Phantom Blade Zero director Qiwei Liang has been fairly insistent that his upcoming fantasy motion sport is not a Soulslike, even should you will not perceive what you are taking a look at till you play it for your self. And to actually distance the sport from a style Liang mentioned there are “too many” of, the lead dev just lately broke down how some bosses really borrow from combating video games as a substitute.
Speaking to the latest concern of PC Gamer Magazine, Liang spoke about how one boss specifically, referred to as Huangxing, adjustments within the sport’s tougher ‘Hellwalker’ issue mode. “In normal difficulty, he has some of the Soulslike elements to him: he has fixed combos, and if you fight him enough times you’ll figure out his combos.” Sounds just like the traditional souls system of ‘die, die, die, study, win.’
“But in extreme difficulty, it’s a completely different direction,” Liang continues, and here is the place it will get attention-grabbing. While designing the boss encounter on that Hellwalker issue, the dev apparently “tried to borrow a concept from fighting games and incorporate it into his AI.”
On Hellwalker issue, Huangxing will “analyze the situation he’s in and whether it’s to his advantage or disadvantage,” identical to most combating sport’s AI, “and that lets him use different attacks based on the situation.” Liang continues to clarify that “we have a state we call ‘lucky draw’ where if he lands a hit he’ll continue a combo, but if it doesn’t hit, he’s gonna do something else. He tries to use the result of his last attack to determine what to do next.”
So, yeah – your typical Soulslike technique of studying assault patterns and responding to them prefer it’s a science will not precisely work right here. Huangxing would possibly simply zig the place you anticipate him to zag.