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Phantom Blade Zero is currently in the intense, final stages of development; Won't be using any Gen AI

LectureMaster

Or is it just one of Adam's balls in my throat?


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Next gen will be the best since PS3 era, because China is a major player now.


Phantom Blade Zero is currently in the intense, final stages of development. With the time we have left, we are pouring every available resource into pushing every aspect of the game to the absolute limit of our capabilities.

We are fully aware that a profound technological revolution is unfolding around us. However, to this day, every single piece of content in our game has been crafted by the hands of real artists.

We will not use AI visual tech that could alter our artists' original creative intent.Our character models are built upon 3D scans of our phenomenal cast, who also provided the facial capture performances. The voice acting in both Chinese and English has been meticulously refined by our dedicated actors and directors, complete with full lip-syncing for both languages.

The prototypes for our weapons are drawn from the vast arsenal of traditional Chinese weaponry. Sometimes, to better understand how a weapon's weight and length impact movement, we have master swordsmiths forge real replicas.

Our combat is motion-captured by over twenty highly experienced martial artists. To capture the most authentic kung fu techniques, we consult directly with the masters and inheritors of traditional martial arts schools.

When we needed authentic swordplay, we invited sword masters from Mount Emei; when we needed lion dance choreography, we brought in lion dance masters from Guangdong.

Of course, we also visited many stunning locations across China, from ancestral halls in Fujian to ancient towns in Zhejiang, and even old steel factories in Beijing.

We scanned these places and reimagined them in unexpected combinations to build something truly original: the visual identity we created and defined as Kungfupunk.

The game also features a series of guiding maps. These are not AI-generated, nor are they digital paintings at all. They were hand-drawn using Chinese brushes and Xuan paper (rice paper) by young artists from the Chinese Painting department at the Central Academy of Fine Arts (CAFA).

We firmly believe that human artistry is not merely a means for creating value; it is the value itself.

S-GAME didn't just hire a group of developers to make a game.

Rather, in our pursuit of continuously building an exceptional, passionate team, we decided to make a game that everyone here could be deeply proud of.

We can't wait for you all to experience that difference in Phantom Blade Zero in just a few months.

Thank you! SoulframeS-GAME CEO / Creator of Phantom Blade Zero
 
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Looks a bit like Sekiro meets Elden Ring.
The animations are dope as fuck but it will actually play a bit more closer to Batman Arkham style, you input a single button and depending on situations it would trigger different animations. And the game will be linear with open spaces, not full open world like Elden Ring.
 
I get all these Chinese and SK games so confused, there was the one where there were huge flowers and the guy was grapnel zipping between them, what was that one?

I wish I could be into character action games/soulslikes, they all have such cool animations. I've accepted they aren't for me at this point, right now anyway, maybe play them when I'm older and less highly strung. So when I'm 80 years old, since in the last 20 years my strungedness has probably only increased.
 


The Phantom Blade Zero impressions start at 5:10

The combat sounds fucking insane.

They were ready to release in 2024. But due it it getting such good feedback, investors started pouring in, budget went up, they kept on developing the game. They added way more stuff to the game. For example, they went from ready to ship in 2024 with just 4 weapons, to now 30 main weapons and 20 secondary weapons.. Each one of them has different animations and different individual combo strings.

He describes it as Ninja Gaiden 4 meets Bloodborne

- Same Art Director of Dark Souls 1 and Demons Souls 1.
- You can animation cancel into block with most things- even during mid attack combo.
- On-the-fly weapon switching is seamless and strongly encouraged.
- You can have two main weapons and two secondary weapons equipped at all times. Switching seamlessly mid-combo between all 4.
- With this many weapons, they want the players to create their own Builds and playstyles.
- Animations are best in class
 
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Sounds like they are crunching like a trans womans left nut though.

Can't see that going down too well over at the purple palace.

Lets call it a draw.
Don't worry. They'll start their usual bitching when you can easily tell the men from the women in the game.
 
When clicking into this thread, you might think the comments are about a video game with potential instead of another forum. The actual results may surprise you.
 
The animations are dope as fuck but it will actually play a bit more closer to Batman Arkham style, you input a single button and depending on situations it would trigger different animations. And the game will be linear with open spaces, not full open world like Elden Ring.
I doubt this is gonna play anything like a free flow combat system.

Even crimson has contextual moves depends on your position or the enemy position and it play nothing like an arkham.
 
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The animations are dope as fuck but it will actually play a bit more closer to Batman Arkham style, you input a single button and depending on situations it would trigger different animations. And the game will be linear with open spaces, not full open world like Elden Ring.
I doubt this is gonna play anything like a free flow combat system.

Even crimson has contextual moves depends on your position or the enemy position and it play nothing like an arkham.

From impressions, the closest game this game's combat has been compared to is Metal Gear Rising: Revengeance. If anyone here has never tried it I highly recommend it.

metal-gear-rising-title-screen.gif
 
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From impressions, the closest game this game's combat has been compared to is Metal Gear Rising: Revengeance. If anyone here has never tried it I highly recommend it.
CEO said it took inspiration from

MGSR
Ninja Gaiden
SIFU

But most imporantly .. Jackie Chan... Drunken Master



This is where most of its combat influence comes from. More than any game.
This fight scene specifically lol
 
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