As the Chinese game industry flocks from mobile to AAA blockbusters, Phantom Blade Zero's director says the quiet part out loud: 'Good games are good. It's not 'big games are good.''

Soulframe Liang sits for an interview in a behind-the-scenes video for Phantom Blade: Zero
(Image credit: Soulframe Liang, S-Game)

Game director "Soulframe" Liang accidentally started his career by making free games in RPG Maker and releasing them online. Two decades later, he's making one of the highest profile upcoming games in China, the "kungfupunk" actioner Phantom Blade Zero. I recently flew to Beijing to spend a few hours with the game and have come away particularly impressed with its lavish kung fu animation and its approach to difficulty, which is about style over Soulslike sadism.

But I'm more impressed that Liang's perspective on making games seems to have survived the explosive growth of scaling up to big budget game development without veering off into C-suite corpobabble.

I've interviewed many game developers in my time and PC Gamer, and I feel like this sort of statement should, at this point, strike me as passé. It's obvious, right? But instead, re-reading it makes me want to do a little fist pump, to mutter a little 'hell yeah.' It somehow sounds just a tiny bit radical coming from a CEO like Liang, or from Larian CEO Swen Vincke, who used Baldur's Gate 3's Game Awards win to criticize "arbitrary sales targets," layoffs, and "treating players as users to exploit" as blights on the game industry.

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Wes Fenlon
Senior Editor

Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games.


When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).

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