Neowiz's upcoming action RPG, "Lies of P," is a Soulslike title inspired by the tale of Pinocchio. The game not only aims to meet the high expectations set by genre classics in terms of gameplay but also strives to deliver an immersive atmosphere and environmental storytelling that are characteristic of the genre. To achieve this, the developers at Neowiz have put meticulous effort into the game's sound design and music, aiming to envelop players in a moody 19th-century cityscape infested with puppetry.
In the realm of gaming, sound design plays a crucial role in conveying gameplay elements. "Lies of P" incorporates impactful and easily recognizable sound effects that provide feedback on virtually every game mechanic, enhancing the overall player experience. Game Rant recently had the opportunity to speak with Director Jiwon Choi and Associate Producer H.Sun Choi about their approach to sound design and music in “Lies of P” and how these elements contribute to the game’s atmosphere and combat. Below is an edited excerpt from the interview for clarity and brevity.
Q: How did you approach the musical score of Lies of P?
Jiwon Choi: Our approach was to align the music and instruments with the art style and world of “Lies of P.” Neowiz has experience with "DJMAX RESPECT V," a rhythm game, so we decided to adapt the music from the DJMAX franchise to fit the style of "Lies of P." We are thrilled with the outcome.
Q: What instrumentation and overall sound felt appropriate for the Belle Epoque era?
H.Sun Choi: Given the 19th-century setting, we considered using more classical instruments and sounds. However, we didn't rigidly adhere to historical accuracy or impose strict restrictions on the music. Instead, we aimed to infuse the music with a sense of beauty and lyricism that complements the game's atmosphere.
Q: Were the instruments used for sound something that was available during this era? If so, how much extra challenge did that add? If not, was there any consideration of this?
Jiwon Choi: The Belle Époque era was characterized by both romanticism and solitude. We looked for instruments that could effectively convey this atmosphere, and the bandoneon was a perfect choice. Its tone matches the mood of Krat, a city that once thrived but ultimately decayed.
Importantly, we discovered that the bandoneon was first manufactured in Germany in 1835, making it plausible that the instrument was played somewhere in Europe during the actual Belle Époque era. Although it was challenging to find a bandoneon player, the artist who recorded for the game was exceptionally helpful, and we're grateful for their collaboration.
Q: How does Lies of P use sound in combat to convey important information to players?
Jiwon Choi: Sound design in combat within "Lies of P" serves multiple essential purposes. It enhances the sense of impact, allowing players to differentiate between weapon types, target materials, and attack strengths through distinct audio cues. This auditory feedback assists players in making informed decisions during combat encounters.
Moreover, sound is instrumental in establishing a strong sense of place within the game world. Each location boasts its own unique auditory ambiance, including variations in wind, monster sounds, and environmental noises, all contributing to a rich and immersive atmosphere. Even footsteps have been meticulously designed to maintain engagement during field sections without the presence of background music. This approach aims to create a sonically immersive experience that informs and captivates players throughout their combat engagements.
Q: How did the team approach sound and audio associated with the various puppetry in Lies of P? Are there any specific connections between them?
Jiwon Choi: The sound design for puppets was crafted to emphasize the absence of human-like emotions or sensations in these artificial beings. For example, when attacked, puppets in the game may laugh, convey greetings, or even offer informative remarks in their final moments.
Throughout the journey, players will encounter various non-monster puppets. As opportunity sound design in "Lies of P" is closely tied to the game's backdrop and setting, this provides an excellent to compare the sound design of these puppets with others.
"Lies of P" is set to release on September 19 for PC, PS4, PS5, Xbox One, and Xbox Series

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