"Anyone Can Become a Kung Fu Master": "Phantom Blade Zero" Developer Interview on Action DNA from Donnie Yen and RPG Design

With the release of *Phantom Blade Zero* scheduled for October 29, Game*Spark visited S-GAME’s headquarters in Beijing, China, ahead of the launch to interview Game Director Soulframe and Sound Producer Bo Caisheng. They discussed the game’s design ph…

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"Anyone Can Become a Kung Fu Master": An Interview with the Developers of *Phantom Blade Zero*. We Ask About the Action DNA They Learned from Donnie Yen and the Game’s Unique RPG Design

■ The world of “Kung Fu Punk,” a modern reinterpretation of wuxia. Also worth noting is the design that guides players through “art” rather than UI

――I’d also like to ask about boss strategies. During the demo, I was struck by how certain enemies became easier to fight by using specific actions or weapons. Are these weaknesses and mechanics—which players discover through trial and error—present in many enemies, or are they limited to specific ones?

Soulframe: Many enemies have weaknesses that, if exploited effectively, can give you an advantage in battle. However, how obvious these weaknesses are and the impact they have on the battle varies from enemy to enemy.

For example, there are enemies with extremely sturdy shields. If you attack such enemies head-on using only standard slashing weapons, you’ll struggle, but using a specific weapon type can make the battle much easier.

There are also mechanics tied to the story.

Suppose you discover through the story that two characters are connected in some way. If you then use a weapon related to that connection, the opponent might react in a special way or say something different from their usual lines.

These are some of the little surprises we’ve prepared. We really hope you’ll try to discover them.

――So, even if you can’t defeat a strong boss, rather than simply upgrading your weapons, you should think about “what’s effective against this enemy” and try out various weapons and builds?

Soulframe: At its core, this game places great importance on the “RPG” gameplay loop. By combining weapons and equipment, you can build a wide variety of builds.

If you’re stuck on a boss you just can’t beat, you don’t necessarily need to hone your action skills. Simply switching to a different weapon type that matches the enemy’s characteristics might make the fight significantly easier. We want players to find solutions through trial and error—as is typical of an RPG—rather than relying solely on their skill.

――How do you design the difficulty for bosses that players can challenge outside the main story, such as in side quests?

Soulframe: Just because they’re sub-story bosses doesn’t mean they’re necessarily stronger than the main story bosses. However, we’ve given each one its own unique characteristics. They may feel extremely difficult until you understand those characteristics, but once you figure out how to beat them, the difficulty can drop significantly.

When designing the difficulty for bosses in the main story, we have to assume that many players will be able to defeat them. On the other hand, for enemies encountered during exploration or in side content, we’ve allowed for a bit more variation in difficulty. We believe that this kind of fluctuation in the experience is part of what makes an RPG an RPG.

In this game, it’s not just the main story that matters—the characters, stories, and powerful enemies you discover while venturing off the beaten path are also important. Some of these enemies even feature motion capture performed directly by Mr. Donnie.Also, defeating sub-story bosses at specific times and obtaining powerful weapons early on can make future progress much easier. So, rather than just following the main story, I hope you’ll explore various locations.

――I’d also like to ask about the music. Before playing, I expected the soundtrack to focus primarily on traditional Chinese-style compositions. However, when I actually played the game, I found quite modern tracks and even intense, metal-like sounds. Why did you choose this musical style?

Bo Caisheng: First, if we look back at wuxia movies from 30 or 40 years ago, the music of that era actively incorporated the new technologies and trends of the time. Composers back then were trying to fuse traditional Chinese music with new electronic sounds that were emerging at the time.

Sound Producer Bo Caisheng

Bo Caisheng: We’re carrying on the philosophy of those pioneers.

Wuxia culture hasn’t remained the same throughout history. It has continued to evolve with the times. Therefore, I believe the music should evolve in the same way.

There’s also another reason.

The origins of *Phantom Blade Zero* lie in the indie game *Rainblood*. Ever since I began working on this series with Soulframe, I’ve wanted the music to be something new.

*Image from *Rain Blood Chronicles: Mirage*

Bo Caisheng: For this project, we’re collaborating with outstanding musicians who play traditional Chinese instruments. Together with them, we’ve been exploring ways to create a sound that’s different from anything we’ve done before. I think there are certain established methods and standard expressions in contemporary film and video game music.

