PS5 and PC single player action games lost their soul: Large interview
Blog Andrew Joseph 20 Feb , 2025 0
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About ten years later, Lost soul while Finally arranged for a release. Initially, Solo developer Yang Bing has grown to become the Sony Radio champion under the company's “Chinese Hero Project”, and Bing is now the founder and CEO of Shanghai studio Ultizero Games.
With May 30 release dates for the PlayStation 5 and PC shutdown, IGN has the opportunity to sit down with Yang Bing to discuss the long launch path. This single-player action game has been going on for many years, upgrading from a vision of a solo creator to a trailer in Sony’s match state. Through it, all the hype is growing, some calling for lost souls to throw aside, excitingly combining Final Fantasy characters, and the devil may cry – even the moment when Yang Ben's original reveal video spread in 2016 rise.
With the help of the translator, Ign asked Yang Bing about the early origins of the loss of the soul, its inspiration, the challenges the team faced over the years, and more.
It's almost nine years since the first glimpse of losing a soul Your YouTube channel. How did you start this project, and how old were you?
bing: So, I remember our first promotional video was released in 2016. I was born in 1990, so when the video was released, I was about 26, so it was actually at the beginning of the project. I remember (the lost soul on one side) probably started in early 2014, early 2015.
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What was the initial inspiration behind Lost Soul? Is this situation varied during the development process?
bing: So, personally, I have loved playing games since I was a kid. Of course, I had some personal favorite types at the time. Later, (my) passion for the game did not change, and there was not much change. So I want to develop something I really like. Then the tools and game engines are relatively mature. This is the beginning of (the lost soul on one side).
Overall style, then, the inspiration has not changed much. From the beginning, early 2016 to now, for about nine or ten years, it has been combining fantasy elements with some realistic visuals, characterized by this authentic aesthetic. Therefore, this style has not changed. The combat style also always tends toward high-speed and flashy action. So, this is something we have been sticking to over the years. During this development process, of course, we continue to see some new and excellent works, and maybe we will make some impact through (ON). So, I should say that from the outset, this personal trailer gradually evolved into a more mature, more operational version.
How did the Sony cooperation emerge? Can you describe what the first meeting looked like and how it happened after the partnership?
bing: Well, actually, back in 2016, I had some contact with my PlayStation colleagues. It was a turning point for me, and I think it was amazing. So when I posted this promotional video, I received a message from my PlayStation colleague who said they wanted to discuss the project in detail and explore potential collaborations. At that time, I was still in Korea and I was really grateful for the opportunity. At the end of 2016, I returned to China and immediately went to Playstation, Sony was in Shanghai, visited them and met them in person. So, since then, we started working together.
In recent years, cooperation has been deepening. Initially, it started with Sony Chinese Hero Project. Then, later, we joined the partnership with Sony, and then Sony officially announced that it will be published by PlayStation.
What would you say would make the lost soul stand out from other games?
bing: So, this game will go very well because we think the overall operability of the game may be impressed by the players when they play, including the combat experience and interaction with the environment. It will go very smoothly. To achieve this smooth feeling, we actually did our best to ensure that the player’s inputs were immediately feedback. For example, all weapons can be switched seamlessly.
In addition, combat of this skill combination can also be seamlessly combined. All skills can also be cancelled. We spent a lot of time making sure everything flowed as smoothly as possible. So, I think that will impress the players with the biggest impression. Then, our intention, our intention is to shape two main characters, namely the Combination, Kathier and Arena. Therefore, we can provide players with options such as turning the arena into weapons and other elements to help Kaser fight. (He) can provide some help during his journey. So I think all these elements combined together can be a very good and recognizable aspect of our game.
Where is the concept of the arena, where does the transformed dragon companion Kazer come from?
bing: So, this idea and thinking actually started at a very, very early stage, even before the project started back to 2016. Crystals that can (convert) into various weapons, shadows and many other things. Combined with my idea, I kept thinking about the idea that the dragon (Than) can change all kinds of shapes. Even before this game project started, I had an idea about something like this.
In addition to this dragon, I think the protagonist has a companion, which at the time was somewhat similar to the dragon-like creature that could be transformed into a weapon, (to help) the character, assisting in the battle. So, I've always had this idea from the beginning and I've had the idea of including (IT) in the project. This protagonist has the idea of a dragon companion who can be a weapon, and in fact, I've known it since 2014.
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What ideas and themes have lost their soul next to you, and you want the player to get rid of this game?
bing: Therefore, the core theme revolves around the main character and his companions arena, and they go on various adventures together. Of course, they face many challenges along the way, including traps and various powerful enemies. So the point is Kaser, Kaser is an ordinary person, an ordinary person. Then after he encounters the arena, they continue to build some kind of relationship with other characters. So in this adventure, we want players to experience the character’s growth, from the beginning to transform from an ordinary person to a hero who can save the world at the end. Of course, saving the world was not his original intention, but players can gradually consciously embrace the idea of saving the world and defeating the villain throughout the process.
What is your biggest challenge?
bing: So, well, it starts with (my) personal thoughts, and then a promotional video, which is a conceptual idea. Then we must accumulate experience and enhance development experience in this process and over the years. So, I think it's very important to develop this kind of skills and types of projects, and that's one thing. And then it was another challenge for me, and I should say that, because for me, I started with a personal idea. I work. I used to work alone. Later, with the help of Sony PlayStation, I kept (accumulating) how to work with other members because we had already built a team. So it requires everyone to come together to achieve this idea. So, for me, it was a learning process and I needed to overcome this challenge to make the project a success.
Are you planning to boot the first day for your PC and PS5? What is the reason behind the reasoning of targeting launches on PlayStation only?
bing: Therefore, it is also booted for the PC. I think it's a very new experience for the players and I think it'll be fun for them. So, this is the final stage, and the final decision was made during the communication process between me and Sony. So, I feel everyone collaborated in a good way and harmonious way throughout the process.
After staying Lost Soul for so long, are you excited about everything that follows and the Ultizer game?
bing: Well, at this stage, then my team, myself and the PlayStation team, we are constantly communicating on follow-up plans. Sorry, I can't provide a very clear answer at the moment.
But are you happy to lose your soul there?
bing: Yes.
Lost Souls will be released on PS5 and PC on May 30, 2025.
Eric is a freelance writer for IGN.