02/07/2024 Lauren Harris 985
You might have seen some mixed impressions about Black Myth: Wukong floating around lately. Some argue it's not a true Soulslike, while others call it a "boss rush" with a lackluster world. After spending 90 minutes with it, I can confidently add my thoughts to the mix: you play as a monkey god, and it’s awesome. But seriously, my main takeaway is one of relief. There’s more substance behind the style than I expected, and it feels more compact than the behemoth I had envisioned. All good signs for a game that’s been under immense pressure as the number one game on Steam's wishlist.
Black Myth: Wukong definitely felt like a Soulslike to me. As Wukong, the monkey god inspired by Journey to the West, you wield a staff and bash heads in a manner reminiscent of Souls games. I journeyed through stunning forest sections, fought frogmen and crowmen, and faced off against seven bosses in a somewhat Soulsy manner. Anticipating enemy tells, sipping from my Gourd (Estus) to replenish health, and cursing my stamina bar were all familiar elements. Any shiny loot or mushrooms could be cashed in at Shrines to craft potions or better gear, which also served as rest and teleport spots.
Black Myth: Wukong isn’t just a Souls clone, though. If anything, my time with the first chapter did feel a bit like a boss rush. When I asked the developers at Game Science if they considered the game a boss rush, they said no. "So yes, we indeed have a lot of bosses. What you just played is the chapter one of this game. And when we designed this chapter, we wanted the players to be able to ease into the game and get used to the battles," they explained. "However, this is not final, and we are making improvements and adjustments based on your feedback. We want players to experience different types of bosses from the beginning."
Maybe you expected an open world akin to Elden Ring, sprawling with adventure. That’s not the case here. Game Science, a team of only 140 people, focused on what they do best. "With our capacity, it's not possible for us to do an open world game," they said.
The demo steered me through relatively linear paths, reminiscent of Nioh’s level design. Exploration felt more authentic and less restrictive, with maps laid out in a way that mimicked a real-life walk. This compact design was a relief, keeping me engaged with a sequence of exciting boss fights.
Combat in Wukong is undeniably Soulsy but calling it a clone would be reductive. Battles against tough enemies proved the game’s quality. The controls were responsive, with no snagging or hitching, making attacks and dodges feel smooth and satisfying. Combos of light and strong hits were easy to manipulate, and enemy attack patterns were thoughtfully designed without any unfair surprises.
One standout feature was exploring different stances, unlockable with Wukong’s equivalent of Souls. The Pillar stance, for example, lets you hop onto your staff for powerful attacks or charge up Focus for a devastating combo breaker. Sitting atop the staff allows you to avoid low attacks, giving you a cheeky advantage in battles.
During a fight with a serpentine enemy in a lake, switching to the Pillar stance was a game-changer. I managed to dodge his attacks and land powerful blows from above, finishing him off with satisfying thwacks. It felt amazing, like I could puff a ciggy and blow smoke in his face for a laugh.
Black Myth: Wukong impressed me with its engaging gameplay and thoughtful design. Whether you’re a die-hard Souls fan or new to the genre, it’s worth keeping an eye on this game.
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