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Director Soulframe of S-Game recently discussed the development of Phantom Blade Zero, specifically addressing the challenge of balancing 30 distinct weapons. Because the title is a single-player experience, the team does not feel obligated to ensure every weapon is perfectly balanced, allowing for variations in power levels.

Rather than creating a system where every weapon remains equally viable, the developers designed combat to encourage player experimentation. Weapons serve as tools for solving specific encounters, with certain enemies requiring particular gear or builds to overcome obstacles like shielded foes.

The combat mechanics are designed so that equipment choices significantly alter character movement and damage output. According to the director, the studio hopes players will actively explore their arsenal to defeat bosses, rather than relying on a single favorite item throughout the entire game.

In a recent preview, the author noted that while bosses can be defeated with various tools, specific weapons can mitigate certain enemy attacks. The game does not explicitly guide players toward these solutions, leaving them to discover effective strategies independently.

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