Phantom Blade Zero Is As Frenetic And Gorgeous As We Expected | Phantom Blade 0 Preview (2025)

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Phantom Blade Zero’s booth at Tokyo Game Show was so popular that even with an appointment, I ended up having to wait in line, and it’s not hard to see why. S-Game’s not-soulslike (they really want you to know it’s not a soulslike) has been making waves since its reveal in 2023, with its frenetic, Wuxia-inspired combat and decidedly souls-y vibe.

Another thing I’d be remiss to point out: it’s another major single-player, triple-A game to come out of China, right after Black Myth: Wukong smashed records and made a whole lot of money. Considering Phantom Blade Zero has quite a lot in common with Black Myth – paying homage to Chinese culture, going heavy on combat, and from what I can tell, sharing similar tones and aesthetics – it has big shoes to fill.

I have no sense of rhythm, which is why I generally steer clear of games where parrying is a central mechanic, and it took me longer than I care to admit to beat the three bosses the demo put me up against. When I finally finished, a representative who’d been watching me exclaimed, “Finally!” I almost curled up in shame on the spot, but despite the fact that I’d been fighting for my life for over half an hour, I came away impressed by what I’d seen.

The developers are entirely correct in saying that PBZ isn’t a soulslike – it’s much too fast-paced for that. Like my colleague George Foster noted after a much shorter preview of the game, it’s more of a character action game like Devil May Cry. You’ve got a lot of tools in your arsenal that you can swap between in battle: you have different items and weapons to accommodate different combat styles, as expected, but also different Phantom Edges, which are special attacks that you can unleash on your enemies, best used when you’ve depleted their defenses.

The first level taught me the basics. As usual, you have a light attack and a heavy attack, which can be chained to execute quick strikes and powerful Sha-Chi combos. You can also sneak up behind unsuspecting enemies and assassinate them – stealth didn’t have much utility in the levels I played, but its inclusion might indicate that the mechanic will have a place in wider gameplay. You also have a bow for ranged attacks, and stretching it for longer unleashes more powerful shots.

Blocking and parrying are also crucial to survival. You can backstep and sidestep attacks, while blocking will cost you Sha-Chi, analogous to a stamina bar. Blocking Brutal Moves, telegraphed by a blue flash, consumes a large amount of Sha-Chi, so it’s best to parry these as you’ll automatically step into a backstabbing position. Killer Moves, indicated with red flashes, can’t be blocked or parried, and you have to sidestep them, lest you get wrecked. These are all par for the course, but in combination with the game’s speed and enemies’ ferocity, they all meld into a very compelling combat experience.




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