Phantom Blade Zero

Phantom Blade Zero

← Previous revision Revision as of 23:45, 18 April 2026
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[[File:Kenji Tanigaki at the 2025 Toronto International Film Festival. 01 (cropped).jpg|thumb|150px|[[Kenji Tanigaki]] serves as the action director on ''Phantom Blade Zero''.]]
[[File:Kenji Tanigaki at the 2025 Toronto International Film Festival. 01 (cropped).jpg|thumb|150px|[[Kenji Tanigaki]] serves as the action director on ''Phantom Blade Zero''.]]


The action design was based on [[Chinese martial arts]], with inspiration drawn from classic [[Hong Kong action cinema|Hong Kong martial arts films]] and in close collaboration with martial arts instructors. A nationwide search was conducted to trace the roots of Chinese martial arts and meet their inheritors.{{cite web |author1=张熠 |author2=钟菡 |title=专访国产单机游戏《影之刃零》制作人梁其伟:让全球玩家“玩”武打! |url=https://www.jfdaily.com/staticsg/res/html/web/newsDetail.html?id=863423 |website=Jiefang Daily |language=zh |date=21 February 2025 | archiveurl=https://web.archive.org/web/20250221190809/https://www.jfdaily.com/staticsg/res/html/web/newsDetail.html?id=863423 |archivedate=21 February 2025}} This included, for example, masters of the [[Shaolin Temple]], [[Emei Mountain]], and [[Guangdong]]'s [[Lion dance#Chinese Southern Lion|Southern Lion]] Troupes, among others. The developers wanted to create authentic martial arts action, so they emphasized the importance of immersing themselves by going to the communities, mountains, and temples to engage in discussions and train together in order to understand the essence of the martial arts. [[Motion capture]] of performances by martial artists was used for the movements of characters.{{cite web |last1=Madsen |first1=Hayes |date=14 August 2025 |title=Phantom Blade Zero’s Years-Long Mocap Process Is All About Honoring Kung Fu Tradition |url=https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-url=https://web.archive.org/web/20250824072056/https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-date=24 August 2025 |website=Inverse }}{{cite web |last1=Fenlon |first1=Wes |date=27 March 2025 |title=Chinese action game Phantom Blade Zero didn't click for me until I realized its deep commitment to wuxia film authenticity meant I had to relearn how swords work |url=https://www.pcgamer.com/games/action/chinese-action-game-phantom-blade-zero-didnt-click-for-me-until-i-realized-its-deep-commitment-to-wuxia-film-authenticity-meant-i-had-to-relearn-how-swords-work/ |archive-url=https://web.archive.org/web/20250419024916/https://www.pcgamer.com/games/action/chinese-action-game-phantom-blade-zero-didnt-click-for-me-until-i-realized-its-deep-commitment-to-wuxia-film-authenticity-meant-i-had-to-relearn-how-swords-work/ |archive-date=19 April 2025 |website=PC Gamer }} The performances were done at the same intensity of the intended action, so post-production speed adjustments that may make the action appear artificial could be avoided. The motion capture actors were supported by a wire rig, operated via a [[pulley]] system by other crew members, during the execution of movements.{{cite web |title=让世界读懂武侠《影之刃零》制作人采访 |url=https://www.ucg.cn/newsinfo/10885903.html |website=Ultra Console Game |archive-url=https://web.archive.org/web/20260303171955/https://www.ucg.cn/newsinfo/10885903.html |archive-date=3 March 2026 |language=zh |date=22 December 2025}} [[Kenji Tanigaki]], known for his work in kungfu cinema, served as the action director. Liu Yang, a kungfu expert, served as the combat director.{{cite web |title=Phantom Blade Zero - Official 'What Exactly is Wuxia' Behind the Scenes Video |url=https://www.ign.com/videos/phantom-blade-zero-official-what-exactly-is-wuxia-behind-the-scenes-video |website=IGN |language=en |date=15 April 2026}} {{cite web |last1=Madsen |first1=Hayes |date=14 August 2025 |title=Phantom Blade Zero’s Years-Long Mocap Process Is All About Honoring Kung Fu Tradition |url=https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-url=https://web.archive.org/web/20250824072056/https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-date=24 August 2025 |website=Inverse }} Masters and inheritors of traditional martial arts schools were consulted in order to capture the most authentic kungfu techniques.{{cite web |last1=Croft |first1=Liam |title=Phantom Blade Zero Team Rejects All AI Development as It Finishes Making One of PS5's Most Anticipated Games |url=https://www.pushsquare.com/news/2026/04/phantom-blade-zero-team-rejects-all-ai-development-as-it-finishes-making-one-of-ps5s-most-anticipated-games |website=Push Square |archive-url=https://web.archive.org/web/20260410184810/https://www.pushsquare.com/news/2026/04/phantom-blade-zero-team-rejects-all-ai-development-as-it-finishes-making-one-of-ps5s-most-anticipated-games |archive-date=10 April 2026 |date=10 April 2026}}
