expression by preparing the flashy action.

The great moves can be seen in battles that are very important in the story. In order to feel the acceleration of the story through the battles, we will make the important battles "properly exciting". It's a matter of course in terms of production, but this is what makes me most "aggravated" as a player.
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I can't tell you which boss fight it is, but I just want to report that the tension was high. I love combat with special effects.
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There are emotes that work well against certain enemies. Things that you wouldn't normally use in battle are effective...... This is one of the elements that stimulates this acupuncture point.
And, although it is a little off the main point of the article, various UI has been adjusted according to the distribution of "Overture", and the ease of play and stylishness have been greatly increased. Various improvements have been made, such as the ability to rematch previously cleared bosses and the ability to randomly play songs played in hotels. Even users who have played the game before will be able to play with a fresh mind.
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For example, the boss ergo exchange screen. I started to get a picture like this.
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The record playback function has also evolved. I'm grateful for the many famous songs.
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A boss rematch function that is also great for those who want to use the weapons obtained in the DLC to beat old bosses ....... By the way, it is very strong at the time of difficulty 3.
These patches improve the overall playability of Lies of P. The DLC "Over Ture" was made to be very chewy and "Souls-like" with increased difficulty. The play time is about 15~20 hours. Although it is DLC, it has a sense of volume that makes it possible to sit down and play one game.

On June 20th, the version was upgraded to improve the ease of play. It's time to get started. What happened in the past krat. Lies of P: Overture – as the name suggests, I want you to dive into the world of "overtures".

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