Lies of Pis an upcoming Soulslike game that reimagines the classic story ofPinocchioin the puppet-destroyed city of Krat, where players step into the role of the namesake puppet protagonist. Itlooks set to offer many unique twists and turns from both a story and genre perspective, based on Neowiz’s approach to both the classic tale and genre conventions.
In a recent interview with Game Rant, director Jiwon Choi, art director Changkyu Noh, lead world designer Byungsoo Kwon, and associate producer H.Sun Choi spoke of P’s story, lore, and world setting. The developers explained more about the inspirations forLies of P, its key characters, the puppet industry, the fate of humanity, and the backstory surrounding the city of Krat and its Belle Epoque-style world.The following transcript has been edited for clarity and brevity.
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Q: What inspired you to retell the story of Pinocchio?
Jiwon Choi: When we decided to create aSoulslike game, we recognized both the narrative and the setting would play a pivotal role in the game. Our aim was to select a theme that would instantly captivate the audience’s attention and remain etched in their memory. This led us to the idea of harnessing a globally renowned tale, and then reshaping it in a manner that would defy conventional expectations, thereby kindling a sense of intrigue and fascination.
We also factored in additional aspects, including the necessity to craft a narrative that was mature rather than juvenile, one that would resonate with adult players, and included a myriad of compelling characters. In this context, “The Adventures of Pinocchio” emerged as an impeccable fit, meeting all these criteria immaculately.
Upon reading the original tale, we discovered its fascinating contrast of being a fairy tale with both cruel and charming elements. For us, living in the modern era, we found the components of black comedy and irony in the story sparked our inspiration to reinterpret the story within the context of a video game.
Q: Could you detailLies of P’s approach to re-imagining characters like the protagonist Pinocchio, Mr. Geppetto, the Blue Fairy, and more?
Jiwon Choi: From the beginning of the project, our intent was to forge an alternative and distinct arc from the original narrative. We aspired to present unpredictable narratives and tales of characters throughout the gameplay.
Q: What moral lessons might the game hope to inspire in comparison to the original lessons in Carlo Collodi’s classic Pinocchio tale?
H.Sun Choi: Diverging from the original, players will be confronted with questions like the below rather than lessons through the gameplay.
What defines things as morally just? What will you choose when faced with difficult decisions? What does it mean to be human? We hope players can find answers of their very own through their gameplay experience.
Q: Could you explain more about the city of Krat’s backstory and the rise of the Petrification disease?
Byungsoo Kwon: Krat is a city that has experienced remarkable growth by the discovery of Ergo and the innovation of the puppet industry, which is fueled by the substance. When the city was about to showcase its prosperity and achievement to the world through the Krat Grand Exhibition, a Petrification disease broke out. Disease spread with astonishing speed mercilessly, it was only a matter of time before the disease engulfed the entire city of Krat. There are now only ruins of the world’s most prosperous city. This is where players step into theworld ofLies of P.
Q: How might Ergo be related to the Petrification Disease or the Puppet Frenzy?
Byungsoo Kwon: The quest for the cause ofthe Petrification Diseaseand the Puppet Frenzy is a crucial part of the story. Ergo has affected both of them profoundly.
Q: What can you tell us about The Grand Covenant?
Byungsoo Kwon: The Grand Covenant is akin to a code of conduct etched on all automated puppets in the game. It is also a governing program that extensively oversees their actions, compelling them to serve humanity. This imprint ensures thatpuppets bound by The Grand Covenantcannot lie, among other rules.
Q: There are a number of factions in Krat. What background info is vital to know for the Stalkers, the Union Workshop, the Alchemists, and any other factions that may crop up later in the game?
Byungsoo Kwon: The Workshop Union is an assembly of skilled artisans, holding a monopoly over the intricate art of puppetry. At its heart is Geppetto, a master craftsman with exceptional talents and puppetry skills who was pivotal to the remarkable growth of Krat.
The Alchemists arrived in Krat with a distinct purpose. Their contribution to the discovery of Ergo and the city’s renaissance was significant.
The Stalkers are the troubleshooters aligned with Krat’s nobility, the Alchemist, or the Workshop Union. Stalkers can be divided into two different groups:the Bastards and the Sweepers. The Stalkers suffered heavy losses of their members after the Puppet Frenzy, which left their hierarchy in shambles. Yet, players can expect to encounter remnants of the Stalkers as they journey through the game.
Q: Could you provide breakdowns for each of the major characters involved in the story?
Byungsoo Kwon:Geppetto is a master puppet makerand stands at the pinnacle of Krat with his exceptional skills in puppetry. He seeks the aid of the protagonist to resolve the dire situation in Krat.
Sophia is a mysterious figure at Hotel Krat. She knows how to harness the power of the Ergo, and is the source of emotional support for the protagonist.
Venigni is Krat’s eminent savant and well-known genius across a diverse spectrum of technologies. His talkative nature is sometimes found problematic, but he also holds a virtuous side.
Eugenie is an outsider who came from a distant country to the East of Krat. She is also an exceptional artisan of weaponry.
Antonia is an owner of the Hotel Krat and suffers from the Petrification Disease. Even in such a dire situation, she manages to remain herself as a lady with an unwavering mind and keen perception.
There are numerous other characters who will wield their influence in shaping the game’s narrative, but I would like players to discover them for themselves.
