Described by PC Gamer's own Richard Stanton as «Sekiro on a drunken night out», Phantom Blade Zero looks pretty dang intriguing. Developed by S-Game (and making its debut in the PlayStation Showcase last year) Phantom Blade Zero does indeed look absolutely slammed with high-octane nonsense—and I mean this affectionately. I like nonsense a lot.
Its jet fuel combat had my interest, but a recent interview by our friends at GamesRadar with director «Soulframe» Liang doubles down on a similar sentiment shared in a PlayStation blog last year, and that has my attention: «It's just like the old Souls games … You move around and explore in a seamless map, it's just not a huge open-world map. But every region is connected together seamlessly.»
As someone very publicly on-record about my general malaise surrounding Elden Ring's open world—a feature executed beautifully, but which constantly lies at-odds with the game's other strengths—this has me very interested. As a matter of personal taste, I prefer a smaller, intimate, connected world over big open fields any day.
«There's still some process you go through,» explains Soulframe, «but it's non-linear. There are always multiple paths you can go through. It's just like the Souls games before Elden Ring.»
Soulframe seems keen to stop the soulslike comparisons there, though—in a Q&A last month, they were adamant that the team was angling more for «combo-driven, heart-pumping combat that is hectic, rewarding, and exhilarating.» The team's taken inspiration from the soulslike genre for its environments, sure, but little else: «There will be difficulty options, and you won't have to face respawned mobs after you die or interact with checkpoints.»
If anything, that description smacks a little more of God Hand, a 2006 beat-'em-up often mentioned in the same breath as soulslikes in terms of its difficulty, with long combo strings more at home in fighting games.
Either way, I'm hungry for this thing. I never had the chance to play the
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