After playing in the upcoming Soulslike Wuchang: Fallen Feathers For four hours during a recent preview event behind the closed door in London, I remained really surprised how much I grew up. While the first hour hit it “Yes, this is another of these feelings, its leveling level and the combat system eventually opened to a unique and satisfying experience.
Games in the subspecies are currently ten people, with such titles Lies PIN Lords of the FallenIN Black myth: WukongIN and upcoming Nioh 3 Everyone is fighting for being the next Soulslie game to varying degrees of success.
All these games can be cut from the same fabric, but offer their own systems, mechanics and take the formula to play them. Wuchang: Fallen Feathers It is no different, but it can simply be one of the most creative and interesting Soulslike I have played for years.
Pen -birds
After playing about four hours from the very beginning of the game, I will admit that there is no best start. From the very beginning you are immediately placed in a quite dead area of the hub with a petite handful of characters other than players (NPCs) with little interest. You will raise that the terrifying disease has devastated the Earth, but at this early stage there is not much on the way to building worldwide.
Only after starting at this center – a ruined temple – you start the proper segment of the tutorial. At first I was a bit thrown Wuchhang It seems that, contrary to Solilsle with the grain of having a linear tutorial section, first before falling into the hub. However, this is only partly, because the second larger center was discovered after defeating the first gigantic boss.
Until you reach this point, Wuchhang Designing the level begins quite linearly, but this pseudo-seized segment does a decent work, introducing you to many unique game systems. Mainly the character of the Wuchang player is infected with scourge known as Feathering, which is also the basic part of the narrative of this game (at least in an early game).
… The game strongly encourages players to manage the level of madness, which in itself is its own form of ecological difficulties.
For most people in the world, Feathering is an excruciating disease that causes huge pain, bodily distortion and ultimately drives crazy. Wuchang feels these symptoms, but in an easier to master, which allows her to continue to fight.
For Wuchang herself, Madness is a very intriguing and multi -layered mechanic. Recognition of injuries, death or using some items will augment its madness. At higher levels, both will burden and operate more damage.
In the case of less ambitious salt, such a mechanic could start and end there. Luckily, Wuchang: Fallen Feathers He seems to really explore him. For example, some types of weapons have possible to unlock movements and abilities that only activate (or have increased efficiency) at some of the fool thresholds, such as 50% or 90%.
As such, the game strongly encourages players to manage the levels of madness, which in itself is its own form of ecological difficulties. For example, if you are maximum in madness and death, a powerful humanoid demon will be reborn next time you go to pick up your tossed currency, which you can only recover by defeating it. It is hard, but removing it also brings additional prizes, such as materials for updating weapons.
Dodge brawl
In general, I think that madness is a deeply convincing system Wuchang: fallen feathers, If one that takes a few hours to fully wrap your head. It is also supplemented with the Skyborn May system, which in my opinion was equally nippy.
Skyborn can basically be a resource that you can count and spend for a moment, which increases the power of the unique skills of your weapon and charged R2/RT attacks. You get it by performing a “gloss”, which is simply a fancy date to avoid an enemy attack at the last possible moment.
Together flickering and using skyborn abilities, creating a spine Wuchhang Combat system and is crucial for success. If Lies P So he is a steamy soul Wuchhang He is certainly his ajar counterpart. This concept is further home when you realize that not all weapons have a block function by default. And even those that are able to block do not deny all forms of damage.
Here is an example; I found a two -handed ax, which caused a deviation reminiscent of Parry as one of his weapon skills, causing a moment to stretch the enemy. Later I discovered that it only worked against enemies who wielded a man created by man. The demonic boss later attacked the demo with claws, which completely bypassed all attempts to deviate. As a result, careful avoidance and operate of Skyborn can be a good solution.
Basically, this means that you will probably want to have two different types of weapons all the time. There is no weight limit Wuchang, This means that you can build your own style of play without restrictions. All weapons have their own skills not Skyborn, and more can be unlocked through a huge game skills.
He said that skills also improve every aspect of your character. And I mean everything. From increasing individual statistics, such as health and strength, to healing flasks, up-to-date skills and weapon improvements, and the skills of madness, everything is made in this tree skills available from the resting points of the sanctuary.
I have two minds about it. On the one hand, this seems quite restrictive, because, for example, making a weapon is associated with your own branches of the skill tree. This means that from time to time you can feel as if you were thrown into a specific type of compilation. On the other hand, it makes you carefully wondering where you want to put your points.
What’s more, you are fully able to do without costs, so you can definitely experiment in flight to see which weapons and spades of statistics are best for you. I will say that in this case the function of “equipping” the skill tree would be very welcome, because I strongly see how often I move skills to best fit into a specific area or meeting with a boss.
Positive beginning
My thoughts after four hours with Wuchang: Fallen Feathers Let me believe it is a very competent slile that is very hard. Even in these first hours I lost the number of times when I died, although many of them were acquired to discover perilous side paths, deal with a system of madness and meeting a few fatal boss fights.
One fought the burning spear and set the parts of the arena, while another was a high demon who loved to quickly quit weight, which leads to destructive damage. Both were completely different meetings and meant that I could not wait to see what monstrosity a full game could offer.
Although the initial linearity of the game discouraged me a bit, it soon opens to have a more complicated level of level. After reaching the second main center, there is a lot to examine at the level around him and I felt that I really only scratched the surface of what was there.
I really can’t wait for the game and the full game reviews when it was released on July 24, 2025, for PS5, Xbox Series X | S and PC.