The last time I tried Phantom Blade Zero, I had a good experience, but I still had a lot of unanswered questions. The Summer Game Fest 2024 demo showed me some of the game’s fighting and boss battles, but that only gives you so much of the full picture. I was curious about how the game is organized – things like the levels, how everything connects, and the overall structure. Many games have exciting boss fights, but what really brings everything together?
I got a clear idea of what to expect at Tokyo Game Show 2025. I spent about an hour playing the latest demo of Phantom Blade Zero, getting to experience an entire level. Although some things – like certain collectibles – were adjusted for the demo and aren’t quite final, I’m starting to understand S-Game’s vision for the game. I’m now excited to play the full version when it’s released. The development team seems to be creating something genuinely remarkable.
Everything I said about the game’s combat in my last impressions still holds true. It’s quick, chaotic, and feels like a solid blend of games such as Ninja Gaiden and more “classic” Soulslike titles. What’s really changed, though, is how the level design impacts how players use their abilities. The level I played started with me climbing through a quarry, battling enemies while moving between structures built into the cliff sides. Stealth is encouraged – it’s not necessary, but if you break an enemy’s defenses with parries or defeat them stealthily, there’s a chance a Quick Time Event (QTE) will trigger, letting you quickly move to another enemy nearby, similar to the combat flow in Batman Arkham, and keep the action going. Platforming is a central part of the level’s layout, and there was even one ranged enemy I couldn’t reach for a long time. He kept harassing me while I dealt with other groups as I climbed. Eventually, near the top of the quarry, I found a way to get to him, and he rewarded me with an item that could give me a permanent boost, reminiscent of The Legend of Zelda.
Okay, so Phantom Blade Zero isn’t exactly a “Soulslike”, but the checkpoints work in a similar way. What’s cool is, because the game is all about climbing and jumping, whenever you get close to a checkpoint, this ghostly thread appears and connects to you. It’s a really helpful hint, showing you where it is and which direction to go. You can fast travel between any of these checkpoints within a level, which is awesome for going back and grabbing stuff you missed. I even beat a midboss who gave me a new subweapon – a hammer! – and I could use it to smash open paths forward or find hidden collectibles. I’m not sure how much of this backtracking will be in the whole game, but it definitely shows they’re not just making a straight-line experience. There’s a real reward for going off the main path, which I love.
I also encountered a boss fight against a skilled swordswoman. It was completely optional; I was informed I could leave at any time. I was told that winning would prevent her from appearing later, suggesting she might become a companion. However, it turned out the team was simply showing that defeating her would remove her from the second phase of the demo’s final boss. It was a clever touch, and the reason behind it was clear. Even without considering that encounter, the demo’s final boss was a great demonstration of the team’s abilities. The main boss controls a group of soldiers who fight alongside him, either attacking one at a time or working together. While you can attack the boss directly, it’s more effective to defeat the smaller enemies first-otherwise, he’ll use them to heal himself when his health is low.
During the second part of the fight, the roles reverse, and the character who was controlling things now becomes the one being controlled, completely changing how the battle plays out. The woman we saw earlier joins the fight after you’ve dealt enough damage, making an already challenging encounter even more unforgettable. I was already impressed with the bosses in this game after playing it last year, but seeing the team consistently deliver on that strength – and connect it so well with the level design – makes me even more eager to play the complete version. Phantom Blade Zero is definitely a game to watch; if you weren’t convinced by our initial thoughts last year, S-Game is a developer you shouldn’t ignore. We’ll be sharing more of our thoughts in the coming weeks and months, so stay tuned.
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2025-10-04 19:56