Q: Could you expand on Pinocchio’s possible relationships with some of these characters?
Byungsoo Kwon: As many players discovered in the demo, once the players meet Geppetto, he shows his trust toward the protagonist and refers to him as a son. Geppetto gives him a mission in response to the tragic events in Krat.
Sophia is a pillar of support for the protagonist through his mission in the city of Krat. Through the missions, the protagonist will build a trusting relationship with her, which leads her to share more stories of herself with the protagonist.
Besides Geppetto and Sophia, It is essential to note that the player’s choice of answers can have a large (or small) impact on thenarrative ofLies of Pand its characters. You might unearth their narratives, prompt requests for assistance, and foster relationships with them.
Q: Could you detail how extensive the truth or lie choices players might face in the game are? What minor or major consequences could this have on the character and the story?
H.Sun Choi: This is a hard question to answer without any spoilers. To try my best to explain without doing so, I would say a player’s path will often intersect with the moment that demands decisive actions among two different choices, and it will shape the outcome of the narrative of the story and the characters with whom players interact.
Q: Does the truth or lie choices in the game have a significant impact on the ending? If so, how many possible iterations of the ending are there?
H.Sun Choi: The choices players make through their gameplay will surely affect the ending. Your choices will not only affect the ending but things around players will also be affected by those choices as well. We are very excited to see players find those throughout their journey in Krat.Lies of Pwill have three distinctive endings, and that is all I can say for now.
Q: Lying clearly has some impact on Pinocchio, whereas humans lie all the time. What is the deeper message of this gameplay system?
Byungsoo Kwon: The intriguing aspect of lying is that it is a highly emotional way of responding and making choices, and it can only be executed by those who can distinguish between the self and others. Due to this characteristic of lying, which is inherent to the fabric of human beings, it becomes a very challenging task for puppets. We find it interesting to think of it in this way: If a puppet is capable of lying, could they become human or human-like beings by learning human emotions and sentiments?
Q: Is it possible to do playthroughs where every interaction is the truth or every interaction is a lie? If so, how does such a straightforward approach differ from a mixture of the two? If not, how does ensuring there’s some degree of balance between the two impact the overarching story?
Byungsoo Kwon: The intention of this system is to make players think about their choice between telling a truth and a lie considering the situation are in. A pivotal example of this isthe weeping woman in the demo. She is already suffering from an illness that slowly takes her eyesight away and clouds her senses. The game asks players what they are going to do. Is telling the truth the right thing, or is it better to lie if that ultimately makes her feel more at peace?
We believe everyone will have different reasons behind their choices. The framework of the system was to grant players the autonomy to formulate their own judgment, interact with the narrative with their own choices, and watch how their choices make a difference in the story ofLies of P.
Q: Tell us about the Belle Epoque backdrop. How did you decide on it, how has the concept changed over time, and what challenges did you face in gamifying the setting?
Changkyu Noh: Given the need to encapsulate a city’s transformation from opulence to ruin, we had meticulous deliberation and prototyping to make a final selection of our backdrop: the Belle Époque. It is known for its cultural resurgence and prosperity, so we believe it resonated well with the paradoxical essence of our narrative.
As the world ofLies of Pexisted separately, it was very challenging for the team to imbue the city of Krat and its elements with an authenticity reminiscent of the actual Belle Époque era, or any distinct time period. The team delved into every facet and detail of the game to bring the integrity ofthe Belle Epoque to the world ofLies of P.
Q: Could you detail the process of designing and adhering to Belle Epoque-era architecture?
Changkyu Noh: To adhere to Belle Époque-era architecture, we took the Ottoman, Neo-Baroque, and other distinctive architectural styles as our references. Because many European buildings from Belle Époque-era still exist, so our artists undertook thorough research to ensure an immersive experience in-game.
We wanted to create a bone-chilling and cold atmosphere, so we used an array of metal structures alongside the 19th-century Belle Époque environment. The intricacies of the city’s visual elements, including symbols, murals, and signs, were meticulously aligned with the prevailing designs and sensibilities of the era.
Q: The Belle Époque era was one of great scientific and technological advancement. Radioactivity was discovered, early cinema began, and even scooters and mopeds have their origins in this era. With such advancement, how did the game tackle incorporating these but also ensure it didn’t feel too foreign for players?
Changkyu Noh:We carefully sidestepped electronically-driven concepts, instead leaning into intricate mechanical methods and trying to make them as detailed as possible. Building automated puppets that are immersive and realistic was crucial to the world ofLies of P, the team put much artistic thought into this task.
We also strategically omitted some innovations and technologies from the Belle Epoque era that do not align with our lore or to highlight the core aspect of the world ofLies of P. Our concept and narrative team also put meticulous effort into the introduction of mysterious fictional elements like Ergo to craft a coherent narrative backdrop that will help enable players to organically engage with the game.
Q: Which aspect of the Belle Epoque had the biggest influence onLies of P?
Changkyu Noh: I would say the duality inherent in Belle Epoque, where romance and turmoil coexisted at the same time, was the most fascinating. It was a period of unparalleled cultural and artistic prosperity, yet severe darkness and negativity. These were a compelling foundation for the game’s setting.
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Lies of Plaunches on September 19 for PC, PS4, PS5, Xbox One, and Xbox Series X/S.