With Nioh 3* arriving after years of anticipation, its open world and relentless combat have already left critics and players in awe. The game’s standout feature—its sprawling roster of yokai bosses—wasn’t just a product of Team Ninja’s internal evolution, but also a deliberate response to external influences. At the top of that list sits Lies of P, a soulslike from Neowiz that left a lasting impression on the development team.
The director behind Nioh 3 has confirmed that the Pinocchio-inspired action game served as a key reference for how enemy designs should function in both form and movement. Unlike traditional boss fights where attacks follow predictable patterns, Lies of P’s bosses integrated their visual quirks into their combat mechanics—a philosophy Team Ninja has adopted for Nioh 3’s yokai.
For example, the game’s Jakotsu-baba, a skeletal figure with a grinning jaw, doesn’t just wield weapons—its very anatomy becomes part of its offensive arsenal. This approach mirrors Lies of P’s emphasis on bosses that feel like living extensions of their designs, rather than static obstacles. The result is a bestiary where each encounter feels distinct, not just in appearance but in how they challenge the player.
Beyond boss fights, Lies of P also influenced Nioh 3’s broader combat philosophy. The game’s director noted that its precise guard mechanics and fluid evasions provided a benchmark for how Nioh should refine its own action system. The goal wasn’t imitation, but adaptation—taking what worked in Lies of P and bending it to fit Nioh’s signature style-swapping and loot-driven progression.
This isn’t the first time Nioh has drawn from external sources. Earlier entries in the series incorporated elements from Dark Souls, but Lies of P represents a shift toward a more dynamic, visually driven enemy design. Where Dark Souls prioritized environmental storytelling through enemy placement, Lies of P focused on making bosses feel like characters—an idea now central to Nioh 3’s world.
The game’s open world also reflects lessons from Koei Tecmo’s own recent titles, particularly Wo Long: Fallen Dynasty and Rise of the Ronin. Player feedback on those games—demanding deeper exploration and more nuanced character relationships—shaped Nioh 3’s design. The result is a world where side quests feel meaningful, and even minor encounters contribute to the game’s lore.
With Nioh 3 now available, players can experience firsthand how these influences have been woven into its fabric. The yokai bosses, in particular, stand as a testament to how Lies of P*’s philosophy has been reimagined—proving that sometimes, the best inspiration comes from outside your own studio.