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06 Numbers and Powers

Phantom Blade Zero Composer: Music Before Boss Design?

Card No. 06·40494 · Updated · Standard formula, shown below

Average pace 5.00 min/km
Average speed
12.00 km/h
Result
Finish time
50 min
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Distance
10 km
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Finish time, Distance
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Average pace, Average speed
Rounding
2 dp

Yes, for Phantom Blade Zero, the composer wrote boss music before the bosses were fully designed. The game’s development team has confirmed that the music was created early in the pipeline, often before the visual and gameplay design of a boss was finalized. This approach is unusual in the industry, where music is typically composed after gameplay mechanics and level layouts are set.

Background: The Game and Its Music

Phantom Blade Zero is an upcoming action RPG developed by S-Game, a Chinese studio. It gained attention for its dark, wuxia-inspired aesthetic and fast-paced combat. The game’s music is composed by a team led by the veteran composer Zhao Ke, known for his work on other Chinese titles. In interviews, the developers have stated that they wanted the music to be a core part of the game’s identity, not just a layer added on top of finished gameplay.

How the Music-First Approach Works

In a typical game development cycle, the composer receives a detailed brief: the boss’s moves, the arena, the narrative context, and the desired emotional arc. The composer then writes music that syncs to those elements. Phantom Blade Zero flips this: the composer writes a piece based on a broad concept (e.g., “a tragic swordsman who lost his way�), and then the level designers and animators build the boss encounter to match the music’s tempo, dynamics, and key changes.

  • Early temp tracks: The composer provides several rough tracks, and the team picks one that feels right for the character.
  • Gameplay sync: The boss’s attack patterns are choreographed to hit on musical beats, making the fight feel like a dance.
  • Iterative revision: Even though music comes first, it is still revised after the boss is playable, to fix any awkward transitions.

Why Compose Before Design?

The main reason is to create a stronger emotional connection. When the music leads, the designers are forced to think about rhythm and pacing from the start, rather than treating music as an afterthought. This can result in boss fights that feel more cinematic and memorable. It also allows the composer to experiment with unusual structures (e.g., a waltz-time fight) that would be hard to retrofit onto existing gameplay.

Common Misconceptions

Some players assume that “music-first� means the music is finished and immutable. In reality, the composer still works closely with the team, and the final track may be substantially different from the initial demo. Another misconception is that this approach is unique to Phantom Blade Zero. While it is uncommon, other indie titles like Crypt of the NecroDancer have used music as a design constraint, though usually for the entire game, not just bosses.

How to Listen for the Music-First Influence

When you play the game, pay attention to how the boss’s attacks align with the music. If the fight feels like a choreographed sequence where every dodge and strike lands on a beat, that is a sign of music-first design. Also listen for leitmotifs—recurring musical themes that represent characters or ideas—which are easier to implement when the music is composed early.

Comparisons to Other Games

In most AAA games, music is composed after gameplay is playable. For example, in God of War (2018), composer Bear McCreary received detailed gameplay videos before writing. In Elden Ring, the music was written to complement the open-world structure, but individual boss tracks were still tailored to the boss’s moveset. Phantom Blade Zero stands out because the music is the starting point, not the finishing touch.

Potential Challenges

This approach is not without risks. If the music is too rigid, it can constrain level design. For example, a fast, intense track forces the boss to be aggressive, which may not suit a defensive character. There is also the risk of the music feeling repetitive if the fight is long, since the track is looped. To mitigate this, the team likely uses dynamic layers—adding or removing instruments based on the boss’s health or phase.

Frequently Asked Questions

Who is the composer of Phantom Blade Zero?

The lead composer is Zhao Ke, a veteran of the Chinese game industry. He has worked on several titles and is known for blending traditional Chinese instruments with modern orchestration.

Will the music be released as a soundtrack?

No official soundtrack release has been announced yet. However, given the game’s popularity, it is likely that a digital or physical soundtrack will be released after the game launches.

Does the music-first approach affect the game’s difficulty?

It can. If the music is fast, the boss’s attacks will be fast, which may be harder for players. But the team likely adjusts the difficulty by tuning damage and health, not just speed.

Is this the first game to do music-first boss design?

No, but it is rare. Indie games like NecroDancer use music as a core mechanic, but for a AAA action RPG, it is unusual. The approach is more common in rhythm games, where music is always the foundation.

How can I hear the boss music before release?

The developers have released a few music previews on YouTube and in trailers. Look for the official S-Game channel or the game’s social media pages for updates.

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in t | Finish time | min | 50 | 0
in d | Distance | km | 10 | 0 | 100000
out pace | Average pace | min/km | t / d | 2
out speed | Average speed | km/h | d / (t / 60) | 2

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