Phantom Blade Zero – Why I Can’t Wait To Explore Its World

S-GAME might have cleverly tied exploration and world progression to the combat system in this one, resulting in an experience that doesn’t just balance the two but wields them with aplomb.

Posted By | On 19th, Oct. 2026

Phantom Blade Zero – Why I Can’t Wait To Explore Its World

It’s been so easy to get lost in all those fancy moves on display in any preview of Phantom Blade Zero, but we believe that would be doing its world a disservice. The Phantom World, or the Wulin as it was called in the latest State of Play showcase, might be as important as Soul in making this game go from being an interactable combat sandbox to an experience that blends wuxia and steampunk cohesively enough for it to work.

What’s more, it’s a blend that does things well from what we’ve seen of the game. Exploring the world, engaging with additional content, and the rewards you derive from it all seem to feed into each other and the combat system in a way that could see Soul stand tall among all the great new faces we’ve met over this year.

But why do we think so? What has us this optimistic about a game that’s still close to one week away? We’re happy to tell you everything we’re thinking, as always!

Discovering Density

The promise of eight distinct maps, each of which looks quite big and filled with things to discover, is among the biggest draws of the Wulin, and is such an obvious one we decided to tackle it first. Each one has been described as an open zone with a linear path to the next story beat, with optional detours for you to explore.

That sounds quite formulaic on paper, and it’s kind of been done already in Nioh 3 and a few other titles. Assuming each map is a self-contained chapter with some overlap between regions, we’d say there are merits to the approach that are specific to Soul’s story, and the way the world blends martial arts and steampunk.

It’s interesting, then, that the traversal mechanics are as impressive as the moves Soul pulls off against equally skilled foes. We’ve seen him run along walls in the return of a mechanic we’ve missed over the years, climb up chains or swing from them, and generally interact with levels that seem designed around verticality and layered discoveries that come from engaging with more of the world that the story requires (more on that in a bit).

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But we’ve seen several games that make moving through the world as awesome as everything else you do in it. Marvel’s Spider-Man immediately comes to mind as a title where many of us forgot that the subway exists thanks to how web-slinging our way around New York not only felt faster, but was just so damn fun! Having that on offer in a game that relies heavily on stylish moves and spectacle is definitely a plus for its world, but is that enough to make that world worth encouraging with?

There’s also the potential for distinct regions that stand out from each other, and it is already evident in what we’ve seen so far. Of course, that variety isn’t going to mean much if it’s only visual without meaningfully tying into the things you’re doing there, which means we’ll take a little detour to discuss how the world entices you to go off the beaten track. We’re happy to have glad tidings on that front, though.

The Art of Conversations

Soul might be on a ticking clock, but he clearly needs every advantage he can secure against enemies who offer him no quarter, especially if you’re going to be diving into the game’s Hardcore mode on launch. That time constraint and the sheer difficulty of his effort to restore his heart and clear his name in the process can seem like a deterrent toward allowing distractions to steer your decisions.

However, that changes when the distractions in question are so compelling, while the rewards they dole out could justify indulging them in the first place. Take that archer on a rooftop we saw in one of the game’s previews, for instance. His need for the return of his damaged bow might seem trivial in the face of Soul needing to replace a damaged heart.

But when you consider that acceding to the request yields a ranged Phantom Edge to use, that changes the equation considerably. We’re not going to assume that every side quest is going to yield similarly useful rewards, but we think that the intrigue itself is a great indicator of side content that encourages curiosity. To think that a single conversation could shape the way you enjoy the rest of the game is something to consider when you think about why the Wulin could be as compelling as the battles it brings you to.

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That’s especially good considering that your maps of each region are only meant to point you in the direction of interesting discoveries, and you’re going to have to engage with the level design and traversal mechanics to actually get to them. Factor in regions that are locked behind specific tools, and you begin to see the underpinnings of a world that’s designed to be as engaging as its story and combat.

There’s an implied purpose to each detour you could take, and whether it stands realized at the end of the trip stands to be seen. But the fact that there is a solid reason to let Soul try to help the people he meets on the way to his redemption is good news for the experience overall.

And while we’re on the subject of the overall experience, it’s time to look at how the world weaves in its thematic influences, tying them quite spectacularly with its mechanical foundations.

Less Repetition, More Experimentation

Two mechanical aspects of Phantom Blade Zero have stood out to us in our ruminations on how the Wulin is important to the game’s success. One: enemies you kill remain dead when you return to a previously visited area, a departure from established traditions that comes with immediately tangible gameplay impacts. Two: you’re not tied to a specific weapon and skill loadout, and are free to respec as many times as you’d like, which is something that’s slowly catching on and is certainly welcome to those of us who like to tinker around with different builds without needing to begin new playthroughs.

But it’s more than that. The absence of respawning enemies means that there’s a limited amount of XP to go around upgrades-wise, and that means you’re going to be more deliberate in how you spend it all. It could also mean replay value in your current playthrough while also being a strong reason for subsequent ones.

Revisiting areas you’ve cleared before is sure to be easier than it normally is in similar experiences since there are no enemies to deal with. It could also mean you get to explore each place with a fresh set of eyes without having enemies interrupting your search for more secrets. However, is that necessarily better in a game that does place a heavy emphasis on its combat system?

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You might say that having fewer fights in a game like Phantom Blade Zero is a risk, and we’d agree. It would mean that the Wulin must bear the brunt of keeping its levels interesting enough to warrant returning to them. But those eight maps, and distinct steampunk-inspired additions to traditional Chinese structures, seem inspired and seem well-suited to keeping the flame of intrigue alive.

From the bandit-infested valleys to that creepy warehouse with puppets suspended in the air, and that metal tower with pagoda roofs and steampunk chimneys that houses the Lion Dance Grandmaster, there are tangible changes in the visual signature, geography, and atmosphere in each region to justify its existence and lend some much-needed variety to the game when you’re not wielding a blade.

That each boss and perhaps even grunt enemies we’ve seen seem suited to the region, coming with distinct movesets that reflect the themes on display, is a showcase of a lot of thought being sunk into how the Wulin can have a lasting appeal outside of the epic battles it lets you be a part of.

The Promise of Potential

There’s every chance that the Phantom World becomes a viable star of the show in the final game, but it’s going to depend on its many elements coming together well enough to sell it. The atmosphere must draw your attention, the navigation and traversal must sustain it, and there need to be meaningful rewards or discoveries at the end to reward your efforts.

With concerns about early enemies posing a rather lackluster threat level, there’s already a little scope for a lack of momentum between bosses. However, we believe that isn’t going to be a problem for those of us diving into Hardcore Mode right off the bat, and it might even encourage more of you to do the same.

But the sheer potential of a world that’s packed with so much detail and integrated so well into the gameplay loop cannot be denied. The Wulin might not be the greatest place for Soul to exist in thanks to the circumstances, but it’s definitely looking like a world we’re going to be yearning to return to every time we have to leave it.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.


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