{"id":1732247,"date":"2026-10-27T17:55:06","date_gmt":"2026-10-27T17:55:06","guid":{"rendered":"http:\/\/JYF6WSENCswjGmK8SePH88"},"modified":"2026-10-27T17:55:06","modified_gmt":"2026-10-27T17:55:06","slug":"after-onimushas-focused-swordplay-phantom-blade-zero-delivers-a-sprawling-maximalist-action-epic","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/after-onimushas-focused-swordplay-phantom-blade-zero-delivers-a-sprawling-maximalist-action-epic\/","title":{"rendered":"After Onimusha&#8217;s focused swordplay, Phantom Blade Zero delivers a sprawling, maximalist action epic"},"content":{"rendered":"<article>\n<p>At just about 15 hours into Phantom Blade Zero, I&#8217;ve changed out my primary weapons more times than I do in an entire Souls campaign. I quickly dropped my starter sword for a pair of dual blades and a jagged weapon that chunks damage off my enemies in showers of blood. But I didn&#8217;t stick with either for long. Soon I was running around with a two-handed blade taller than my martial arts hero Soul, which sprouts a trail of magical, energy-sapping flowers with every swing. It shares a moveset with another two-handed giant that absorbs life with each hit. But I don&#8217;t have time to use either one: I&#8217;m already smitten with my new twin blades, one of which I can send spinning in a circle around me like a protective Beyblade.<\/p>\n<p>Somehow I haven&#8217;t even touched the weapon that I took off a crazed monk that turns Soul into a drunken boxer. But I&#8217;m sure I&#8217;ll have time: apparently I&#8217;m less than a third(!) of the way through a game that&#8217;s far, far bigger than I anticipated <a href=\"https:\/\/www.pcgamer.com\/games\/action\/phantom-blade-zero-preview-chinese-action-games-soulslikes-kung-fu\/\">when I played a chunk of it last year<\/a>. <\/p>\n<p>For the most part, Phantom Blade Zero&#8217;s epic ambition is exciting\u2014PC Gamer senior guides writer Sean Martin promises me that I&#8217;ve got about a hundred thrilling boss fights left to come. Its first dozen hours also illustrate the dangers of a long-in-development game ballooning in scope.<\/p>\n<h2 id=\"house-of-flying-phrases\">House of flying phrases<\/h2>\n<p>While playing Phantom Blade Zero I&#8217;ve been thinking a lot about this season&#8217;s other big action game, which also spent more than half a decade in development: <a href=\"https:\/\/www.pcgamer.com\/onimusha-way-of-the-sword\/\">Capcom&#8217;s revival of Onimusha<\/a>. That game wastes little time in introducing its protagonist Miyamoto Musashi or the forces he&#8217;ll be up again. He&#8217;s brash and headstrong, taunting a group of samurai after whipping up on their master\u2014then leading them on a Looney Tunes-style chase when there are too many to fight at once. The game punctures this silly tone shortly after introducing Musashi&#8217;s rival, Ganryu, when both are murdered by demonic Genma.<\/p>\n<figure class=\"van-image-figure pull-right inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1920px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"Bwy9yQRb2ACRgvEivCQfvn\" name=\"Toshiro Mifune Onimusha\" alt=\"Toshiro Mifune's face likeness in Onimusha\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/10\/after-onimushas-focused-swordplay-phantom-blade-zero-delivers-a-sprawling-maximalist-action-epic.jpg\" mos=\"\" align=\"right\" fullscreen=\"\" width=\"1920\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"pull-rightinline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\"pull-right inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Capcom)<\/span><\/figcaption><\/figure>\n<p>Musashi&#8217;s saved when he&#8217;s given an oni gauntlet in the afterlife and sent back to the land of the living to harness souls with it; the rest of the game is about him deciding who and what he fights for. It&#8217;s about that personal journey first and foremost, with the machinations of the game&#8217;s villain spurring him along\u2014and fantastic acting and facial motion capture do a ton of the work to make the story compelling.