“There’s a rhythm to [Phantom Blade Zero’s] combat, but in general it’s much faster than the average soulslike. We were actually inspired by the old-fashioned combo-driven action in games like Ninja Gaiden and Metal Gear Solid Rising, which not many people play anymore. Those games are our favorites, but nowadays, younger players might find these games too hardcore, so we needed to add extra accessibility.
The conversation naturally moves into a discussion of difficulty, the element that, of course, acts as a blessing and a curse for the soulslike genre. I ask if the team wants to truly test your mettle with Phantom Blade Zero.“We put those fast-paced combos into a soulslike map, which is a new combination,” he continues. “But that also created a lot of challenges for us, like the camera angles. I think it’s gone pretty well. We love the idea of doing something really new and unique that incorporates all of the basic elements from the classic games that we love.”
“From the beginning, we decided we weren’t going to do another soulslike game,” Soulframe tells me. “We think the difficulties and frustrations you experience in a normal souls game can’t be the main part of the game. So we wanted to remove the frustrating parts, and add more positive feedback; every dodge, every perfect parry will reward you with fancy animations and Ghoststeps.”
The game also features difficulty options, which aren’t available in many other soulslikes – “this means you don’t have as much punishment when you die,” he tells me. “We want our players to enjoy the pure combat, the story, and the world; that’s the point.
“As a new studio, I don’t think we have the privilege of FromSoftware to make you frustrated while you’re playing. We’d rather keep it accessible to everyone so that everyone can enjoy it.”