As I sat down to play, the developers of the Fantam Blade Zero were anxious to tell me that they occupied the movement from the real King Fu Masters to ensure that their game was “authentic” as much as possible. They are also very aware that when the game was first revealed, the players thought that it seems “too much choreography” to play a real game, and in the last year, two separate demos have been made to persuade everyone to agree that this is the real contract. So far, I would say that it is working.
Last week, at the Game Developers Conference in San Francisco, I jumped straight to the second (and tough) of two Demo Demo in Phantom Blade Zero, which threw me into the fight against the boss in the air on the silk red ropes. He used to revolve around the field like a psycho -marion, descending into the extraordinary Swiss to hit me. I struggled over time on its attacks and movements and a lot.
Finally, this is a short fight, only demands that I demand a handful of attacks to safely launch in one of my own whirlwinds. But with the demo it took me about an hour, in which I really had a weakened confusion than the Lock I used to be in comparison to the action games. Something Permanently was throwing my time, making it difficult to read how the enemies were reacting to my attacks or attacking themselves.
I often found myself panic, and usually lose Perry, which saves their ability, alias their Shay Chi. At first I thought that the Marionet Boss was very fast and fluid to follow me – and the developers told me that the players would not reach the war until 10 hours of the game under their belts arrived. But when I first turned to the demo and started fighting some basic enemies, I still remained in the wrong times.
Were the dynamic images of the attack too long? Did I just have the monster Hunter’s mind that I couldn’t understand these many different controls?
I will accuse the victim of my 70+ hours of recent monster for 10 % of my troubles, but Finally When I met the Block Mid Devil with a lightweight enemy when he was not attacking me, I found it. I knew exactly what I was watching, and I realized that despite watching dozens of Chinese Kung Fu and Voxia movies in my life, I never played a game with dynamic images that gave birth to their special style, where Block Looks like attacking mainly.
Let me give an example.
In a medieval European -style sword fight, I usually expect an attack to be seen to look like:
Easy! Defense! Salvation in the kingdom 2, every invader puts his blade in his place for a moment to absorb the effects of the coming strike. The same swing of the blade is sufficient to avoid the attack. This is such a heavy, deliberate duplication that I expect from the Nights acting sports in the plot mail. The same is true in films. For example, there is a recent battle of the movie The King.

This is followed by the second mode in which Japanese action games work. From here, there is a fight for the software severo, about the highest lightning rays.
Even the footage applies slowly, you can tell how quickly the strike moves from both the player and the enemy. The blade stops the blade and then returned to his rest immediately.
Classic seamorous films often show the swords rarely, instead of choosing a more effective swiping, but whether the war scene is a wild turmoil or tension, they are usually selling the same idea: a swing can eliminate all this.
These are widespread methods I expect to work in sports. Either an enemy is holding to stop his sword, or my attack is going on and damaging. It is usually the latter against the “fodder” enemies: they can stop one or two swings, but then I am stagnating their body as stagnation, and reacting to every shock. But it is not that it usually works in the Phantom Blade Zero, which is doing a very different type of sword.
Until you remove the enemy’s shi gauge, they will continue to swing, fading attacks and blocks together.
Through the clip Wild Games on YouTube.
I found these flowing, swords and misunderstandings in the phenomenic blade until I stopped to think about their direct inspiration, such as in films like the Croiching Tiger, invisible Dragon:

Or swords 2:

The style of these battles often sees the attack instead of a more structured crime and defense. I was abusing every enemy’s swings – in practice it meant only to remove my own businesses – as if they were the coming attacks. What makes it a game for a wonderful cinema can be a bit difficult to read in a game, though the Motion Capture in the Phantom Blade Zero looks like a cool thing, a pledge working with the expert’s S Game.
The lesson of this game really gives a hammer at home how to see the sword play or how to look different from Ninja Gedin’s choice:
Through the clip Wild Games on YouTube.
In the upper part of this mental obstruction, Phantom Blade Zero is A lot of On the way-the hammers that need to be tailored or tasting with their colorful coded indicators, and dozens of weapons weapons, some of which have a completely unique mechanics. For example, the soft snake sword is a different, more aggressive perry than other weapons but slows down your movement, which makes it more than a boss fighting counter.
I did not immediately feel under the control of the Phantom Blade Fighting when I entered all the films over the differences between Voxia Fights and Samara battles, but when I really needed to be blocked, I managed to calm down and recover a little. I think the mechanical skills will only take longer-which should be enough in the final game, as the S Game says it reminds a cohesive world of pre-Eldon color soul sports, which are more boss-based Black Matthew: more growth than Wokong and RPG system.
You probably want to see some movies to go to the zone before playing. I recommend to start A touch of zen.