A nearly unknown indie developer from China stole the show during the latest PlayStation Showcase with their upcoming game Phantom Blade Zero. Nearly unknown to PC and console gamers, anyway, as S-Game had previously found success with the sidescrolling action RPG for mobile Phantom Blade: Executioners (due to launch this year on PC and PlayStation, too).
Phantom Blade Zero aims much higher regarding production values and scope, though. The Unreal Engine 5 powered visuals stunned to the point of raising some eyebrows with regards to the feasibility of the graphics for such a small studio.
The gameplay intrigued, too, with S-Game claiming inspiration from the Soulslike genre without the same focus on a punishing difficulty. Still, many questions lingered in the minds of fans all across the world. To clarify some key details, we interviewed S-Game Founder and CEO Soulframe Liang.
As a reminder, Phantom Blade Zero will be released for PC and PlayStation 5.
First of all, why did you switch from making mobile games to PC and console? Is there a chance for a mobile port of Phantom Blade Zero at some point?
We have relied on mobile games to develop our player community and accumulated the necessary development experience and resources. However, we hope to pursue the best ways of expression and chase the long-cherished dreams that have been buried for so long. Moreover, from a market perspective, this actually means a shift from focusing mainly on the domestic market to seeking internationalization.
Shipping PBZ to mobile devices is indeed an interesting topic. However, games developed with Un eal Engine 5 do not possess this feasibility yet. Perhaps cloud gaming could help us provide the same experience across all platforms.
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