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 Nightreign, The 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
God of War Laufey finally confirms its highly anticipated launch date
Set your calendars next year.
It’s about time we get excited for God of War Laufey. The upcoming entry into the acclaimed franchise takes off on a tangent as it follows Faye, Kratos’s late wife, as she traverses an afterlife filled with similarly deceased gods. It’s a different perspective but with still the same action we’ve come to expect from the series. Now, we know when to expect it: February 16.
In the ongoing Norse saga, Faye’s death is everything. Her passing pushes Kratos and Atreus towards a path that eventually led to Ragnarok. In Laufey, a deceased Faye wakes up in Everywhen, an afterlife where gods from different mythologies converge. She then discovers that the carefully laid plans she made to help her husband and her son are unravelling, so she has to find a way to save the living world from past the veil.
Laufey will still have the iconic battles that the God of War series is known for. However, because Faye is nimbler than the burly Kratos, fighting is more fast-paced with a mix of grounded and air-based fighting. All in all, there’s a lot to be excited about for Laufey, despite its different take on the series.
Over the weekend, during San Diego Comic Con, PlayStation confirmed when the title is launching. Thankfully, it’s not a long wait. God of War Laufey is launching for the PlayStation 5 on February 16 next year.
Additionally, Santa Monica Studio has also confirmed that Kratos will lead another entry after Laufey.
Bandai Namco Entertainment Asia and Square Enix have announced that FINAL FANTASY X | X-2 HD Remaster is now available on Nintendo Switch 2. Physical copies are also on sale across Southeast Asia.
The collection brings together FINAL FANTASY X and FINAL FANTASY X-2, two of the most celebrated entries in the long-running RPG franchise. Both games feature enhanced HD visuals while preserving their original stories and gameplay.
Two classic adventures in one package
In FINAL FANTASY X, players follow Tidus, a star blitzball athlete whose journey becomes intertwined with the summoner Yuna as they travel across the world of Spira to confront a devastating threat.
Its direct sequel, FINAL FANTASY X-2, takes place two years later. Players take control of Yuna alongside Rikku and Paine as they uncover ancient mysteries and face new enemies.
The release also coincides with the 25th anniversary of the original launch of the game in Japan, giving longtime fans and newcomers another opportunity to experience the pair of RPG classics at home or on the go.
Bandai Namco notes that physical edition availability may vary by country across Southeast Asia.
Watch the launch trailer below:
About the FINAL FANTASY series
The FINAL FANTASY franchise has entertained players for more than 35 years. Known for its cinematic storytelling, memorable characters, imaginative worlds, and technical innovation, the series has sold more than 212 million copies worldwide.
The NBA 2K27 cover athletes have been revealed as pre-orders have become available.
San Antonio Spurs all-star Victor Wembanyama has been unveiled as the cover athlete for the NBA 2K27 Standard Edition.
Meanwhile, WNBA star Caitlin Clark is gracing the Deluxe Edition cover.
Rounding out the trio is 2011 NBA MVP and Chicago Bulls legend Derrick Rose for the Ultra Edition.
The game will launch worldwide on September 4 for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and Steam. Early access is available by August 28.
First-look images of the game showcases some of NBA’s younger stars, like Cooper Flagg and Cade Cunningham.
Also shown for the first time is Jaylen Brown in a Philadelphia 76ers jersey, ahead of his debut with his new team after being traded from the Boston Celtics for Paul George.
Pre-orders are now open, and availing of any edition early entitles customers to a 10,000 VC bonus.
The Standard Edition is priced at US$ 69.99.
Pre-ordering the Deluxe Edition (US$ 99.99) enables players to unlock these perks:
- 100,000 VC
- Up to 7 days early access
- MyTeam content: Full ’27: Series Team 1 Selection, Triple Threat Park Free Agent Pack, 5x ’27: Series 1 Packs, 2-Hour 2XP Coin
- MyCareer content: 25x 6 Types of Skill Boosts, 25x 3 Types of Gatorade Boosts, 2-ahour 2XP Coin, Victor Wembanyama Jersey, Caitlin Clark Jersey
Meanwhile, in addition to the perks under the Deluxe Edition, those who pre-order the Ultra Edition (US$ 149.99) shall also get:
- 135,000 VC (instead of 100,000)
- Season 1 Pro Pass + Summer Pass
- NBA 2K27 Ultra Edition MyTEAM Player Cards (via The Exchange): Guaranteed 98 OVR by Dec 2026, guaranteed Invincible by May 2027
- Roses Oversize Hoodie
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