<\/p>\n<p>In Phantom Blade Zero, by contrast, I&#8217;ve already lost track of the tangled web of characters, relationships, betrayals and motivations with dozens of hours to go. I&#8217;ve seen (and played) flashbacks to Soul&#8217;s childhood, teenage years, and recent past; I&#8217;ve watched cutscenes about his enemy doing some Machiavellian scheming with another guy I can&#8217;t name; I&#8217;ve read <em>dozens<\/em> of cryptic messages scattered throughout each zone that are meant to explain more about why I&#8217;m fighting puppets, dudes whose bodies have &#8220;transcended&#8221; into pure energy, monks who coat their bodies in hardened gold, and mean dogs. (Actually, nothing has explained the dogs yet).<\/p>\n<p>I appreciate PBZ&#8217;s attempt to start in media res and give Soul a sense of urgency\u2014we flash back to him being stabbed through the heart, then shortly after flash forward to him getting a temporary fake heart that will fail on him in 66 days. But the flashbacks and bits of incidental storytelling often feel like infodumps from someone who&#8217;s spent years writing a massive story bible and has lived with the whole thing in their head for so long that they don&#8217;t realize how hard it is to follow when you&#8217;re coming in with zero context.<\/p>\n<p>Take these flowers, Phantom Blade Zero&#8217;s way of doling out health upgrades. You&#8217;ll find them scattered around each area, and finding all of them (usually around 3-6) will net you about 10% more health. Each plays 30 seconds or so of dialogue, and the writing&#8217;s often vague references to characters and events I&#8217;ve never witnessed mostly makes me want to mash the skip button. We&#8217;re far from the evocative audio vignettes of BioShock, here.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/content.jwplatform.com\/players\/ztCQFhvU.html\" id=\"ztCQFhvU\" title=\"Phantom Blade Zero - Flower story\" width=\"1920\" height=\"1080\" frameborder=\"0\" scrolling=\"auto\" allowfullscreen><\/iframe><\/p>\n<p>Onimusha: Way of the Sword has some plenty forgettable sidequests, too, but it also features a number of quests that reinterpret Japanese fables written by <a href=\"https:\/\/en.wikipedia.org\/wiki\/Murasaki_Shikibu\">Lady Murasaki<\/a>, the author of The Tale of Genji. These sidequests are <em>great<\/em>, embellished with unique art that inspired me to read more Japanese mythology. Like Onimusha&#8217;s main story, they&#8217;re simple and straightforward, but with just enough flair to make them compelling.<\/p>\n<p>So far Phantom Blade Zero is a lot more convoluted than my favorite wuxia films, with small casts of characters and straightforward motivations\u2014a love story, a <a href=\"https:\/\/en.wikipedia.org\/wiki\/Iron_Monkey_(1993_film)\">&#8220;save the small town from a corrupt official&#8221; story<\/a>, a <a href=\"https:\/\/en.wikipedia.org\/wiki\/A_Chinese_Ghost_Story\">ghost story<\/a>. But when its epic sweep means I get to play with an absolutely luxurious variety of weapons, I&#8217;m not exactly heartbroken that the story is less than riveting.<\/p>\n<h2 id=\"ways-of-the-sword\">Ways of the sword<\/h2>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"PYSRM3EGBSDnV5Cnfw5aaF\" name=\"20260822150538_1\" alt=\"Onimusha: Way of the Sword\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/10\/after-onimushas-focused-swordplay-phantom-blade-zero-delivers-a-sprawling-maximalist-action-epic-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Capcom)<\/span><\/figcaption><\/figure>\n<p>In Onimusha: Way of the Sword, I started the game with sword, and I ended the game with sword. At no point in between did I wield anything but sword. <\/p>\n<p>This is not a complaint. I&#8217;m not sure another videogame has done sword better than Onimusha frankly <em>ever<\/em>\u2014the physicality of it, the dance between blocks, deflects and parries, the lightning strike of an issen\u2014the animations and weighty physics in Onimusha combine to create a game rich in sensory feedback even with none of the complex combos of, say, Devil May Cry.<\/p>\n<p>The old Capcom playbook in that vein of character action game is to give you a handful of weapons, each with a lengthy list of button inputs that create slightly different attacks; stringing them together is visually satisfying and keeps your combo counter ticking up and up. Modern Soulslikes offer <em>way<\/em> more weapons, but at the expense of that rich variety\u2014each weapon type has a couple unique animations to its name, and that&#8217;s it. <\/p>\n<p>Phantom Blade Zero blends those two approaches, with the weapon variety of a modern action RPG but the feel and combo mad flourishes of 2000s character action games. Each of Soul&#8217;s weapons has a fairly limited basic combo string, but also wholly unique mechanic that impacts how you use it in a fight. <em>And<\/em> each weapon has an upgrade path that adds one or two new actions to its repertoire.