I had the pleasure of romping through Phantom Blade Zero during Gamescom this August, and I was very pleased with what I saw: a frenetic game that feels more like a spiritual extension of Wo Long: Fallen Dynasty than a soulslike, which is a good thing in my estimation.
It was also, from what I played, rife with lore and visual nods to Chinese mythology, a subject I'm woefully undereducated on—which isn't a problem, according to CEO Liang Qiwei. As a matter of fact, it's something the studio's banking on.
Speaking with 4gamer (thanks to Automaton for the translation), Qiwei admits that Phantom Blade Zero might confuse some players with cultural nods and references, «in my opinion, the quality and playing experience of a game are its core. If you can achieve high quality and an entertaining playing experience, I think that a difficult theme can actually be an advantage, not a disadvantage. If your game is entertaining, players will perceive unfamiliar themes as something fresh.»
Qiwei also uses Black Myth: Wukong's recent success as one of the fastest-selling games of all time to prove his point: «Black Myth: Wukong had a much higher hurdle to overcome than our game does in terms of culture as its completely based on a classic Chinese work of literature.»
Not to get on a soapbox or anything, but this is pretty much what's great about making, well, anything—not just games, but music, movies, and so on. Market research and the ever-present altar of safe IP choices will typically reign supreme in the boardroom, but as Metaphor: ReFantazio's director argued recently, you can tell when a game was made to a blueprint. Games that tick my familiar boxes are nice and cosy, but I'm just as much here to be submerged in a world I'd never considered before.
Not to mention, cultural exchange goes both ways—Qiwei uses the proliferation of the Japanese archetype of the samurai in China:
«I doubt Chinese players knew much about Japanese samurai at first, and I don’t think they were
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