Lies of P is, without a doubt, one of the most significant artistic achievements of the ninth console generation. With its masterful atmosphere, rich artistic references, and exceptional storytelling, it quickly carved out a place in the hearts of players, especially fans of the Soulslike genre. While it clearly draws inspiration from Miyazaki’s works, particularly Bloodborne, it also establishes and showcases a distinct identity of its own. Overture – the new DLC – is no exception. It continues this legacy by leaning into narrative artistry and introducing new gameplay elements that expand upon the original experience.
The story of Overture unfolds in the past. Players begin their journey in the Krat Zoo, setting out to find and assist the legendary Stalker, a character whose name was mentioned in the base game and whose memory lingered on the shores of the Alchemist’s Island. Along the way, players encounter traces of a serial killer’s crimes, who naturally serves as the main antagonist and final target of the story. The narrative scenarios are crafted in such a way that the entire plot is accessible and comprehensible.
Much like the base game, NPCs appear throughout the journey, each with their own stories that draw players in. However, this time around, the side characters and NPCs are far more memorable and emotionally resonant than before.

One of Overture’s most compelling aspects is its dynamic relationship with the base game. Your actions and exploration in the original game often enhance your understanding of Overture’s story. Conversely, events in the DLC have a direct impact on the main game. After completing Overture, returning to the original game reveals new changes and developments in certain areas.
Gameplay has taken a noticeable turn toward speed and agility. A variety of exciting new weapons enrich the combat system, offering fresh playstyles that make battles more dynamic and satisfying. From the moment you acquire the first two weapons—a bow and claws—it becomes clear that the game encourages a faster, more aggressive approach to combat. Enemies have also become significantly more aggressive and swift, punishing even the smallest mistakes. For a DLC, the enemy variety is impressively extensive—not just in appearance and type, but in behavior and combat algorithms as well.
The addition of difficulty settings—also implemented in the base game—further reflects the developers’ intent to make the experience more accessible. Their goal is to ensure that as many players as possible can enjoy the journey without feeling stuck or discouraged, allowing everyone to progress and appreciate the beautifully crafted narrative.
The bosses in Overture are behaviorally well-crafted and offer a satisfying level of challenge—even on lower difficulty settings. However, they suffer from a significant shortcoming: aside from the first major boss, most lack meaningful characterization. Their motivations, origins, and narrative roles are often vague or entirely absent, making it unlikely that they’ll leave a lasting impression.
That said, these criticisms apply only until you reach the final boss. The last encounter in Overture is so impactful that it may force you to reconsider your ranking of “The best Soulslike bosses”. Throughout the DLC, you repeatedly hear this character’s name and witness the aftermath of their crimes. The buildup is thorough and deliberate, and when the moment of confrontation finally arrives, it feels earned. Striking visual design, phenomenal voice acting, powerful dialogue, fluid and captivating animations, and a breathtaking battle arena all come together to make this boss truly unforgettable.

Level design is one area where Overture noticeably falls short compared to the base game. In my view, it suffers from three major issues: First, object placement in many areas often causes players to get stuck in corners, leading to frustrating and repeated deaths. This issue can quickly become a source of irritation. Second, many routes are overly straightforward, lacking the intricate layouts and sense of discovery that defined the original game. Shortcuts, once a rewarding feature, now feel underutilized. In the base game, unlocking a shortcut evoked a strong sense of accomplishment—much like Dark Souls—but in Overture, shortcuts often lead directly to the next Stargazer, rendering them nearly pointless. Finally, exploration feels largely unrewarding. Side paths are few and far between, and when they do exist, they rarely offer meaningful rewards. Imagine navigating a treacherous route filled with traps and platforming challenges, only to receive a single ampoule at the end. It’s hard not to ask yourself: was it really worth it?
Visually, Overture remains stunning. The artistic design of environments and the vibrant color palettes effectively convey the mood of each area. Enemy and boss designs are clear, readable, and aesthetically impressive, often allowing players to intuitively assess their strengths and weaknesses. From a technical standpoint, the graphics are just as polished as the base game, placing Overture firmly among my top five most optimized titles of the ninth generation.
Musically, however, Overture takes a noticeable step back. While the base game featured elegant, memorable tracks—especially the collectible discs—the DLC’s music feels much simpler and lacks the same emotional depth. The one exception is The Main Theme, which stands out as a symphonic masterpiece. Every time it plays, it sends chills down your spine.
In the end, Lies of P: Overture is one of those DLCs that feels essential if you’ve played the base game; it completes the narrative in a meaningful and satisfying way. And if you haven’t played Lies of P yet, Overture might just be the perfect reason to dive into this extraordinary experience.