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Side Quests and Branching Story - Version 4 vs Version 5
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11Phantom Blade Zero's side quests are not self-contained diversions. Choices made in the game's side content feed back into the main story and ultimately drive which of eight distinct endings the campaign reaches. The design goal, in S-Game's own framing, is that who Soul is depends on what the player does.2233How the Side Quests Feed the Main Story445566Side quests explore the stories of other characters around Soul, rather than being throwaway errands.Choices made during those side quests ripple into the main storyline, shifting dialogue, outcomes, and who is alive by the finale.Acting with honor has a bigger macroscopic impact. It is not a numerical honor meter, but the sum of the player's decisions produces a larger shift when those decisions are honorable.7788Xia as a Through-Line991010The game's wuxia framing names the underlying concept explicitly. 'Wu' is martial skill and 'Xia' is inner righteousness. Side quests are where the player's Xia is shaped, and that Xia is what tilts the main plot's revenge-and-love arc in one direction or another.11111212Eight Endings13131414The campaign has eight different endings. Which one triggers depends on the accumulated outcomes of the side quests the player has completed, rather than on a single late-game decision. That means early-game side content matters even if the branching is not obvious when the choice is made.15151616No Honor Meter17171818Despite comparisons in the press, Phantom Blade Zero does not use a Red Dead Redemption 2 style numeric honor system. The developers have been explicit that there is no visible meter; instead the cumulative shape of the player's actions is what the engine tracks.19192020Scope21212222S-Game has publicly estimated roughly 30 hours of main-story content plus around 20 hours of side content, for a total of approximately 50 hours depending on how much side material the player pursues.23232424How Choices Carry Forward252526262727Side quest outcomes update internal flags that the main story checks at branching moments. A choice made in the first few hours can influence dialogue, which characters are alive, and which paths the campaign offers near its conclusion. The system is opaque by design: the game does not show a stat or meter that lets the player optimize toward a target ending.28282929Practically, this means most players will reach an ending on their first run that is shaped by their natural play style rather than by a planned choice. Replays unlock the rest, and the developer's stated intent is that the eight endings are best experienced across multiple playthroughs rather than save-scummed in one.30303131What Counts as an Honorable Action32323333The game does not publish a list of which actions tilt the world toward an honorable outcome, but the in-fiction logic of Wuxia provides a usable heuristic. Honorable behavior centers on protecting the vulnerable, sparing defeated opponents who pose no further threat, fulfilling promises, and refusing easy money for cruel work. Dishonorable behavior cuts the other way: betrayal for gain, killing for spectacle, breaking word given.34343535Quest Type Breakdown36363737Quest TypeTypical ChoiceStory ImpactNPC rescuesSave now versus delay for greater rewardSurvivors return as allies or vendors laterFaction disputesSide with one faction over anotherLocks or opens later content tied to that factionPersonal vendettasCarry out, refuse, or negotiateShifts which characters trust Soul in the finaleInvestigationsReport findings truthfully or shape the narrativeAffects what information main-story NPCs act on3838Pacing and Volume39394040Main-story content is estimated at roughly 30 hours and side content at around 20 hours, for a combined first-run completion of approximately 50 hours. Optional content is gated by region rather than by quest log, so players who explore between main beats will surface side quests naturally without needing to grind a checklist.41414242Soul's Identity43434444S-GAME's framing of the system is that Soul does not have a fixed personality. The protagonist is a vessel for the player's decisions, and the cumulative pattern of those decisions is what the engine reads as Soul's character. This is consistent with the larger themes around Perfect Transcension and the 66-day countdown: the campaign is interested in what kind of person Soul becomes under pressure, not in delivering a fixed authored arc.45454646Replay Strategy47474848To experience more endings without grinding from scratch, plan replays around the major faction-locking and character-fate decisions. A reasonable two-run plan is one honorable pacifist-leaning run, followed by one pragmatic-leaning run that takes the opposite faction choice at every fork. That coverage tends to unlock four to five of the eight endings between the two runs.