Of course, there are reasons for these, and they’re effective methods. However, I wanted to break through those “standard answers.”

――Looking at the weapon effects and other elements, there are some quite fantastical expressions incorporated. How do these fantasy-like elements connect to the game’s theme of “Kung Fu Punk”?

Soulframe: The way we envision “Kung Fu Punk” is a blend of traditional Chinese wuxia, combined with modern elements and fantastical expressions. When considering the game’s visual style, there are three main elements: “machinery,” “martial arts,” and “magic.”

By combining these, we’re creating visuals that fit the game’s world. Some elements are based on martial arts with fantastical effects added, while others fuse traditional wuxia motifs with mechanical mechanisms.

We’ve also incorporated elements—such as wind and lightning—that cannot be explained by real-world martial arts alone. At the same time, we didn’t want to create a fantasy where anything goes.

Martial arts in China can be broadly divided into two genres: one centered on weapons, and the other involving magical arts—such as flying through the air or the sorcery used by immortals. Considering these two extremes, we sought to create something new by adding our own interpretation to the space between them.

“Kung Fu Punk” is our reinterpretation of “wuxia” tailored for modern players.

――I’d also like to ask about the game’s playability. While exploring, there are moments where you can tell which direction to go based on markers—such as bells or strings—that are naturally integrated into the world. What aspects do you focus on to ensure this kind of playability?

Soulframe: First of all, we have a somewhat unique background.

In China, mobile games have historically dominated the market. However, since the release of *Black Myth: Wukong*, the number of players interested in single-player games has been growing.

While certain mechanics may seem obvious to players who have long been familiar with hardcore single-player games, they are unfamiliar to new players in China.

So, from the very beginning of development, we’ve focused on designing the game so that these players can enjoy it comfortably. However, as we were actually building the game, we realized that it wasn’t just Chinese players who needed this level of clarity.

All over the world, there are players who haven’t had much exposure to traditional, hardcore games. We want to bring the fun of the games we love to these players as well. To do that, we need appropriate guidance and intuitive game design.

For example, while the thread mechanic serves to guide players, it’s designed so that the art itself can lead them without cluttering the screen with a large amount of UI. We aimed to seamlessly integrate guidance—which makes the game easier to play—with artistic expression that conveys the game’s world.

――After playing this demo, I realized that a great deal of effort has been put into exploration as well as combat. There were gathering spots for people within the demo area—will the full release feature even larger towns and villages? Also, if such locations exist, what kind of gameplay experiences will they offer?

Soulframe: If I go into too much detail, it would be a spoiler, so I’d like to refrain from discussing specific content.

However, there are small-scale locations where NPCs gather.

On the other hand, there aren’t any massive cities teeming with people like those found in typical open-world games. To begin with, this game is neither a fully open-world experience nor a linear one.

It’s structured so that relatively compact regions are connected by branching paths, and players explore within that framework. Exploring side paths may lead you to discover hidden enemies, characters, or equipment. Additionally, obtaining certain weapons may allow you to access areas that were previously inaccessible.

The bells scattered throughout the regions also serve to connect locations you’ve already discovered via fast travel.

At the heart of this game is, of course, the experience of exploring a world full of danger. However, this doesn’t mean there are absolutely no places where people live, nor is it an open-world game centered around a massive city.

We’re aiming to create a unique exploration experience that falls somewhere in between.

――Finally, let me ask one more question about the high-difficulty challenges. Is it possible for a very skilled player to complete the game in a short amount of time? Also, how far has the development team managed to progress through the game?

Soulframe: As of now, at least within the development team, no one has managed to complete the game all the way through without dying even once (laughs).

As I mentioned earlier, on the high difficulty setting, enemy AI may change its fighting style in response to the player’s actions. Even if you know the game inside and out, the attack patterns won’t necessarily be exactly the same every time.

As a result, it’s difficult to get through every battle unscathed simply by memorizing all the boss’s moves and repeating a set sequence. It’s a combination of the enemy AI’s mechanics and the unique constraints of the high difficulty mode.

――Even so, is it possible for a very skilled player to clear the game in a relatively short amount of time?

Soulframe: I think that’s possible (laughs).

――Thank you very much for your time today!

“Phantom Blade Zero” is scheduled for release on PS5 and PC (Steam and Epic Games Store) on Thursday, October 29, 2026.

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