Hands-on with "Phantom Blade Zero," a martial arts punk world and high-speed duels make it compelling—its unique features suggest this one could be “the one.”
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/709/G070971/20250928060/
Writer: Natsukami Shiki | 2025/10/06 02:36 (UTC)
From September 25 to 28, 2025, the Tokyo Game Show 2025 was held at Makuhari Messe. The game “Phantom Blade Zero” (available on PC / PS5) was showcased at the PlayStation booth.
4Gamer has previously covered this title in reports from TGS 2024 and ChinaJoy 2025, as well as an interview with Liang Qiwei, CEO of S-GAME and the game’s producer, known online as “Soulframe / S.”
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At Tokyo Game Show 2024, S-Game showcased a playable demo of its new action game “Phantom Blade Zero.” The atmosphere resembles Souls-like games, yet the gameplay feels reminiscent of Black Myth: Wukong. This stylishly crafted title centers on an assassin’s revenge and has become one to watch.
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Interestingly, this title is also the latest installment in Qiwei’s “Rainblood” series, which he released during his time at Yale University. For more details on that aspect, see the article below—this one also makes for an engaging read when considering trends within China’s gaming industry.
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On the evening of September 25, before Tokyo Game Show had even opened, S-Game’s CEO arrived at a hotel in Makuhari. He brought with him “Phantom Blade Zero,” a developer widely regarded as a “passionate creator” in China. It’s rare to meet him personally, so we took the chance to ask some questions.
[2024/10/15 08:00]
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According to the editor, 4Gamer has invested significant effort into this title due to its high quality and the buzz in China about it potentially being a successor to Black Myth: Wukong. Having now personally played the game, I fully agree with that assessment.
Due to various circumstances, we were unable to take photos of the demo booth or gameplay scenes. However, this time we managed to capture some screenshots from actual gameplay (using the PS5 demo version). This article will use those images to convey the game’s atmosphere and feel.
Let me reiterate the basic premise: this is a 3D action game set in an imaginative “kung fu punk” world blending ancient Chinese aesthetics with industrial visuals. The tone is stylish and cinematic.
The protagonist, “Soul,” is an assassin falsely framed by his organization and barely saved from death by a mysterious healer. With only 66 days of life remaining, he sets out on a revenge quest. At first glance, I found this premise highly appealing—what do you think?
As mentioned in the article here, while the game’s overall direction evokes SEKIRO: Shadows Die Twice, its combat mechanics and balance feel closer to Black Myth: Wukong.
The current demo version allows players to select between Chinese and English audio, with Japanese subtitles available in the UI. The developer mentioned that some bugs may exist as adjustments are still underway—but no strange text errors were encountered, and gameplay proceeded smoothly.
Incidentally, during such international demo opportunities, developers are almost always asked: “Is Japanese voiceover needed?” Especially from Asian studios. Given that the game is built around Chinese content, providing a localized version that respects the original intent while feeling natural to local players remains an extremely challenging task.
In particular, many China-originated titles incorporate poetic expressions (in my subjective view), and translating all of these into voice lines might give Japanese players the impression: “Are you all poets?"—even if such expression is common in their home market. The interpretation can vary drastically across regions, and character personalities may shift accordingly.
As a result, discussions often devolve into debates on localization strategy rather than gameplay itself. Ultimately, we reached consensus that even when introducing Japanese voiceover, the foundational mindset behind the project was far more important than simply hiring voice actors.
From my experience, Chinese and Korean developers especially seem eager to actively exchange opinions during such events—not just for feedback but for deeper discussion through dialogue. This collaborative spirit might be a key reason behind so many titles dominating global markets today.
Returning now to gameplay: here’s a quick overview of the controls. Attack methods center on combo attacks using strong and weak strikes, combined with guarding (parrying) enemy attacks. The game also features a unique mechanic allowing players to switch between two equipped weapons during combat.
A wide variety of distinctive weapons are available. In this demo, I mainly used a weapon that induces bleeding on enemies and adopted the “just keep hitting until they bleed” strategy.
Players can equip two different weapons from an extensive selection—each with distinct motion effects Thumbnail image No. 007: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Other gameplay elements include powerful special attacks (“Techniques”) that consume a gauge built during combat, and unique “Shadow Assassin Weapons” with different properties than the two main weapons. However, overall control—including camera movement, locomotion, jumping, and backstepping—remains within familiar boundaries; there’s no need for complex simultaneous button presses.
The game includes many powerful moves that deliver a strong sense of satisfaction. At its core, high-speed combat and stylish action define the experience—this is not just another “get killed repeatedly” title.
Additionally, players manage only three gauges: health, killing intent (stamina), and techniques. Enemies also have these same systems. The key lies in preserving your own killing intent while depleting that of your opponent—but it’s not a case where damage cannot be dealt unless you drain their stamina completely; rather, this system functions more as an accent to the combat.
During battles, enemies will launch attacks with blue effects that significantly reduce your stamina. Timing is key—guard and parry to counterattack. Red-effect attacks are unblockable, so they must be evaded using “Shadow Step.”
Successful parries or Shadow Steps leave enemies momentarily vulnerable. Elements like instantly circling behind them to strike reflect the philosophy of Chinese martial arts—turning defense into offense.
The motion actors recruited include professionals who’ve worked on wuxia action films, making Soul’s movements sharp and crisp—the animation quality alone is unfair in its appeal.
Rolling SoBatt (Just Guard). Attack is the ultimate defense Thumbnail image No. 010: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Difficulty can be set in three levels. Since this demo was for players familiar with action games, I started on Normal mode (later switching to beginner-friendly difficulty due to time constraints).
