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 setups don’t have to look like dedicated gaming rooms. IKEA and Xbox are making that easier with their new YXSTABY collection.
The nine-piece collection combines IKEA’s furniture design expertise with Xbox’s understanding of gaming. It brings together functional furniture and playful accessories inspired by Xbox controllers.
IKEA launched the collection in the Philippines on November 4 at its Pasay showroom. The event featured interactive room setups that demonstrated how the furniture fits into everyday homes.
The launch also included a cosplay runway inspired by IKEA’s iconic blue and yellow FRAKTA bag. Guests explored immersive gaming stations and experienced the collection firsthand.
Gaming furniture designed for everyday homes
YXSTABY addresses the challenges of fitting gaming setups into shared living spaces. Its furniture supports different gaming positions while keeping accessories organized.
The gaming lounge chair accommodates both forward-leaning gameplay and relaxed reclining positions. A rolling side table keeps gaming accessories within reach.
The collection also includes flexible storage for cables and accessories. Its felt inserts protect stored items, while its foldable design doubles as a laptop stand.
Families can also move their gaming setups between rooms. A TV stand with castors makes it easier to relocate equipment without dedicating an entire room to gaming.
Xbox controller-inspired accessories
Xbox’s influence extends beyond the collection’s gaming furniture. Several accessories take inspiration from familiar controller elements.
The Gaming D-pad cushion recreates the controller’s distinctive directional button. A stainless steel platter also borrows its design from the D-pad.
Another standout is the tilting thumbstick stool, which takes inspiration from an Xbox controller’s analog stick. A mirrored display box gives collectors a dedicated space for controllers and other gaming memorabilia.
Bringing gaming into Filipino homes
IKEA Philippines Sales Leader May Castillo highlighted the collection’s relevance to local households.
She pointed to the Philippines’ strong gaming culture and the country’s high engagement with video games across different devices.
IKEA Philippines Selling Manager Sarah Cox said the collection draws inspiration from Xbox controllers and how gamers actually play. It also incorporates IKEA’s playful approach to furniture design.
The collaboration brings together two brands with different strengths. IKEA understands how people use their living spaces, while Xbox understands what players need from their gaming setups.
The result is furniture that makes gaming more convenient without making the rest of the home feel like a gaming room.
Can you believe that it’s been over eight years since Bethesda announced The Elder Scrolls VI. Since then, we’ve seen neither hide nor hair of the upcoming title. Today, the studio has mercifully revealed a tiny bit more about the game including its title and setting.
Historically, the Elder Scrolls franchise is not known for its numbering. It’s not The Elder Scrolls III, IV, and V; it’s Morrowind, Oblivion, and Skyrim. Now, we know what The Elder Scrolls VI will be called — Sentinel.
The name is also a huge clue as to where the game will take place. Besides being the name of the game itself, Sentinel is also the capital of Hammerfell, a region in northwest Tamriel. The teaser, which shows a sword being uncovered from a pile of sand, confirms this. After all, the Alik’r Desert is one of the region’s highlights.
Now, Hammerfell is not a new region for players. The region, especially the titular Sentinel, was previously featured in The Elder Scrolls II: Daggerfall. Obviously, not a lot of gamers would have played this classic game before, so a return will introduce the region to a lot more modern players.
Unfortunately, despite throwing us a bone with the name and the setting, Bethesda did not reveal when the title is coming. Given that Grand Theft Auto VI is launching very soon, the time is ripe for the launch of another much-awaited title.
SEE ALSO: The Elder Scrolls IV: Oblivion Remastered is out now
Riot Games is celebrating the return of virtual K-pop group K/DA with new music, exclusive skins, and major gameplay updates in League of Legends: Wild Rift Patch 7.3.
After a six-year hiatus, K/DA returns with FIRESTARTER, the group’s newest track and the title track of an EP featuring three additional songs. The release marks a new chapter for the virtual group, which brings its latest musical era to the mobile MOBA through the new HEATBRINGER skinline.
To celebrate the comeback, Riot Games hosted FIRE IT UP: The K/DA Comeback Party in the Philippines. The event brought fans together for a listening party featuring music from across Riot Games’ virtual acts, live Wild Rift gameplay, community activities, and exclusive photo opportunities.
Attendees also experienced live AAA ARAM matches featuring gameplay disruptions and augments inspired by Riot Games’ musical universe, including HEARTSTEEL, Pentakill, and TRUE DAMAGE.
K/DA returns with new HEATBRINGER skins
The K/DA comeback introduces the HEATBRINGER skinline, featuring new looks for the group’s four original members: Ahri, Akali, Evelynn, and Kai’Sa.
The skins give the champions a new visual identity inspired by K/DA’s latest musical era, with fiery red and white elements that bring their stage presence to the Rift.
