After my six hours of hands-on time with Phantom Blade 0 in LA, I was sold on the game. The boss design is amazing, the soundtrack is killer, and the beautiful wide linear environments have great metroidvania style side distractions. Obviously, the crown jewel of developer S-Game’s production is the motion-captured martial arts combat, and it did not disappoint. But as I kept fighting, something unique and unexpected stood out to me and, after having a talk with director and CEO Soulframe Liang, who confirmed what I experienced, I now better understand what S-Game is trying to accomplish.
Let me ask you this question first: How the hell do you translate this into a video game? Wuxia, Chinese martial arts with a touch of fantastical elements, is a beautifully choreographed art by talented martial artists, but there are moments in these fight sequences that are a complete blur of frenetic clashing steel, so you can’t just drag and drop this concept into a video game. Who’s attacking? Who’s defending? How do you interpret this rapid but calculated chaos into an interactable medium without it being just a generic quicktime event?
The answer is you attack and defend simultaneously (like this). Modern video game combat design has a very commonly adopted core philosophy: If you see an attack, you dodge/parry/etc., and while the enemy is recovering from their attack, you punish and counterattack. It’s a commitment to one or the other, and a sort of call and response system. I am severely oversimplifying it, and every game is different; it’s not always that black and white, but it’s never really choreographed to all happen together as part of a cohesive system. (Well, okay maybe in some very rare occasions.) But even with games so fast that you can’t tell who’s on offense or defense, like Ninja Gaiden, slowing down the action reveals it still consists of turn-based decisions.
Wuxia, unlike popular western-style fantasy or Japanese-style swordplay, is exactly that: half combat, half choreographed dance. So while there are some games that get somewhat close to this idea, S-Game’s goal is to have Phantom Blade 0 authentically perform the whole routine.



