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Now Playing: Wuchang: Fallen Feathers

Amazing combat but imbalanced difficulty

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Soulslikes are a dime a dozen these days. People just can’t get enough of ultra difficult RPGs that can rip your hair out. This year alone has seen the launch of Elden Ring NightreignThe First Berserker: Khazan, and Lies of P: Overture. Today, Wuchang: Fallen Feathers joins this crowded list, touting flowing combat and a dense story. Is it a worthy addition to the Soulslike tradition, or have we finally reached genre fatigue?

An audacious debut

With only a modest VR game released in the past, Leenzee makes its true industry debut with Wuchang: Fallen Feathers. As with all Soulslikes, Wuchang will endlessly tempt players into flinging their expensive controllers into the wall over its difficult boss fights. To entice players to keep going, the game also has a rich backstory they can carve out only through drip-fed lore nuggets.

Bai Wuchang, a female pirate, wakes up with amnesia (a perennial disease of every Soulslikes protagonist) in the lands of Shu. She also finds herself infected with a disease called Feathering. However, unlike other infected individuals, Wuchang remains lucid and doesn’t turn into a demonic monstrosity. Armed with her changdao (and an assortment of other weapons she can find along the way), she must traverse this awful land in search of answers to her mysterious disease.

Combat that caters to a true variety of play styles

Even if they offer enough weapons to fill an armory, Soulslikes can easily fall into the trap of making only a few options viable to play through the entire game. Wuchang avoids this problem by making each available weapon type as exciting as the others.

In the game, players can pick up longswords, one-handed swords, dual blades, spears, and axes. Each of these comes with a dedicated skill tree which unlocks new attacks, combos, and weapon upgrades. The spoke-like skill tree also has one additional branch catering to general upgrades such as the number of healing flask uses.

Personally, I prefer using one-handed swords and dual blades. But each weapon type is just as exciting because of how many combos you can chain together in combat.

Plus, there’s an interesting Skyborn Might system. Every successful dodge (or as triggered by some effects) grants you a charge of Skyborn Might, which you can then spend on powerful skills and spells. Because of how powerful these abilities are, it’s impossible to ignore this system. Most of my boss battles involved a rinse-and-repeat of recharging my Skyborn Might, expending them on one powerful attack, and backing away to do it again.

The Madness system also needs a big shoutout. The more she dies, the more Wuchang’s madness meter fills up. Higher madness means higher damage dealt… and taken. Certain skills are also unlocked based on madness level. A completely filled up madness meter results in an evil manifestation which hunts players down. It’s an excellent risk-reward system that rewards and punishes aggressive play styles. This is the game’s bright spot in my opinion.

Imbalanced difficulty cheapens the experience

That said, Wuchang has a difficulty problem. Now, as my colleagues and friends can attest to, I love the Soulslike genre. I thrive under the extreme challenge and the thrill of conquering a difficult boss. However, this game just pushes the boundaries of what’s acceptable.

A balanced diet of difficulty spikes is crucial to how enjoyable a Soulslike is. My favorite games in the genre often feature a gradual escalation of difficulty. Spikes are always designed to teach valuable mechanics in the game. For example, a rather difficult early-game boss (see: Father Gascoigne from Bloodborne) wants to teach players how to dodge properly, instead of just mashing the attack button.

Wuchang doesn’t feel balanced in this way. Right from the beginning, the game pits you against difficult enemies and unrelenting traps.

The difficulty is a problem because of poise. Now, poise is an 0ft-hidden mechanic in Soulslikes, which determines whether a character staggers when attacked. A character with high poise, for instance, can tank through an enemy’s hits to land a counterattack. Meanwhile, a low-poise character will stagger and have their animations cancelled. Wuchang has as much poise as a butterfly beelining towards a plane’s turbine. Every enemy attack, especially in the early game, staggers her, leading to an uninterrupted barrage of blows and (often) a game over screen. On the other hand, enemies have the poise of a brick wall. The imbalance is too much like a game of attrition where you constantly have to dodge with very little chance to launch a counterattack.

The traps, on the other hand, are way too many. It’s normal for a Soulslike to lure players into seemingly innocent situations, only to spring a surprise enemy. Wuchang relies on this too much. Every corner feels like it houses a hidden monstrosity. Having too much of traps is just the same as having none at all — but it’s worse because I have to pussyfoot everywhere.

Unoptimized engine creates too much load times

Normally, I don’t complain about the lack of optimization. I’m usually patient enough to withstand longer loading times. So, when I complain about Wuchang‘s lack of optimization, it’s saying something.

Loading times are longer than what most games take on modern hardware. Even the act of resting at a shrine (and thereby resetting the world) feels like it takes way longer than it should. Ironically, the game itself only has a modest file size, so it’s not like it has a huge pool to draw resources from.

Additionally, the graphics are strangely wonky. Don’t get me wrong; Wuchang is a beautiful game. But the odd dips in quality takes me out a bit. Now, I prefer playing on framerate mode, but I’m still losing frames. Certain UI elements, such as the meter that determines when an enemy staggers, become too pixelated to be of much use.

For reference, I played the game on a PlayStation. This is the first time I’ve ever experienced quality this poor on this machine.

Should you play Wuchang: Fallen Feathers?

In a segment as saturated as the Soulslike genre, having a truly revolutionary title is out of the question already. Wuchang: Fallen Feathers doesn’t add much to the segment, but it does get combat right. Among its peers, it has one of the most dynamic systems that can chain moves and combos easily with an abundance of skills and spells. Plus, the inspired madness system makes death much more impactful than other games.

