People do not realize this, but the closest thing to a modern version of PSO's gameplay already exists.
It's called
Elden Ring.
The thing about PSO (and the reason many of us can easily come back almost 20+ years later and still play) is that it's a complex game built around
very simple mechanics.
PSO balances its combat around a very Oldschool-RPG-like system of "I hit them, they hit me" placed in an action game. Removing this aspect puts all the focus on dodging and i-frames instead of actual combat with the enemy. You can (and should) manually evade attacks, but the game isn't solely built around your ability to do so. You are
intended to take damage if you engage, and this is how the whole game works.
Essentially, this forces a stat-check to occur when fighting enemies in PSO. When you engage an enemy,
everything about your character is important. ATP, DEF, ATA, attack speed, weapon attribute. You also make multiple snap decisions based on
what you're fighting. Do I go for normal attacks and ensure i'll take a hit afterwards? Do I go for Heavy attacks to try and get away without taking damage? Is the damage from a completed combo worth me taking the hit afterwards or do i stop short for safety? Single target and accurate, or AoE and inaccurate, multi hit, ect ect
Manuverability is also deliberately low for the sake of balance, characters slow down when close to enemies making it difficult to disengage. In PSO2 and NGE you
always have better agility than your opponents. In PSO this is rarely the case so enemies more dangerous across the board even if all most of them do is literally run up to you and swing aggressively.
The reason PSO can get away with a rigid 3-hit combo system is because you are literally devising strategies and making snap adjustments
constantly during even the most simplistic encounters.
Risk-reward, resource management, positioning.
TL;DR It's basically the core concept that Elden Ring / Dark Souls is based around.
- Make a character, choose a starting class based around power/speed/agility/magic/balance
- You go into dungeons to find rare weapons
- Massive amount of similar weapons that are given totally different uses by their special attacks (rare ones have unique specials)
- Tons of builds and playstyles, and gear designed around them
- Every enemy encounter is a stat check, you're gonna get hit
- Manuverability is deliberately low
- Positioning is important If you want to attack and not get hit
- Resource management determines how far in any given area you can go.
- You "find" magic spells, including clear improvements to previous ones that are easier/faster/stronger
- Team up with friends to make life easier
Fromsoft games are very heavily built around the exact same concepts of PSO. It's a true modern action-gamey take on very old-school RPG systems.
Start game > get destroyed by everything > get stronger > win > roflstomp old enemies > go to new area > get destroyed by enemies > get stronger > win > roflstomp old enemies > go to new area > get destroyed by enemies > (repeat)
It's literally the first soulsborne. The new PSO games can't capture the magic because they aren't taking from these concepts. They're action-games that emulate the
feel of PSO but take almost none of its core concepts. You aren't intended to take damage, or get stat-checked, or get stronger even really. You're intended to destroy everything in the vicinity, never get touched, and look cool doing it. Completely different genre.