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/content.jwplatform.com\/players\/LZSw5c2l.html\" id=\"LZSw5c2l\" title=\"Phantom Blade Zero - Quick kills\" width=\"1920\" height=\"1080\" frameborder=\"0\" scrolling=\"auto\" allowfullscreen><\/iframe><\/p>\n<p>The Outlaw Warblade, one of those massive two-handed swords I mentioned at the start, initially drains enemy health with basic attacks, and lets you convert your own health into recoverable damage to perform enhanced guard-breaking attacks. After five upgrades, it gains a new attack that lets you tank damage while you charge it up and instantly restores a chunk of HP if you land the hit. After 15 upgrades, it grants you an &#8220;emergency shield&#8221; for continuously sapping your own health, rewarding living on the edge.<\/p>\n<p>Like Onimusha, Phantom Blade Zero&#8217;s boss fights are definitely its highlights, with the arena designs and one-off mocapped stunts making it clear why this game took so long to make. The big difference between the two, though, is how much <em>world<\/em> PBZ has in and around those fights. So far I&#8217;ve found progression a bit more linear than I hoped, with levels that are Dark Souls-<em>esque<\/em> but with fewer surprising paths linking back to previous areas. Still, they&#8217;re peppered with diversions that are closed off until you acquire certain weapons, and lots of overlooks and out-of-reach treasures that taunt you to double-check for routes you might have missed. <\/p>\n<p>It&#8217;s a way, way more engaging way to spend time between fights than what Onimusha offered in its hub world of Kyoto, and I appreciate that Phantom Blade Zero keeps its map very vague\u2014there&#8217;s no compass waypoint telling me where to go for a quest. So far the storytelling around these quests has been barebones, but at least I&#8217;m not turning my brain off and following an arrow to each and every one.<\/p>\n<p>Instead of designing Phantom Blade&#8217;s world around paths you&#8217;ll tread and retread and enemy placements you&#8217;ll learn to carve your way through, S-Game seems to have opted to craft a 50-hour game by buckling down and making <em>so much stuff<\/em>. How is it this big without a timesuck of an open world or infinite respawning fodder or roguelike gimmicks? Because it may be the most maximalist action game of its type we&#8217;ve ever seen, from its torrent of text notes to its luxurious animations. Even when it doesn&#8217;t all work, it&#8217;s hard not to be won over by a game that goes this all-out.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/action\/phantom-blade-zero-vs-onimusha-way-of-the-sword\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>At just about 15 hours into Phantom Blade Zero, I&#8217;ve changed out my primary weapons more times than I do in an entire Souls campaign. I quickly dropped my starter sword for a pair of dual blades and a jagged weapon that chunks damage off my enemies in showers of blood. But I didn&#8217;t stick with either for long. Soon I was running around with a two-handed blade taller than my martial arts hero Soul, which sprouts a trail of magical, energy-sapping flowers with every swing. It shares a moveset with another two-handed giant that absorbs life with each hit. But I don&#8217;t have time to use either one: I&#8217;m already smitten with my new twin blades, one of which I can send spinning in&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/after-onimushas-focused-swordplay-phantom-blade-zero-delivers-a-sprawling-maximalist-action-epic\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1732248,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[23,748],"class_list":["post-1732247","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-action","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>After Onimusha&#039;s focused swordplay, Phantom Blade Zero delivers a sprawling, maximalist action epic | Arcader News<\/title>\n<meta name=\"description\" content=\"At just about 15 hours into Phantom Blade Zero, I&#039;ve changed out my primary weapons more times than I do in an entire Souls campaign. 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