That said, I wouldn’t call this an extremely polished game. The imbalanced difficulty and unoptimized engine prevent this game from achieving significant heights. However, Leenzee can easily fix this with a couple of patches. At its current state during my review, it still needs tweaking. I don’t think I’m tired of the Soulslike genre, but games like Wuchang don’t really help.

Gaming

SHINOBI: Art of Vengeance’s SEGA Villains Stage out on April 3

Face off against legendary SEGA bosses from different franchises

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The SEGA Villains Stage DLC for SHINOBI: Art of Vengeance will release on April 3 for PlayStation 4 and 5, Xbox Series X|S, XBox One, Nintendo Switch, and Steam.

The DLC lets players face off against legendary SEGA bosses from different franchises: Like a Dragon and Yakuza, Golden Axe, and Sonic.

An animated trailer has been unveiled as part of the announcement. It features those franchises’ characters, Goro Majima, Death Adder, and Dr. Eggman.

There will be a total of five crossover stages, three bosses, and two Boss Rush modes featuring the bosses for the DLC.

In addition, there will be three more Ninpo, three new outfits, and six new music tracks. The SEGA Villains Stage DLC is a free update for all players.

Aside from the crossover, players can also try out a new Hardcore Mode which features changes in enemy placement and stronger boss attacks.

Additional combat settings also lets players adjust recovery frames, the flash effect, and camera shake. Various quality-of-life improvements are also planned for the 2D action-platformer.

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Gaming

The hunt begins: The Witcher in Concert hits Manila with surprises in tow

The Continent comes alive

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If you’ve ever heard a haunting chant echo through a battlefield or felt the weight of a choice that isn’t as simple as good or evil, then you already know—the Path has a way of calling you back.

And if you haven’t stepped into that world just yet, consider this your invitation.

With less than two weeks to go, The Witcher in Concert is set to take over Manila for a one-night-only performance. It’s happening on March 28, 2026 at The Theatre at Solaire—bringing with it not just the music of a beloved RPG, but a full-on return to the Continent.

Celebrating the 10th anniversary of The Witcher 3: Wild Hunt, the concert transforms one of gaming’s most iconic soundtracks into a live experience. Expect performances from selected musicians of the Filharmonika Orchestra alongside Percival Schuttenbach—the Polish folk-metal band whose distinct sound helped define the game’s identity. Paired with in-game visuals, it’s a show designed to feel both nostalgic and entirely new.

As the night draws closer, here are three things fans can look forward to:

Relics from the Continent: official merchandise

For those who want to take a piece of the experience home, exclusive event merchandise will be available in limited quantities.

This includes the following:

  • Event Tee (PhP2,200)
  • Geralt Long Sleeve (PhP3,400)
  • Event Hoodie (PhP4,200)
  • Beanie (PhP1,800)
  • Tote bag (PhP1,800)
  • Key chain (PhP1,400)
  • Enamel pin set (PhP1,400)
  • Event magnet (PhP800)
  • Geralt gaming mouse pad (PhP2,000)

It’s the kind of loot drop fans won’t want to miss.

The path to Solaire: getting there made easier

Getting to the venue is part of the journey—and this time, it’s a little easier. Attendees can use the Grab code FCPH2026 to get 20% off rides (up to PhP75). With the condition of a minimum fare of PhP250. The promo is valid for two rides per user and applies to trips to and from Solaire Entertainment City.

A rare encounter: meet Percival Schuttenbach

For a handful of lucky fans, the experience goes beyond the stage. Ten winners will get the chance to meet Percival Schuttenbach and receive an autographed CD.

To join, ticket holders need to share any official The Witcher in Concert post on their Instagram Story. They need to write what they’re most excited to hear live and tag @filmconcerts.ph. They need to submit their entry before March 24, 2026 at 5:00 PM. Winners will be announced on March 25.

Answer the call

As the Continent arrives in Manila, fans are encouraged to lean all the way in—whether that means coming in cosplay as a monster hunter, mage, bard, or something far more dangerous.

Tickets are available via TicketWorld and participating outlets nationwide.

The Path is open. The question is—will you answer the call?

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Gaming

Monopoly: Star Wars Heroes vs. Villains launching on June 11

Introducing a team-based, cinematic twist to the classic board game

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Monopoly: Star Wars Heroes vs. Villains will launch on June 11, Ubisoft has announced. It will debut on PlayStation 5, Xbox Series X|S, Nintendo Switch 1 and 2, GeForce Now, and PC through Steam, Epic Games, and the Ubisoft Store.

The Behavior Interactive title introduces a team-based combat twist to the traditional real estate board game. It includes competitive 2v2 and 3v3 modes, available online and through couch co-op.

This transforms the classic Monopoly gameplay into an action-packed, strategic showdown where teamwork and hero combinations matter.

Every turn carries high stakes as properties change hands in an instant. Dynamic GO events also introduce game-altering twists.

The full reveal will be on April 29.

Monopoly: Star Wars Heroes vs. Villains transports players into the Star Wars galaxy with a custom Monopoly board, packed with iconic locations from across the saga.

The gameplay is reimagined with thrilling cinematic moments, themed spaces, and dynamic elements. These make up for a refreshed experience from start to finish.

Players can choose from a wide roster of Star Wars heroes and villains. There’s plenty of options, from Luke Skywalker and Princess Leia to Darth Vader and Darth Maul.

Each character brings unique abilities to shape the team’s strategy and affect the match’s complexion with every roll of the dice.

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