The collection also includes Prestige K/DA HEATBRINGER Evelynn.
The new skins are exclusive to Wild Rift and are scheduled to launch on November 4, 2026.
The comeback extends beyond the cosmetics. With FIRESTARTER and its accompanying EP now available on major music streaming platforms, K/DA’s return brings together Riot Games’ music and gaming communities.
Wild Rift Patch 7.3 overhauls marksmen and item builds
Beyond the K/DA celebration, Patch 7.3 introduces significant gameplay changes that reshape champion builds, jungle strategies, and objective control.
One of the biggest changes targets marksmen, giving critical-strike builds more room to scale. Base critical-strike damage increases from 175% to 200%, while the attack-speed cap rises from 2.5 to 3 attacks per second.
Several marksmen also receive individual adjustments, including Ezreal, Kai’Sa, Twitch, Lucian, Caitlyn, Draven, Miss Fortune, Samira, Zeri, Jinx, Vayne, and Ashe.
The item system gets an overhaul to support these changes. Players can explore new or redesigned options, including Hexoptics, Yun Tal Wildarrows, Fiendhuler Bolts, Stormrazor, Rapid Firecannon, and Immortal Shieldbow.
Lifesteal also receives changes intended to support basic attacks, on-hit damage, and abilities treated as basic attacks.
Support items are part of the update, too. Echoes of Helia is positioned toward offensive supports who want to convert damage into healing, while Ardent Censer, Staff of Flowing Water, and Harmonic Echo also receive changes.
Jungle changes reward efficient farming
Patch 7.3 also changes how junglers approach the early and mid-game.
The updated jungle system rewards consistent camp clearing with bonus gold and introduces a catch-up mechanic for junglers who fall behind. This reduces the pressure to constantly gank and encourages players to balance farming with opportunities to assist their teammates.
Clearing camps also progresses Ecosystem Protection stacks, allowing Smite to scale from 600 to 1,000 and eventually 1,400 true damage.
These changes make efficient farming more important when preparing to secure major objectives such as Baron Nashor, Rift Herald, and Dragons.
Epic monsters also adjust to the pace of each match, scaling according to the average player level rather than simply growing stronger as time passes.
Turrets receive substantial changes as well. Plating now extends to outer, inner, and inhibitor turrets and remains permanently. The new Crystalline Overgrowth mechanic lets turrets accumulate crystals that champions can detonate with their first basic attack.
Together, these changes place greater emphasis on lane pressure, defensive positioning, and coordinated pushes. Winning team fights remains important, but teams must also turn their advantages into meaningful objective damage.
Hwei, Sylas, and Rek’Sai join the roster
Patch 7.3 expands the champion roster with three additions: Hwei, Sylas, and Rek’Sai.
Hwei, the Visionary, brings a flexible set of abilities to the mid lane. His Subject: Disaster, Subject: Serenity, and Subject: Torment ability groups give him tools for dealing damage, supporting allies, and controlling opponents.
Sylas offers explosive damage and crowd control. His kit includes an ability that pulls enemies into a stun-to-knock-up combination, while Kingslayer restores health based on his missing health. His ultimate lets him steal an enemy champion’s ultimate ability.
Rek’Sai brings another approach to initiating team fights. Her Unburrow ability knocks up nearby champions, while her ultimate helps her track nearby enemies before striking.
These additions give players more options for adapting their team compositions and strategies.
Ranked play and game modes get updates
Competitive players also get changes to Ranked and Legendary Ranked.
The S/A and MVP scoring systems now evaluate performance according to a player’s lane and champion role instead of relying on a single universal metric. Strong performances can also yield more Ranked energy.
Legendary Ranked receives adjustments to its seasonal entry requirements for former Grand Masters, alongside a new trial format designed to help top performers advance from Legendary Commander Rank.
Players looking for something different can also try Rift Rumble, a new 3v3 mode played on a symmetrical map. Teams battle for kills and compete to capture ultimate stones that can change how their champions secure eliminations.
Meanwhile, AAA Realm continues to evolve with a music-themed season and new augment cards. These include Sonic Waves, which draws inspiration from Riot Games’ musical acts, including HEARTSTEEL, Pentakill, and TRUE DAMAGE.
A new era for K/DA and Wild Rift
With FIRESTARTER, the HEATBRINGER skins, and a sweeping gameplay update, Patch 7.3 connects Riot Games’ music and gaming communities through a shared celebration.
K/DA’s return gives fans a new soundtrack and fresh looks for their favorite champions, while the gameplay changes introduce new ways to approach champion builds, jungle farming, and map control.
Players can follow Wild Rift Philippines’ official social media channels for updates on the latest patch, champion releases, and in-game content.
K/DA returns with FIRESTARTER.
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