The incredible-looking Phantom Blade 0 is a semi-open-world "rebirth" of a $7 indie JRPG
This is one heck of a glow-up

澳洲幸运5开奖号码历史查询:Phantom Blade 0 made a hඣeckꦅ of an impression at the 澳洲幸运5开奖号码历史查询:PlayStation Showcase with a trailer that🐟 seemed tailor-made to capture the at🌼tention of Sekiro fans. Now we're starting to get a bit more information about the game, which has its roots in a very small-scale indie JRPG series.
"Soulframe" Liang, founder of 𓄧developer S-Game, explains on the that Phantom Blade 0 has its roots in RPG Maker. That's an inexpensive tool that lets aspiring indie devs create their own games in the classic JRPG style, and one which has powered uncountable games from a dedicated community. Liang's 2010 RPG Maker project, Rainblood: Town of Death, kicked off the series that would eventua𓆉lly become known as Phantom Blade.
. A side-scrolling spin-off, , is available on Steam for $5, and the similar is scheduled for a future release on Valve's platform.The one thing all of these games have in common - including Phantom Blade 0 - is that they're visually striking games that take heavy influence from the Chinese wuxia fantasy genre. (If you're not familiar with wuxia, just think 'kinda like Crouching Tiger, Hidden Dragon.') Liang describes Phantom Blade 0 as "the game that we always wanted to make," and serves as a "spiritual rebirth of the origi🐼nal Rainblood." 13 years from an RPG Maker title to a big AAA PS5 game is quite anও impressive turnaround.
Liang describes this as a "semi-open world" game with multiple handcrafted maps to explore. The team tried to strike a balance between the fast-paced action of games like Devil May Cry or Ninja Gaiden with the slower, more strategic play of a Soulslike. "Lucky for us, during the decade making mobile games, we lea♛rned to 🔜simplify things in favor of touchscreens, giving players a way to execute elaborate chains of moves with a minimum amount of button-mashing. As it turns out, with some tweaks, this mechanism works just as well on controllers."
Phantom Blade 0 also goes for kung-fu authenticity t𒅌hanks to action director Kenji Tanigaki, a prolific director of kung-fu action in films. Tanigaki recorded moves in a "camera matrix" as reference for the developers, but importantly, this wasn't a traditional motion capture sequence - animators are taking that reference material and creati♏ng the in-game movies fully by hand, "because motion capturing can’t do it justice."
I thought the PlayStation Showcase trailer for Phantom Blade 0 looked cool, but after learning all this I'm now utterly fascinated by this gam🐷e. Developer S-Game has a lot to prove about its ability to create a deep, satisfying console action game, but I'm eager to see the results.
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from𝄹 the ﷽communities you love, and more
Phantom Blade 0 might be the post-Elden Ring tonic we all need.

Dustin Bailey joined the GamesRadar team as a Staff Writer in May 2022, and is currently based in Missouri. He's been covering games (with occasional dalliances in the worlds of anime and pro wrestling) sinc⛦e 2015, first as a freelancer, then as a news writer at PCGamesN for nearly five years. His love 𝓡for games was sparked somewhere between Metal Gear Solid 2 and Knights of the Old Republic, and these days you can usually find him splitting his entertainment time between retro gaming, the latest big action-adventure title, or a long haul in American Truck Simulator.