Is Lies of P: Overture Too Hard… or Exactly What Players Wanted?

Challenging combat can still be fun.
Challenging combat can still be fun.
Players called Lies of P: Overture too hard. So why do they love it anyway?

When NEOWIZ shadow dropped Lies of P: Overture during Summer Game Fest, it landed like a surprise attack. One that Soulslike fans couldn’t wait to face. Twitch streamers jumped in. Viewers watched gleefully as their favorite creators got destroyed over and over. And the verdict was immediate: this DLC is brutal.

But a few days later, something surprising happened.

An Unexpected Drop With an Even More Unexpected Difficulty Spike

NEOWIZ had everything lined up for a strong launch. Twitch sponsorships, fan anticipation, and a beloved base game. Lies of P had already earned a reputation for being one of the more polished and satisfying Soulslike experiences outside of FromSoftware’s own catalog.

But the moment streamers dove into Overture, they hit a wall. The difficulty spike wasn’t subtle. It was steep. Players who hadn’t reached Chapter 9 in the base game couldn’t even access the DLC, meaning Overture was clearly designed for experienced players. Yet even seasoned veterans found themselves overwhelmed, especially on higher difficulty settings.

So what happened?

NEOWIZ Responds and Shows Players How to Own a Mistake

In a video message, game director Jiwon Choi addressed the concerns directly. He acknowledged the difficulty and explained that the team would look into tuning combat. But, it wouldn’t happen overnight. He emphasized the importance of getting it right the first time, given how crucial combat is to the identity of the game.

It was the kind of message that didn’t feel like damage control. It felt like accountability. He didn’t overpromise, and he didn’t make excuses. He acknowledged that releasing a product that many players couldn’t immediately progress in was a mistake. He committed to fixing it, carefully.

This is what responsible game development looks like.

But… Do Players Even Want It Fixed?

Here’s the twist: many players like it this way.

"I've been on the final boss for two hours and it's the most fun I've had since Laxasia."
“I’ve been on the final boss for two hours and it’s the most fun I’ve had since Laxasia.”

Despite the backlash from a subset of players and streamers, Overture is sitting at a “Mostly Positive” rating on Steam. Some complaints call out the short length for the price, but others are praising the story, the intensity, and the challenge. The average playthrough clocks in around 15–20 hours for experienced players, with plenty of replay value if you explore deeply or take your time learning the combat.

Even players who had to lower the difficulty admit the experience was still rewarding. That’s the core of what Soulslike fans love: a challenge worth overcoming, paired with rich lore and emotional storytelling. And Overture delivers on that. Especially for players who already love the world of Krat.

A Dense, Dark Prequel That Expands the World

Overture takes players back to the events before the Puppet Frenzy, following Pinocchio as he retraces the path of the “Legendary Stalker.” It’s not just a lore drop. It’s a deeper look at the tragedy and complexity of the world. While it doesn’t answer every question (especially the sequel tease at the end of the base game), it fills in emotional and narrative gaps in a satisfying way.

The DLC includes new areas, a haunting zoo, eerie carnival, and frozen shipyard, as well as new weapons and bosses. And it’s not standalone; players must progress far in the base game and bring their gear and knowledge into the DLC. That makes Overture feel like an evolution of the base game, not just an add-on.

Meeting in the Middle: A Rare Win/Win for Devs and Players

The most interesting part of this story isn’t the DLC itself. It’s how the community and developer are handling it.

NEOWIZ didn’t get defensive. They acknowledged the criticism, took responsibility, and committed to making it right. Meanwhile, players are responding not just with forgiveness, but with passion. They want the difficulty to remain high. They want more.

That mutual respect between devs and players is rare. And when it happens, it creates something better than a perfectly balanced patch. It creates trust.

Honest Mistakes Don’t Break Trust. They Build It

Lies of P: Overture could have gone sideways. But instead of hiding from feedback or rushing a fix, NEOWIZ embraced transparency and accountability. And players, even those who struggled, respected that.

The DLC might be tough. For some, it might even feel unfair. But for the people it was designed for? It’s exactly what they wanted.

And that’s the real victory: a developer that listens, a passionate player base, and a game that challenges both.

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