What We’ve Played at Gamescom, Day Four: Phantom Blade Zero, Little Nightmares III, And More

Despite a week of running around Gamescom’s show floor, there’s still plenty more to highlight, and today we played plenty of action games, horror experiences, and more. Let’s run down what we saw on day 4.
Phantom Blade Zero
As a big fan of martial arts movies, the first trailer for Phantom Blade Zero had me hooting and hollering at its flashy, acrobatic combat. After playing it for an hour, I can confirm that its animation work does, in fact, look very cool in-game, with each weapon bringing to life stylish sequences that would fit nicely in a Shaw Brothers film. However, while the action was visually slick, especially when it came to the demo’s boss, who coordinated an army of puppets like the murderous equivalent of synchronized swimmers, I have more mixed feelings about how it actually plays. While it looks like a soulslike at first blush, with a camera that locks on a single opponent and an estus flask equivalent, I don’t know that I would call it one of those, in large part because it isn’t trying to be particularly difficult. For instance, enemies don’t respawn when you kill them, a quirk that’s my least favorite part of this experience so far, as it makes working through each area feel frictionless; foes respawn so liberally in soulslikes because this encourages you to actually learn enemy patterns instead of just stumbling through encounters.
When it comes to the fights themselves, I’m generally more positive, even if there are still some issues here. Thankfully, the action is responsive, letting you bring out the protagonist’s graceful movements. There’s a parry which refills your posture, a dodge needed against unparryable attacks, and light and heavy strikes that can be chained to perform combos. There are also special attacks that consume resources, and you’re encouraged to switch between primary and secondary weapons on the fly to restore stamina. While the flow of combat is solid and it’s very satisfying to land a timely parry on a blue-colored attack to score a big opening, sometimes there’s so much going on with these attack animations that the action feels somewhat disconnected from your input; which of the 15 sword slashes I just did were attached each to specific button press? There’s just a lot of visual noise, making it hard to tell crucial details like when you actually nailed a parryk. Additionally, all of the different combos sort of run together, and I had a hard time telling what distinguished each. Still, its style was so abundant and the action was fast-paced enough to largely mask these problems.
Little Nightmares III
With Tarsier Studios selling the rights of their Little Nightmares series to Bandai Namco, the third game in the series is getting a fresh pair of eyes, with Supermassive Games (Until Dawn, etc.), taking over. Luckily, it seems just as cute-creepy as the last, having you play as lost children in a world full of grotesque adults eager to kill you. While I only saw a tiny slice of its horrors, its puzzle platforming brought me through carnival from hell, where you used apples and tickets to distract its rabid patrons. If there’s a main difference compared to its predecessors, it’s the inclusion of co-op that lets players share the scares alongside a buddy or AI companion. As for its characters, you either control Alone, who wields a wrench, or Low, who uses a bow. Beyond that, it very much maintains the solid puzzle solving and unsettling Burton-esque ambiance of the previous entries, setting up another odd journey. While I’m hoping for some performance improvements before launch, as the PS5 build I played had some hitching, hopefully this will get cleaned up ahead of its October 10 release.