Phantom Blade Zero: "Playtime Is Around 30 Hours"
Ahead of its official launch, Phantom Blade Zero held a hands-on preview event for global media in Beijing. Attendees were able to play the game firsthand for approximately six hours, experiencing everything from Chapter 1 to a late-game boss battle. Following the session, Soulframe, CEO of S-Game, sat down to discuss the game's combat, development journey, and overarching vision.
Phantom Blade Zero features 30 different types of weapons, and the team has invested significant effort into each. However, the goal isn't to restrict player expression. Soulframe noted that players can choose to play through the entire game using a single weapon—including a wooden sword designed as a high-skill challenge. This reflects the Kung Fu philosophy that true mastery transcends the need for superior steel.
Mechanically, weapons will differ significantly. For instance, the Drunken Sword alters combat tempo and attack range based on the character's intoxication level. Because the game is not a PvP title, the developers prioritized creating diverse types of fun over perfectly tuning every weapon to an identical competitive standard.
From Mobile to AAA Scale
Transitioning to a large-scale 3D title using Unreal Engine 5 has been a massive undertaking for S-Game, which previously focused on mobile games. While the project carries a substantial budget, Soulframe describes it as an "indie game in spirit," explaining that the team maintains a mindset of taking on extreme challenges and stepping outside established boundaries.

One of the difficulties was the lack of developers in China with experience in this specific genre. The studio relied on outsourcing studios that had long provided animation, 3D modeling, and concept art to Western and Japanese studios. Notably, crucial tasks, such as the final boss or the opening sequence, were entrusted to young developers recruited straight out of school.
What is Kung Fu Punk?
One of the most intriguing terms in the game is "Kung Fu Punk." According to Soulframe, the goal is to make this concept as naturally understood as Cyberpunk or Steampunk. It is an attempt to reimagine traditional culture through the lens of modern pop culture, blending Kung Fu and Wuxia with elements of Hollywood, Japanese manga, and anime.

The developers aim to make Chinese culture an element that enriches the game rather than a barrier to entry. The story of an elite assassin hunted by his own organization relies on universal emotions like friendship, love, revenge, and hatred, making it accessible to a global audience.
Hybrid Genre and Difficulty
Despite comparisons to Soulslike or Devil May Cry, the developers reject narrow definitions. Soulframe describes the game as a hybrid: an RPG at its base, featuring exploration and secrets, with fast-paced, combo-driven combat at the top. "It's not a Soulslike, nor a hack-and-slash, nor an open-world RPG. Perhaps you could call it simply the 'Phantom Blade Zero' genre, or describe it as a Wuxia action-adventure," the CEO stated.

The difficulty system was designed to accommodate different players. Beyond standard settings, there is a brutally difficult mode called 66 Days, where the number of retries is capped at 66. On higher difficulties, enemies do not just receive stat boosts; their behavior trees change entirely, making them more aggressive and unpredictable.
Playtime and Enhancements
The expected playtime is around 30 hours. For PS5 Pro owners, various enhancements are being prepared, including ray tracing, high-quality character and environmental modeling, and improved lighting.