Depending on the difficulty, enemy attack power and behavior patterns change. In my experience at the highest difficulty level, enemies adapt their actions based on player tendencies—so if you play skillfully, they fight back in ways that create a dynamic, almost cinematic feel.
The developer noted: “When mastering high-difficulty gameplay, it’s like experiencing an intense wuxia film scene.” But enemy attacks were extremely punishing. Needless to say, I quickly reverted to easier difficulty.
That said, regardless of the setting, the rapid back-and-forth between offense and defense can be challenging at first. While guard-heavy play is encouraged, there are fewer “waiting” moments—making it easy to get overwhelmed by enemies’ attacks until you fully grasp the rhythm. As a result, I actually struggled more against waves of minions than during boss fights with longer staring-down phases.
The demo included a tutorial stage and battles against three bosses. First impression: the visuals are stunning. The overall artwork is cohesive, and Unreal Engine 5’s lighting—particularly—is exceptionally well done. These elements combine to create an immersive atmosphere that truly captures the mood of each location.
Soul’s design is also impressive—I found myself staring at the screen intently. What struck me most immediately was the blood effects when slashing enemies. Blood spurts from foes in varying shades: dark red, bright crimson, or thick black droplets hitting the ground—each expression of “blood” meticulously detailed and visually striking.
If undetected, you can sneak up from behind for assassinations Thumbnail image No. 015: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
There are collection-based elements as well Thumbnail image No. 016: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Several bust statues were placed along the way, and interacting with them reveals information Thumbnail image No. 017: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Enemies could be ignored, so I quickly advanced through the stage toward boss battles. The first boss encountered was “Wanjun of the Great Mallet.” As expected, he’s a powerhouse with wide-ranging attacks and noticeable openings after each strike.
Thumbnail image No. 018: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch Thumbnail image No. 019: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
He uses sneaky tactics like raising dust clouds to obscure vision, but his movements are fairly straightforward. Including unblockable attacks that serve as tutorial elements, this boss is designed to help newcomers learn the ropes. I didn’t struggle much—just pushed with a bleeding-effect weapon and defeated him surprisingly easily.
Next up was “The Crimson Female Swordsman.” A complete contrast from the previous boss—she’s acrobatic, highly mobile, and constantly presses forward. Because of this, there are more opportunities to counterattack after defense, making her a fun challenge.
By the way, I nearly jumped when she suddenly moved—I joked that I thought she was just another statue-like figure. The developer laughed heartily at my reaction.
Thumbnail image No. 021: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch Thumbnail image No. 022: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
I was curious about a moment during the fight with the Crimson Female Swordsman, when Soul says: “Maybe I should just avoid this confrontation.” When I asked the developer if leaving without fighting was allowed, they confirmed it—this boss battle is optional and escapable.
When I said, “Well, he’s looking beatable now—I’ll go ahead and finish him,” I dispatched her quickly. Compared to Wanjun of the Great Mallet, she seems intentionally weaker in terms of health.
Enemies are flashy, but Soul is equally showy—high-octane action moves like in a movie make gameplay truly enjoyable Thumbnail image No. 023: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Finally, the last boss is “The Seven-Star Sword Master, Senior Brother.” While previous fights went smoothly, this one posed a significant challenge. Fast-moving with tricky attacks and slight delays—this boss perfectly capped off the demo.
Thumbnail image No. 025: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch Thumbnail image No. 026: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
As his name suggests, he uses coordinated attacks with seven allies. He also has throws against guards and projectile attacks. When staring each other down, his health even regenerates slightly—clearly a step above the prior two bosses.
Thumbnail image No. 027: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch Thumbnail image No. 028: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Still, despite being pushed back, I eventually managed to defeat him… or so I thought. Wait—what?
WHAT?! You’re back from the dead?! This is a demo, you know!!
Thus began the fourth boss battle: “The Sword Will of Despair—Senior Brother.” The screen turns crimson and the BGM shifts to full-throttle rock guitar. It’s like the opening screening for a brand-new wuxia kung fu punk action title! No way—I didn’t sign up for this!
By the way, if you hadn’t defeated the Crimson Female Swordsman earlier, she would unexpectedly join battle here (apparently). When I said, “You should’ve told me that sooner!” the developer just chuckled nervously. In any case, avoiding her fight wasn’t possible anyway—so glad I beat her first.
After entering this form, the coordinated seven-man attacks cease—but his tricks become even more intense. He repeatedly dashes in and out at high speed, then follows up with projectiles after retreating—creating a highly tactical battle. The constant back-and-forth of offense and defense differs greatly from earlier boss fights, keeping you engaged until the very end.
Thumbnail image No. 031: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch Thumbnail image No. 032: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
My final impression after the demo: “Yeah, I really like this.” Honestly, high-difficulty 3D action games are abundant in the market. But among them, “Phantom Blade Zero” stands out with its unique blend of stylish combat and a kung fu punk world setting—distinctive elements that truly set it apart.
Thumbnail image No. 033: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch Thumbnail image No. 034: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Many players will likely be drawn in by this setting. Yet not everyone excels at action games. The fact that it offers difficulty levels ranging from relaxed to challenging, and that even the most intense fights are beatable with effort—this balance of artistry, entertainment value, and comfort is truly well-executed.
Objects whose functions you can intuitively grasp Thumbnail image No. 035: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Shadow Assassin Weapons dropped after defeating bosses Thumbnail image No. 036: Playtest of “Phantom Blade Zero,” a stylish, high-speed combat game set in a kung fu punk world—its unique features suggest it’s one to watch
Though this was a demo, the experience felt like racing down a single path. Still, I should mention that S-Game confirmed “full exploration of open fields and item collection will be included in the final version.” While Japanese voiceover wasn’t confirmed during the demo, the localized UI made it feel very promising. We’ll keep an eye out for further announcements.