The action design was based on [[Chinese martial arts]], with inspiration drawn from classic [[Hong Kong action cinema|Hong Kong martial arts films]] and in close collaboration with martial arts instructors. A nationwide search was conducted to trace the roots of Chinese martial arts and meet their inheritors.{{cite web |author1=张熠 |author2=钟菡 |title=专访国产单机游戏《影之刃零》制作人梁其伟:让全球玩家“玩”武打! |url=https://www.jfdaily.com/staticsg/res/html/web/newsDetail.html?id=863423 |website=Jiefang Daily |language=zh |date=21 February 2025 | archiveurl=https://web.archive.org/web/20250221190809/https://www.jfdaily.com/staticsg/res/html/web/newsDetail.html?id=863423 |archivedate=21 February 2025}} This included, for example, masters of the [[Shaolin Temple]], [[Emei Mountain]], and [[Guangdong]]'s [[Lion dance#Chinese Southern Lion|Southern Lion]] Troupes, among others. The developers wanted to create authentic martial arts action, so they emphasized the importance of immersing themselves by going to the communities, mountains, and temples to engage in discussions and train together in order to understand the essence of the martial arts. [[Motion capture]] of performances by martial artists was used for the movements of characters.{{cite web |last1=Madsen |first1=Hayes |date=14 August 2025 |title=Phantom Blade Zero’s Years-Long Mocap Process Is All About Honoring Kung Fu Tradition |url=https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-url=https://web.archive.org/web/20250824072056/https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-date=24 August 2025 |website=Inverse }}{{cite web |last1=Fenlon |first1=Wes |date=27 March 2025 |title=Chinese action game Phantom Blade Zero didn't click for me until I realized its deep commitment to wuxia film authenticity meant I had to relearn how swords work |url=https://www.pcgamer.com/games/action/chinese-action-game-phantom-blade-zero-didnt-click-for-me-until-i-realized-its-deep-commitment-to-wuxia-film-authenticity-meant-i-had-to-relearn-how-swords-work/ |archive-url=https://web.archive.org/web/20250419024916/https://www.pcgamer.com/games/action/chinese-action-game-phantom-blade-zero-didnt-click-for-me-until-i-realized-its-deep-commitment-to-wuxia-film-authenticity-meant-i-had-to-relearn-how-swords-work/ |archive-date=19 April 2025 |website=PC Gamer }} The performances were done at the same intensity of the intended action, so post-production speed adjustments that may make the action appear artificial could be avoided. The motion capture actors were supported by a wire rig, operated via a [[pulley]] system by other crew members, during the execution of movements.{{cite web |title=让世界读懂武侠《影之刃零》制作人采访 |url=https://www.ucg.cn/newsinfo/10885903.html |website=Ultra Console Game |archive-url=https://web.archive.org/web/20260303171955/https://www.ucg.cn/newsinfo/10885903.html |archive-date=3 March 2026 |language=zh |date=22 December 2025}} [[Kenji Tanigaki]], known for his work in kungfu cinema, served as the action director. Liu Yang, a kungfu expert, served as the combat director.{{cite web |title=Phantom Blade Zero - Official 'What Exactly is Wuxia' Behind the Scenes Video |url=https://www.ign.com/videos/phantom-blade-zero-official-what-exactly-is-wuxia-behind-the-scenes-video |website=IGN |language=en |date=15 April 2026}} {{cite web |last1=Madsen |first1=Hayes |date=14 August 2025 |title=Phantom Blade Zero’s Years-Long Mocap Process Is All About Honoring Kung Fu Tradition |url=https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-url=https://web.archive.org/web/20250824072056/https://www.inverse.com/gaming/phantom-blade-zero-bts-mocap-wuxia-china-report |archive-date=24 August 2025 |website=Inverse }} Masters and inheritors of traditional martial arts schools were consulted in order to capture the most authentic kungfu techniques.{{cite web |last1=Croft |first1=Liam |title=Phantom Blade Zero Team Rejects All AI Development as It Finishes Making One of PS5's Most Anticipated Games |url=https://www.pushsquare.com/news/2026/04/phantom-blade-zero-team-rejects-all-ai-development-as-it-finishes-making-one-of-ps5s-most-anticipated-games |website=Push Square |archive-url=https://web.archive.org/web/20260418202028/https://www.pushsquare.com/news/2026/04/phantom-blade-zero-team-rejects-all-ai-development-as-it-finishes-making-one-of-ps5s-most-anticipated-games |archive-date=18 April 2026 |date=10 April 2026}}


