Phantom Blade Zero devs say its interconnected world is 'like the Souls games before Elden Ring'—which has turned my interest into attention

The protagonist of Phantom Blade Zero faces down a dancing lion with his sword drawn.
(Image credit: S-GAMES / PlayStation)

Described by PC Gamer's own Richard Stanton as PlayStation Showcase last year) Phantom Blade Zero does indeed look absolutely slammed with high-octane nonsense—and I mean this affectionately. I like nonsense a lot.

Its jet fuel combat had my interest, but a recent interview by our friends at GamesRadar with director "Soulframe" Liang doubles down on a similar sentiment shared in a PlayStation blog last year, and that has my attention: "It's just like the old Souls games … You move around and explore in a seamless map, it's just not a huge open-world map. But every region is connected together seamlessly."

As someone very publicly on-record about my general malaise surrounding Elden Ring's open world—a feature executed beautifully, but which constantly lies at-odds with the game's other strengths—this has me very interested. As a matter of personal taste, I prefer a smaller, intimate, connected world over big open fields any day.

"There's still some process you go through," explains Soulframe, "but it's non-linear. There are always multiple paths you can go through. It's just like the Souls games before Elden Ring."

Soulframe seems keen to stop the soulslike comparisons there, though—in a Q&A last month, they were adamant that the team was angling more for "combo-driven, heart-pumping combat that is hectic, rewarding, and exhilarating." The team's taken inspiration from the soulslike genre for its environments, sure, but little else: "There will be difficulty options, and you won't have to face respawned mobs after you die or interact with checkpoints."

If anything, that description smacks a little more of God Hand, a 2006 beat-'em-up often mentioned in the same breath as soulslikes in of its difficulty, with long combo strings more at home in fighting games.

Either way, I'm hungry for this thing. I never had the chance to play the OG God Hand, but I'm always a big fan of games that take change up the recipe—why not draw on the legendary dev's environmental design while also doing your own thing? Reuse and recycle, I say.

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Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.