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50 bosses, hidden weaknesses and multiple difficulty modes: Phantom Blade Zero developers reveal how the game's 'Kung Fu Punk' world works

50 bosses, hidden weaknesses and multiple difficulty modes: Phantom Blade Zero developers reveal how the game's 'Kung Fu Punk' world works
Image credit: X (Twitter)

?Phantom Blade Zero is built around more than just sword fights. The upcoming action RPG from S-GAME combines Chinese wuxia traditions with steampunk machinery, mystical elements and a combat system designed to accommodate different playstyles. The game’s developers have revealed that the game features at least 50 bosses, each with unique combat challenges. In addition, the title will include hidden weaknesses players can discover by experimenting with weapons and equipment. It will also feature multiple difficulty modes that will change enemy behaviour rather than simply increasing their strength. The game's world will follow what the developers describe as a “Kung Fu Punk” style, with exploration, side stories, and character progression forming the foundation of the experience.In an interview with Japanese gaming outlet 4gamer, S-GAME founder and game director Liang Qiwei (also known as Soulframe) and sound producer Bo Caisheng explained how the studio is approaching boss design, difficulty settings, exploration, and the game's distinctive visual and audio style. The developers also clarified how players can use different weapons to exploit enemy weaknesses and why the game prioritises fast-paced combat over RPG mechanics.?

Phantom Blade Zero to feature at least 50 bosses

?According to Soulframe, the game features at least 50 bosses, with more possible. The number ties into the game's weapon system, which includes 30 main weapons and more than 20 sub-weapons players can obtain by defeating bosses.?The developers aim to maintain a consistent identity across different enemy types, including shield-bearing fighters, mounted enemies and larger opponents. Their designs draw from traditional Chinese wuxia while incorporating the game's mechanical and fantastical elements.?Soulframe described the game's structure as a pyramid: narrative-driven RPG elements and map exploration at the base, intricate level design in the middle, and high-speed combat at the top. He also said defeated enemies don't respawn, encouraging players to explore new areas instead of repeatedly fighting the same opponents for resources.?

Hidden boss weaknesses and weapon-based combat

?Phantom Blade Zero will encourage players to experiment with weapons and equipment when facing difficult enemies. Soulframe said many enemies have weaknesses that can make them easier to defeat, although some are more obvious than others.?"We have prepared weaknesses for many enemies that can be defeated relatively quickly. However, there are differences in the degree to which they are found; some are obvious, while others are not,” Soulframe said.?He cited shield-wielding enemies as an example of a stronger gameplay mechanic, explaining that certain weapons are better suited to breaking through their defences. Other weaknesses tie into the game's story, letting players discover additional interactions by using character-specific weapons.?The developers also said players can reset weapon levels and reallocate them to other weapons, encouraging experimentation with different builds rather than relying only on improving combat skills.?

Difficulty modes change enemy behaviour

?The game will include difficulty options ranging from Invader to the more challenging Rebel mode. According to Soulframe, the differences mainly involve enemy AI aggressiveness and responsiveness, not major changes to enemy stats.?The harder Reverse Heaven and 66 Days modes share the same AI difficulty, but 66 Days adds a restriction: players can die only 66 times.?Soulframe explained that enemies can feint, interrupt combos, and react to players' actions, making encounters feel more like fights against human opponents. He also said no one on the development team had completed 66 Days without dying, though he believes a skilled player could eventually do it.?

What makes Phantom Blade Zero's 'Kung Fu Punk' world different

?The game's Kung Fu Punk identity combines three elements: machinery, martial arts and magic. These influences appear in enemy designs, weapon effects and the wider world, blending traditional Chinese cultural references with fantastical technology.?Sound producer Bo Caisheng said the soundtrack also draws on the evolution of wuxia cinema, blending traditional Chinese instruments with modern influences, including electronic sounds.?The developers said the game aims to balance challenging combat with exploration, accessible guidance and a narrative that extends into side stories. These optional stories and their bosses can also affect the main story's ending, giving players reasons to explore beyond the central missions.?

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