Phantom Blade 0 Has A Really Cool Detail That Hasn’t Been Explained
After my six hours of hands-on time with Phantom Blade 0 in LA, I was sold on the game. The boss design is amazing, the soundtrack is killer, and the beautiful wide linear environments have great metroidvania style side distractions. Obviously, the crown jewel of developer S-Game's production is the motion-captured martial arts combat, and it did not disappoint. But as I kept fighting, something unique and unexpected stood out to me and, after having a talk with director and CEO Soulframe Liang, who confirmed what I experienced, I now better understand what S-Game is trying to accomplish. Let me ask you this question first: How the hell do you translate this into a video game? Wuxia, Chinese martial arts with a touch of fantastical elements, is a beautifully choreographed art by talented martial artists, but there are moments in these fight sequences that are a complete blur of frenetic clashing steel, so you can't just drag and drop this concept into a video game. Who’s attacking? Who’s defending? How do you interpret this rapid but calculated chaos into an interactable medium without it being just a generic quicktime event? https://www.youtube.com/watch?v=II4vNv7tGyA The answer …