Phantom Blade Zero: "Playtime Is Around 30 Hours"

An interview with the CEO of S-Game provides insights into the development of the upcoming AAA title Phantom Blade Zero. The discussion covers combat mechanics, the 'Kung Fu Punk' aesthetic, and the challenges of bringing a Chinese-rooted game to a global audience.
Why it matters
It offers a behind-the-scenes look at the creative and technical challenges faced by developers when scaling indie concepts into AAA console experiences.
Ahead of its official launch, 'Phantom Blade Zero' held a hands-on preview event for global media in Beijing, China. At the event, attendees were able to play the game firsthand for about 6 hours, including Chapter 1 and a late-game boss battle.
Following the hands-on session, an interview was held with Soulframe, CEO of S-Game. Through this interview, we gained insight into everything from combat, boss design, and weapon systems to the direction of development ahead of release and the overall game vision.
There are many weapons in the game. How did you design them to balance the game while giving each weapon its own distinct identity?
For S-Game, Phantom Blade Zero is a major challenge in terms of scale. What was the most difficult part of transitioning to a AAA console game?
Also covering this story
3 other newsrooms covered this event. We read each version separately.
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