PS5 Phantom Blade 0 | RETAIL NEL 2027

  • Autore discussione Autore discussione Jack 95
  • Data d'inizio Data d'inizio
Ragà seriamente, cosa avrebbe di tecnico Wukong? Capisco i gusti, ma pad alla mano direi che é tutto tranne che un gioco tecnico. Non ci sono manco combinazioni di tasti particolari, dove sta la tecnica?
A boh, siccome ha una certa difficoltà pensano sia tecnico, ma son due cose che non vanno di pari passo.
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Però anche basta parlare di Wukong qui, dai.
Non vedo che ci sia di male a paragonare due giochi.
 

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Phantom Blade Zero creator (soulframe) announced the studio is focusing on finishing development and won't release a new trailer for the Chinese New Year.
Plus, the S-Game CEO disclosed interesting info in a more lengthy post:

  • More than 50% of the game's wishlist come from outside of China (global hit incoming!)
  • Producing gameplay trailers takes away attention/resources from core development; the studio wants to focus on finishing the game.
  • The CEO is concerned that high-intensity combat trailer may be confusing consumers: games might think it's a soulslike, which the studio head insists it's not.
  • Future updates will focus on simpler marketing materials, text-based about story and game systems (up until new pre-launch trailers closer to release).

The main message is that the studio wants to focus on development and polishing and avoid distractions. Pretty much.

头条文章
 
Phantom Blade Zero is currently in the intense, final stages of development. With the time we have left, we are pouring every available resource into pushing every aspect of the game to the absolute limit of our capabilities.

We are fully aware that a profound technological revolution is unfolding around us. However, to this day, every single piece of content in our game has been crafted by the hands of real artists. We will not use AI visual tech that could alter our artists' original creative intent.

Our character models are built upon 3D scans of our phenomenal cast, who also provided the facial capture performances. The voice acting in both Chinese and English has been meticulously refined by our dedicated actors and directors, complete with full lip-syncing for both languages.

The prototypes for our weapons are drawn from the vast arsenal of traditional Chinese weaponry. Sometimes, to better understand how a weapon's weight and length impact movement, we have master swordsmiths forge real replicas.

Our combat is motion-captured by over twenty highly experienced martial artists. To capture the most authentic kung fu techniques, we consult directly with the masters and inheritors of traditional martial arts schools. When we needed authentic swordplay, we invited sword masters from Mount Emei; when we needed lion dance choreography, we brought in lion dance masters from Guangdong.

Of course, we also visited many stunning locations across China, from ancestral halls in Fujian to ancient towns in Zhejiang, and even old steel factories in Beijing. We scanned these places and reimagined them in unexpected combinations to build something truly original: the visual identity we created and defined as Kungfupunk.

The game also features a series of guiding maps. These are not AI-generated, nor are they digital paintings at all. They were hand-drawn using Chinese brushes and Xuan paper (rice paper) by young artists from the Chinese Painting department at the Central Academy of Fine Arts (CAFA).

We firmly believe that human artistry is not merely a means for creating value; it is the value itself.

S-GAME didn't just hire a group of developers to make a game; rather, in our pursuit of continuously building an exceptional, passionate team, we decided to make a game that everyone here could be deeply proud of.

We can't wait for you all to experience that difference in Phantom Blade Zero in just a few months. Thank you!

Soulframe
S-GAME CEO / Creator of Phantom Blade Zero

HFgiwiqbQAI2vq8

HFgiwitbQAAq2E1


 
Phantom Blade Zero is currently in the intense, final stages of development. With the time we have left, we are pouring every available resource into pushing every aspect of the game to the absolute limit of our capabilities.

We are fully aware that a profound technological revolution is unfolding around us. However, to this day, every single piece of content in our game has been crafted by the hands of real artists. We will not use AI visual tech that could alter our artists' original creative intent.

Our character models are built upon 3D scans of our phenomenal cast, who also provided the facial capture performances. The voice acting in both Chinese and English has been meticulously refined by our dedicated actors and directors, complete with full lip-syncing for both languages.

The prototypes for our weapons are drawn from the vast arsenal of traditional Chinese weaponry. Sometimes, to better understand how a weapon's weight and length impact movement, we have master swordsmiths forge real replicas.

Our combat is motion-captured by over twenty highly experienced martial artists. To capture the most authentic kung fu techniques, we consult directly with the masters and inheritors of traditional martial arts schools. When we needed authentic swordplay, we invited sword masters from Mount Emei; when we needed lion dance choreography, we brought in lion dance masters from Guangdong.

Of course, we also visited many stunning locations across China, from ancestral halls in Fujian to ancient towns in Zhejiang, and even old steel factories in Beijing. We scanned these places and reimagined them in unexpected combinations to build something truly original: the visual identity we created and defined as Kungfupunk.

The game also features a series of guiding maps. These are not AI-generated, nor are they digital paintings at all. They were hand-drawn using Chinese brushes and Xuan paper (rice paper) by young artists from the Chinese Painting department at the Central Academy of Fine Arts (CAFA).

We firmly believe that human artistry is not merely a means for creating value; it is the value itself.

S-GAME didn't just hire a group of developers to make a game; rather, in our pursuit of continuously building an exceptional, passionate team, we decided to make a game that everyone here could be deeply proud of.

We can't wait for you all to experience that difference in Phantom Blade Zero in just a few months. Thank you!

Soulframe
S-GAME CEO / Creator of Phantom Blade Zero

HFgiwiqbQAI2vq8

HFgiwitbQAAq2E1



Ci vediamo al d1 di questo ed Onimusha Sasuke!
 
Non vedo l'ora, mi da vibe di Sekiro e spero sia altrettanto una droga
Magari...ma ne devono magna' di pastasciutta per arrivare a Sekiro.
Ma anche per me è uno dei top attesi dell' anno
 
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