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Phantom Blade Zero - a new "action RPG" coming to PC and PS5

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,100
Location
Nantucket

Check out the world premiere of Phantom Blade Zero, a new Action RPG featuring deep and dark art style, fast paced combat, and a fictitious world blending Chinese martial arts and steampunk! Be the Dark Raider exiled by "the Order", embark on the path of vengeance, and uncover the darkest secrets of Wulin!
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Ah, good, another fake chinese UE5 action game to throw on the pile next to CODE: JIN YONG, Black Myth Wukong, Faith of Danschant: Hereafter, and Where Winds Meet
 
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Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,518
Location
Crait
It's very noticably Chinese/ Wuxia influenced, with the architecture, that face changing boss, the style of weapons and the sword fighting style (which is very different from Japanese iaijutsu/ kenjutsu). That said, it doesn't look quite like a full PS5 next gen game, unlike a lot of the other games that were showcased yesterday.
 

Rean

Head Codexian Weeb
Patron
Joined
Nov 14, 2020
Messages
2,159
Strap Yourselves In
Very Nioh-y. Tenuously excited, despite the English voiceovers absolutely destroying the trailer.
 

cruel

Prophet
Joined
Sep 17, 2014
Messages
1,031
This looks great actually, will keep a watch. I can forbid a lot of things if a game nails dark fantasy setting properly.
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,317
Looks cool but let's be honest, there's like a 90% chance that it's either: a) vaporware, b) will come out but be much more scuffed than in the trailer
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,687
I'm so tired of this camera. Tired of not knowing what I back into and having to adjust much more because it's so close to the character.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,108
Location
Lusitânia
The action looks quite agressive, nice
Shame for the nuGoW camera, but I'll reserve further judgment when it releases
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,687
The action looks quite agressive, nice
Shame for the nuGoW camera, but I'll reserve further judgment when it releases
Obviously no jump button again. Really agile character doesn't know how to jump. Could have had more variety with wide cam and platform mechanics. Fighting will get tiresome, again.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
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Location
Lusitânia
You're jumping to conclusions
It's best to wait until we know more about gameplay as we still know little about its workings
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,687
You're jumping to conclusions
It's best to wait until we know more about gameplay as we still know little about its workings
I'm not. KNEW what new God of War was gonna be from that first gameplay-story trailer. Was obvious that jumping would be removed due to cam and primary actions would be moved to shoulder buttons and triggers due to cam. Lock-on is cool, but locking cam as well is ass because it limits other mechanics. So many delusional Souls fans here thinking the character unable to look back while circling around enemy is fine. Tired of that, and here you have even less visibility. Can't tell if the cam whips to the left at 1:32 because of where enemy is or because the devs manually moved it at the end of the flurry, but cam will be hectic/unwieldy again as it follows enemies.
 

Spike

Educated
Joined
Apr 6, 2023
Messages
956
You're jumping to conclusions
It's best to wait until we know more about gameplay as we still know little about its workings
I'm not. KNEW what new God of War was gonna be from that first gameplay-story trailer. Was obvious that jumping would be removed due to cam and primary actions would be moved to shoulder buttons and triggers due to cam. Lock-on is cool, but locking cam as well is ass because it limits other mechanics. So many delusional Souls fans here thinking the character unable to look back while circling around enemy is fine. Tired of that, and here you have even less visibility. Can't tell if the cam whips to the left at 1:32 because of where enemy is or because the devs manually moved it at the end of the flurry, but cam will be hectic/unwieldy again as it follows enemies.
mod it
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
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Location
Lusitânia
You kinda are
In the 1st trailer they show the protagonist doing acrobatic shenanigans during combat
Overall, we still saw little of gameplay and know even less how it works
but locking cam as well is ass because it limits other mechanics
Sure, but those mechanics might not be needed
So many delusional Souls fans here thinking the character unable to look back while circling around enemy is fine.
If the combat and its challenge is properly designed, then this is fine
Souls in particular puts emphasis on the player being mindful of his surroundings - having a cam that gives a wider view of the arena would remove that particular challenge
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,687
You kinda are
In the 1st trailer they show the protagonist doing acrobatic shenanigans during combat
Overall, we still saw little of gameplay and know even less how it works
but locking cam as well is ass because it limits other mechanics
Sure, but those mechanics might not be needed
So many delusional Souls fans here thinking the character unable to look back while circling around enemy is fine.
If the combat and its challenge is properly designed, then this is fine
Souls in particular puts emphasis on the player being mindful of his surroundings - having a cam that gives a wider view of the arena would remove that particular challenge
Supposed to be mindful of surroundings, can't look at surroundings while locked, makes sense, wait, doesn't. Can still make keeping safe position in environment challenging while keeping cam wide and separated from lock-on by building better AI, could have them work together to cut you off, push you to the drop or spikes. "I can see myself backing towards the drop, need to get around these assholes" better than "Oh, I fell because forgot there was a drop there and retard character can't turn neck."

The-Mummy-1999-Stephen-Sommers-Universal-UHD-mkv-snapshot-01-46-12-2024-06-07-20-15-58.jpg
 

Anonona

Savant
Joined
Oct 24, 2019
Messages
688
The game may actually be good, but I too am seeing some elements in the trailer that are sadly reminiscent of GoW flawed integration of the camera. At around 1:16 in the video you can see at the right side of the screen a red arrow reminiscent of GoW's arrows, probably to warn the player of the presence of a new enemy that the bell guy summoned.

Of course, it still doesn't mean the combat is bad, after all, God Hand uses a similar camera and is fantastic. It really does depend in how they end up designing the combat and movement mechanics, the enemies and the levels, in a way that the camera is actually conductive to the gameplay instead of going against it. NuGoW pretty much had very mediocre design decisions which made its camera a royal pain in the ass and needed numerous band aid mechanics to compensate. Also let's hope it doesn't have forced RPG systems like nuGoW, that shit was atrocious.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,514
Location
Hyperborea
At around 1:16 in the video you can see at the right side of the screen a red arrow reminiscent of GoW's arrows, probably to warn the player of the presence of a new enemy that the bell guy summoned.
Modern devs love creating problems in order to come up with solutions looking for a problem.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,108
Location
Lusitânia
Supposed to be mindful of surroundings, can't look at surroundings while locked
That's why you don't jump right away into fights and new rooms
You proceed carefully, examine the layout, check corners and pitfalls, look for traps
Then, when you're confident you are well aware of dangers of the new surroundings, you engage the enemy
But since the combat revolves around the use lock-on, that means the combat's focus is on 1v1
So you try to engage only 1 enemy at a time, because more than that and you increasingly run the risk of being overwhelmed

Can still make keeping safe position in environment challenging while keeping cam wide
And by doing that, they would eliminate a significant design element that contributes to the game's intention of keeping the player on his guard, to make him advance with caution and not to engage combat like in a traditional Hack 'n' Slash
There's also the fact (one which sadly From began to lose sight of ever since Bloodborne) that exploration and atmosphere and the tension derived from both are the main appeals of Souls games
 
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