Phantom Blade Zero director Qiwei Liang has been fairly insistent that his upcoming fantasy motion sport is not a Soulslike, even when you will not perceive what you are till you play it for your self. And to actually distance the sport from a style Liang stated there are “too many” of, the lead dev just lately broke down how some bosses truly borrow from preventing video games as a substitute.
Talking to the most recent challenge of PC Gamer Journal, Liang spoke about how one boss particularly, known as Huangxing, adjustments within the sport’s more durable ‘Hellwalker’ problem mode. “In regular problem, he has among the Soulslike components to him: he has fastened combos, and when you combat him sufficient occasions you will work out his combos.” Sounds just like the traditional souls components of ‘die, die, die, study, win.’
“However in excessive problem, it is a fully completely different course,” Liang continues, and this is the place it will get fascinating. Whereas designing the boss encounter on that Hellwalker problem, the dev apparently “tried to borrow an idea from preventing video games and incorporate it into his AI.”
On Hellwalker problem, Huangxing will “analyze the scenario he is in and whether or not it is to his benefit or drawback,” similar to most preventing sport’s AI, “and that lets him use completely different assaults primarily based on the scenario.” Liang continues to elucidate that “we’ve a state we name ‘fortunate draw’ the place if he lands a success he’ll proceed a combo, but when it does not hit, he is gonna do one thing else. He tries to make use of the results of his final assault to find out what to do subsequent.”
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 may simply zig the place you count on him to zag.