GameSpot released a boss battle demo for Phantom Blade Zero, showcasing the use of the Crimson Ghost Blade and dual swords formed by the White Snake and Red Viper to defeat the boss, the Shadow Guard Commander. Overall, the combat moves in Phantom Blade Zero are incredibly cool, and the final executions are brutally gory.
In its review, GameSpot also devoted significant space to discussing boss battles. GameSpot stated that boss fights are the true highlight of the game's combat: visual spectacles and cinematic action sequences are pushed to the extreme, supported perfectly by smooth and exciting mechanics. Whether it's a fire-breathing lion dancer, a lion dancer leaping between wooden platforms, or a three-faced puppet summoning a giant paper snake, each boss is unique and visually striking. These battles are undoubtedly the most challenging aspects of Phantom Blade Zero. Although it is not a Souls-like game, the influence of From Software is evident throughout.
This world blends traditional kung fu aesthetics, steampunk machinery, and body modification elements, all crafted by S-Game. The studio calls this style "Kungfu Punk," a fitting description that cleverly combines pagodas, industrial steel, and billowing smoke.
This setting itself contains rich variety. For example, you will pass through a forest that was once lush but is now stained with blood, as if the forest itself is bleeding, all resulting from a brutal battle. In another area, you will navigate a steam-powered boat across a vast lake dotted with islands; you will also explore a town where residents have turned into puppets, and a winding valley with cascading waterfalls and cliffs overlooking crystal-clear streams.
This is a well-crafted world, but the level design clearly bears the influence of Souls-like games, with winding areas filled with branching paths and looped shortcuts. It stands out as a prime example of such design, making every area fun to explore, even if some parts aren't entirely necessary.
Checkpoints in this Souls-like game allow you to restore health and upgrade weapons and items, but crucially, enemies do not respawn—a strange and unexpected mechanic. This changes the dynamics of encounters, allowing you to gradually whittle down enemy numbers even if you start at a disadvantage.
This also reflects the generally lenient design of Phantom Blade Zero. Many boss battles in the game have multiple phases, but if you die in the second phase, you don't need to replay the first. I appreciate this feature, as being forced to challenge a phase again after proving I could clear it would be very frustrating.
The game also offers three difficulty levels for players to choose from. You can switch difficulties at any time, which I used to make some ordinary enemy encounters more interesting. This is also Phantom Blade Zero's biggest flaw: even on the highest difficulty, dealing with most enemies is too easy, allowing you to win by simply mashing buttons. Groups of enemies occasionally give me a headache, especially when switching lock-on targets becomes overly cumbersome.
As someone who frequently plays these types of games, I know this might not be everyone's experience. However, these boss battles were so challenging that I had to lower the difficulty to Medium, making it feel more like a significant fluctuation in difficulty rather than anything else.
It is disappointing that, under the right conditions, the combat system in Phantom Blade Zero can be absolutely brilliant. Inspired by wuxia games, its fluid movements perfectly capture the dynamic charm of martial arts fiction. While easily slaughtering dozens of enemies who offer little resistance isn't a fatal flaw, the monotony—combined with the fact that players have already experienced the thrill of combat—makes this issue more prominent. This shortcoming holds Phantom Blade Zero back, but it remains a masterpiece that no action game enthusiast should miss.