The action was designed to reflect the philosophies of Chinese martial arts. Liang explained, for instance, that while defense might be expressed as simple blocking motions in other contexts, Chinese martial arts underscores simultaneously attacking and defending in response to the opponent's movements. Furthermore, the prototypes for the weapons were drawn from traditional Chinese weaponry. The design principle was that the essence of each weapon is expressed through the action mechanics and visual animations. Every weapon was designed with its own unique mechanics to ensure all weapons remain novel to use rather than limited by common weapon types. The developers believed that relying on shared basic mechanics would diminish the distinctiveness of each weapon. Sometimes, in order to better understand how a weapon's weight and length impact movement, real replicas were forged by master swordsmiths. Lastly, the action was designed to ensure the fluidity of movement through a rich animation set for elements such as transitions (for a natural flow between actions), contextual execution moves, dynamic environmental interactions, and multi-target combat mechanics. Liang described the action as "In ''Phantom Blade Zero'', combat happens at an extremely fast pace. Movement is rapid, attack frequency is high, and you can perform maneuvers like running along walls, teleporting behind enemies, and executing sudden cinematic finishers that dynamically shift the camera to wide or close-up angles, making it feel like you’re in a [[Kung fu film|Kung Fu movie]]."{{cite web |last1=Cichacki |first1=Shaun |date=24 February 2025 |title=Soulframe, CEO of S-Game and the Creator of ‘Phantom Blade Zero,’ Details How It Differs From Any Other Action Game on the Market (Exclusive Interview) |url=https://www.vice.com/en/article/soulframe-ceo-of-s-game-and-the-creator-of-phantom-blade-zero-details-how-it-differs-from-any-other-action-game-on-the-market-exclusive-interview/ |archive-url=https://web.archive.org/web/20250225020933/https://www.vice.com/en/article/soulframe-ceo-of-s-game-and-the-creator-of-phantom-blade-zero-details-how-it-differs-from-any-other-action-game-on-the-market-exclusive-interview/ |archive-date=25 February 2025 |website=Vice }}
The action was designed to reflect the philosophies of Chinese martial arts. Liang explained, for instance, that while defense might be expressed as simple blocking motions in other contexts, Chinese martial arts underscores simultaneously attacking and defending in response to the opponent's movements. Furthermore, the prototypes for the weapons were drawn from traditional Chinese weaponry. The design principle was that the essence of each weapon is expressed through the action mechanics and visual animations. Every weapon was designed with its own unique mechanics to ensure all weapons remain novel to use rather than limited by common weapon types. The developers believed that relying on shared basic mechanics would diminish the distinctiveness of each weapon. Sometimes, in order to better understand how a weapon's weight and length impact movement, real replicas were forged by master swordsmiths. Lastly, the action was designed to ensure the fluidity of movement through a rich animation set for elements such as transitions (for a natural flow between actions), contextual execution moves, dynamic environmental interactions, and multi-target combat mechanics. Liang described the action as "In ''Phantom Blade Zero'', combat happens at an extremely fast pace. Movement is rapid, attack frequency is high, and you can perform maneuvers like running along walls, teleporting behind enemies, and executing sudden cinematic finishers that dynamically shift the camera to wide or close-up angles, making it feel like you’re in a [[Kung fu film|Kung Fu movie]]."{{cite web |last1=Cichacki |first1=Shaun |date=24 February 2025 |title=Soulframe, CEO of S-Game and the Creator of ‘Phantom Blade Zero,’ Details How It Differs From Any Other Action Game on the Market (Exclusive Interview) |url=https://www.vice.com/en/article/soulframe-ceo-of-s-game-and-the-creator-of-phantom-blade-zero-details-how-it-differs-from-any-other-action-game-on-the-market-exclusive-interview/ |archive-url=https://web.archive.org/web/20250225020933/https://www.vice.com/en/article/soulframe-ceo-of-s-game-and-the-creator-of-phantom-blade-zero-details-how-it-differs-from-any-other-action-game-on-the-market-exclusive-interview/ |archive-date=25 February 2025 |website=Vice }}