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Black Myth: Zhong Kui’s Lunar New Year Feast Shows How Far Game Science’s Engine Has Come

Black Myth: Zhong Kui’s Lunar New Year Feast Shows How Far Game Science’s Engine Has Come
Apex
Apex
Published
2/10/2026
Read Time
5 min

Game Science’s in-engine Lunar New Year short for Black Myth: Zhong Kui is non-canon, but its lavish food rendering, minute character detail, and dense VFX work quietly set expectations for the sequel’s production values after Wukong.

Game Science used Black Myth: Wukong to prove it could stand shoulder to shoulder with the biggest action RPGs on the market. With Black Myth: Zhong Kui, the studio now seems intent on outdoing itself in quieter, more granular ways. You can see that intent most clearly in the six‑minute Lunar New Year “cooking show” short created entirely in‑engine for Zhong Kui.

The video is explicitly non‑canon, and it barely resembles the demon‑slaying action players are expecting. Yet as a statement of visual technology and production values for Game Science’s next epic, it might be the most important look at Zhong Kui so far.

A non‑canon short that matters more than a trailer

Game Science has been very clear about what this video is and is not.

It is a New Year greeting for the Year of the Horse, built as a self‑contained short that happens to run in the Zhong Kui engine. Unlike the announcement teaser that framed Zhong Kui as a grim exorcist astride a tiger, this short focuses on a young woman in an old kitchen, preparing a lavish feast with ingredients sourced from mythic monsters.

The studio has stressed in interviews and official descriptions that none of what you see here is canon to the game’s story. The chef is not a confirmed party member, the specific monsters and dishes are not pulled from questlines, and the “cooking show” tone is not representative of the game’s main narrative. It is a tech and art showcase that borrows the game’s engine, pipeline and rendering stack.

That non‑canon status is important. It frees the team from lore constraints, lets them stage shots purely to stress the renderer, and lets them lean into playful monster‑kitchen gags that would break the tone of a serious Zhong Kui quest. In the process, it gives us a clean look at what the engine can actually do when it is not hiding behind cinematic cuts.

Food as a torture test for the renderer

If you wanted to design a worst‑case scenario for a game engine, you could do worse than “close‑up cooking of translucent, wet, deforming ingredients under warm point lights.” The Zhong Kui New Year short dives straight into that challenge.

Vegetables, meat, offal and fantastical monster parts all behave like calibrated material studies. When the chef slices into a slab of flesh, the cut surface glistens with a thin layer of moisture while the interior scatters light more softly, suggesting sub‑surface scattering tuned beyond what we saw in Wukong. The same is true of seafood and chitinous parts from monster fish and tree spirits, where anisotropic highlights skate along scales and bark.

The liquid work is just as aggressive. Broths and sauces sit somewhere between water and oil, with viscosity expressed through how quickly they settle, how they cling to ladles and how they distort reflections from lanterns above. Tiny bubbles cling to ingredients before boiling away. When stock is poured into a pot, you can see refraction and internal caustics rather than a flat masked texture.

All of this reads like a studio deliberately pushing its material and lighting system into the zone that is hardest to fake. You cannot hide low‑resolution normal maps or cheap specular hacks when the camera is a few centimeters away from a simmering hotpot.

Micro detail in motion, not just in stills

Black Myth: Wukong won people over with postcard‑ready vistas and lavish creature design, but you could sometimes feel the weight of the team’s resources in tighter shots, where hair, cloth and subtle facial deformation were easier to scrutinize. The Zhong Kui short tackles those weak points head on.

The chef’s hands show minute tendon shifts as she grips different knives. Knuckles compress slightly as she applies pressure on a cleaver. Fingertips press into dough, deforming it in ways that look simulated rather than pre‑baked. These small touches suggest more granular skeletal rigs and perhaps localized physics or blendshape layers tied to hand poses.

Facial animation is similarly focused on nuance rather than bombast. The chef blinks with irregular timing, eyes flick briefly between ingredients, and micro expressions pass over her face as she tastes and reacts to the food. None of this is flashy, but these are the exact beats that sell grounded performances in long RPG cutscenes.

Cloth and hair are constant stress tests throughout the short. Loose sleeves trail near open flame and respond believably to arm swings and the air stirred by chopping motions. Strands of hair catch stray light, clump slightly in steam and exhibit secondary motion that suggests the studio has refined its physics constraints since Wukong. The short uses these everyday motions to demonstrate that Zhong Kui is not only about large, dramatic boss fights but also the quiet, believable motion that keeps you immersed.

