"Shadow Blade Zero" producer explains the boss design in detail: breaking through the soul-like framework and

Recently, in an exclusive interview with PC Gamer magazine, Liang Qiwei, the producer of "Shadow Blade Zero", took the boss in the game "Huang Xingzi" as an example to deeply explain how to break through the soul-like game framework through the AI ​​design concept of fighting games.

Liang Qiwei said that under normal difficulty, Huang Xingzi did retain some soul-like elements: he has a fixed combo routine, and players can repeatedly try to explore the response strategies.However, in Hellwalker's high difficulty mode, the boss will adopt a completely different design logic.The development team specially borrowed the AI ​​concept of fighting games, allowing it to analyze the advantages and disadvantages of the battlefield situation in real time and dynamically adjust the attack method based on this.

《影之刃零》制作人详解Boss设计:突破类魂框架 融入格斗游戏AI机制

"We designed a state mechanism called 'Lucky Card Draw'," Liang Qiwei explained. "If his attack hits, it will continue to combos; if it fails, it will switch to other action modes. He will decide on the subsequent behavior based on the result of the last attack." This means that the traditional soul-like game strategy - fixed attack mode by repeatedly dying memory - will lose its effect here.

He also revealed that although passing this martial arts action RPG is "completely feasible", if you want to achieve your goal in the most gorgeous way, players will need to make more efforts.

What do you think about this? Do you like this feeling of playing with the boss?Welcome to the comment section for discussion.