At just about 15 hours into Phantom Blade Zero, I'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'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't have time to use either one: I'm already smitten with my new twin blades, one of which I can send spinning in a circle around me like a protective Beyblade.
Somehow I haven't even touched the weapon that I took off a crazed monk that turns Soul into a drunken boxer. But I'm sure I'll have time: apparently I'm less than a third(!) of the way through a game that's far, far bigger than I anticipated when I played a chunk of it last year.
For the most part, Phantom Blade Zero's epic ambition is exciting—PC Gamer senior guides writer Sean Martin promises me that I'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.
While playing Phantom Blade Zero I've been thinking a lot about this season's other big action game, which also spent more than half a decade in development: Capcom's revival of Onimusha .
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