Environmental storytelling in a single room

The New Year video never leaves the kitchen, which makes the density of environmental detail even more noticeable. Game Science clearly wants to prove that its interior spaces can match the lush forests and ruined temples that defined Wukong.

Surfaces in the kitchen are layered with grime, ash and wear. Cutting boards bear deep knife grooves that catch light differently from the surrounding wood. Worn edges on tables expose discolored grain beneath stained lacquer. The stove’s stone surface is stained by years of soot that feather at the edges instead of repeating as a tiled decal.

Lighting does much of the heavy lifting. Warm lantern light interacts with cooler ambient tones leaking in from off‑screen, creating a color temperature contrast that flatters both skin and food. Flame from the stove throws dynamic light and shadow that subtly shifts when ingredients or tools occlude it. Steam and smoke are not mere screen‑space overlays; they appear to occupy volume, catching light and coloring the air between camera and subject.

These choices matter for an action RPG built around a demon hunter like Zhong Kui. If a simple kitchen can feel this storied and tactile, it suggests that shrines, courts of the dead and haunted streets in the final game will carry the same layered sense of place.

Monsters as kitchen assistants and asset showcase

While the chef is the focal point, the monsters that help her prep the feast are just as telling in terms of technology. They present an excuse to show a cross‑section of Zhong Kui’s creature work in a more relaxed context.

A fish spirit flops, hovers or assists with cutting, its scales catching hard specular highlights that dance as it moves. A tree spirit brings its own mix of bark, moss and soft fungus, with tiny particles drifting off its surface whenever it shifts position. These characters need to look unsettling yet oddly domestic in this setting, so their animation leans into exaggerated personality without sacrificing physical weighting.

Crucially, the creatures are sharing frame time with all the complex food rendering and effects. That means the engine is handling detailed skin shading, complex materials on props, volumetric steam and multiple light sources while also animating expressive non‑human faces. For a sequel that promises more ghosts and demons than Wukong, this kind of shot is a proof of concept for crowded scenes where Zhong Kui will be surrounded by varied supernatural entities.

Clarifying the non‑canon label

Because the short is so polished, some viewers have understandably tried to read lore into it. Game Science has cut that off by repeatedly labeling the video non‑canon. There are a few implications worth spelling out.

It does not represent a specific quest, side activity or narrative thread from the finished game. That likely means there is no cooking minigame exactly like this, and the specific monster dishes on display are not a cheat sheet for crafting systems.

It does not guarantee that this exact kitchen appears in the game, though the art direction, prop library and lighting setup are clearly drawn from the same palette the team will use elsewhere. Think of it as concept art brought to life rather than a slice of the campaign.

It does not contradict anything about Zhong Kui’s tone. The short is playful and even cozy at times, but Zhong Kui as a mythological figure brings darker, more judicial and exorcist‑focused themes. The non‑canon label gives the studio permission to briefly show a warmer side of its universe without locking itself into that mood for the main story.

What the non‑canon label does do is give Game Science a high‑visibility arena to showcase its engine milestones ahead of any spoiler‑heavy story trailers.

What this suggests about Zhong Kui after Wukong

Stripped of the seasonal greeting and narrative fluff, the Lunar New Year short reads as a quiet flex about where Game Science wants to push production values compared to Black Myth: Wukong.

The first signal is confidence in close‑ups. Wukong dazzled at medium and wide shots, but this short chooses the harshest possible framing for imperfections. The fact that hands, faces, food and tools hold up so well under that gaze suggests a studio that has invested heavily in high frequency detail and performance capture workflows.

The second is a focus on mundane realism as a foundation for the supernatural. When a wooden ladle creaks believably against a clay pot and steam twines around a monster’s arm with the right density, it becomes much easier to sell later scenes where Zhong Kui is staring down spirit courts or binding malevolent ghosts. The cooking short is effectively a lab where the team calibrates that baseline reality.

The third is pipeline maturity. A six minute real time piece with this many interactive materials, light sources, particles and character rigs speaks to more than raw GPU power. It implies stable tools, automated optimization passes and asset reuse strategies that make this level of polish achievable at scale. For players, that translates to hope that the final game’s cutscenes and setpieces will be more consistent than the peaks and valleys sometimes seen in Wukong.

For all the caveats about being non‑canon and light on direct gameplay information, the Black Myth: Zhong Kui Lunar New Year short functions as a thesis for the sequel. Game Science is not trying to reinvent the action RPG wheel after Wukong. It is trying to make every texture, every spoonful of broth and every twitch of a character’s hand feel as considered as its towering bosses.

If this is how far the team is willing to push a festive side project, the full journey with Zhong Kui himself might be one of the most visually meticulous action RPGs of the generation.

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