Zenless Zone Zero Creative Notes: Combat, Style, and Teamwork
Zenless Zone Zero producer Zhenyu Li reveals how combat innovation and urban style create its irresistible team-action magic.
Ever since the first beta, I have been keeping one eye on New Eridu, and in 2026 the game still has that special sauce. So when I revisited the creative notes from Zenless Zone Zero producer Zhenyu Li, I felt like I was peeling back the curtain on why this game hits so hard. Li talks about combat innovation, urban style, UI design, and the small-team hustle behind it all. It is not just marketing fluff; it is a look at the details that make Proxies keep coming back. Let me break down what stood out to me.

Combat That Feels Like a Sugar Rush
I have played a ton of action games, but ZZZ's combat has a snap that is hard to fake. Li says breakthroughs come from details and thinking constantly about how to bring innovation to the combat experience. The team did not just copy the usual 'dodge + bullet time' formula. They loved how slow motion gives instant visual excitement, so they turned that defensive idea into an offensive one with Chain Attacks. Instead of only dodging, you get to punish enemies with a flashy team beatdown. That is chef's kiss.
During the Tuning Test, Chain Attacks were the only mechanism with strong positive feedback. But Li noticed that limiting strong feedback to offense felt dull. He had this feeling of 'always my turn to attack and never defend.' So the Equalizing and Amplifying Tests bumped up enemy aggression and endurance, then added Perfect Assists: parries for playable characters. Now both attack and defense give that dopamine hit. When I land a Perfect Assist and immediately swap into a Chain Attack, I feel like the whole squad is saying, 'tag, you are it.'
| Mechanic | Design Goal | How It Feels |
|---|---|---|
| Chain Attack | Offensive slow-motion payoff | Flashy, high-impact, team-powered |
| Perfect Assist | Defensive positive feedback | A parry that feels as juicy as a combo |
| Character Switch | Immersion and teamwork | Teammates rush in, so you are never alone |
| Enemy Tuning | Make defense matter | More pressure, more satisfying reads |
That last point matters. Li explains that teammates join the fray and assist defensively, which gives varied visuals and experiences. In a multi-character combat game, the essence is teamwork. Why do teammates enter for Chain Attacks? Why do Defensive Assists come from them too? Because the game wants you to feel like a squad, not a solo hero with extra health bars. In 2026, with more agents and team comps, that philosophy still holds up.
Urban Aesthetic Is the Secret Sauce
Another thing I love about ZZZ is its rich visual style. Li says the urban theme came from personal experience. He specializes in packaging and graphic design, and an urban setting gives the team room to unleash creativity. Everyone is doing what they love and are skilled at, which is why they came together to create Zenless Zone Zero. The goal is immersion: connect the content to daily life.
Because there are no natural landscapes to carry the atmosphere, the team leaned hard into architecture and brand graphic design. That is why Sixth Street feels lived-in. The graffiti, signs, advertisements, and storefronts are not random noise; they are world-building. I often stop mid-run just to look at a billboard or a weird little poster. It is the kind of detail that makes New Eridu feel like a place, not a level select screen.

UI Design with Swagger
UI design was also essential. Early in development, the team had about ten members and limited animation and artistic resources. They had to decide carefully where to spend those resources. Their solution? High-quality visual packaging with minimal animated transitions, especially in the character development interface. That choice helped highlight each character's traits without blowing the budget.
Li says there were many discussions about details. Showing complete character movements would make them more dynamic, but they also needed camera angles that define the characters. The page is dense with info on the right, so the character display on the left needs to feel relaxed and balanced. It is a small feature, but it offers a distinct experience. As a player, I can feel that swagger. The menus have attitude, and the character screens feel like magazine covers. It is not just UI; it is part of the vibe.
Small Team, Big Swing
What I appreciate most is the mindset. Li says the team wants to express visually what one is skilled at and passionate about, and strive for excellence. That is the energy behind ZZZ. It is not trying to be every other action game. It is trying to be itself, with a cracked sense of style and a combat loop that rewards both offense and defense. The devs also promised to keep sharing behind-the-scenes stories and listening to feedback. Even though the Amplifying Test era is behind us in 2026, that feedback loop still matters.
So whether you are spending time on Sixth Street or exploring the Hollows, there is a lot to appreciate under the hood. For me, these creative notes make the game even better. It is like finding out your favorite band records in a tiny garage and still manages to sell out arenas. If you are a Proxy, take a moment to notice the details: the parry timing, the teammate assist, the graffiti on the wall, the menu animation. That is where the magic lives.
Have fun, everyone, and may your pulls be blessed. 🎮✨