I will acknowledge that, in many instances, Wuchang delivers on these fronts. Unfortunately, it falls far short in so, so many more.
Showing symptoms herself, Wuchang sets off on a quest to regain her memories. It's not exactly an inspired plot, but it does the job, and I will take any opportunity to explore historic China.
Wuchang's bosses are its highlights. They typically manage to hit that sweet spot of being challenging but eminently beatable. Some of them play too passive for my liking, dodging and teleporting away often, and others can be cheesed a bit too easily, but overall, I enjoyed Wuchang's bossing.
There is one main reason why I found Wuchang to be so lacking, but it's an issue that plagues almost every aspect of the game.
I know, I know. It's 2025. Dark Souls comparisons were already trite and overplayed years ago, but I am doing it because Wuchang's great issue is that it is exceptionally derivative.
But in other aspects, Wuchang has rather clearly lifted certain features directly from Dark Souls, and the wider FromSoft catalogue at large.
Leenzee appears to have read a few Reddit posts from the mid-2010s lauding how "Dark Souls is great because it's so hard", and in response, they've taken the annoying bits – the enemies, traps and mechanics that pop up very occasionally in other soulslikes – and have plastered them all across the game.
Surprise attacks are constant, with enemies lurking around every other corner ready to pounce, or cannoneers waiting inside otherwise empty tents.
Enemies inflicting status effects are everywhere, and are often placed one after the other, forcing you to repeatedly change armour every minute to avoid being poisoned or corrupted or despaired to death.
I acknowledge how intensely whiny this sounds – I can already hear a chorus of 'git gud' ringing in my ears – but I promise you, however prevalent you think these mechanics are in Wuchang, it is far worse.
The frustration of Wuchang, by comparison, is that it needles you. Traps and surprise attacks in other soulslike games are the exception, not the rule. It's a reminder, once in a while, to not let your guard down.
Each mine, surprise attack, status effect etc is not a mammoth challenge on its own and is therefore not satisfying to negate, creating level after level with an artificial difficulty.
Every soulslike has one area that is a nightmare to traverse. A Blighttown or Caelid that elicits a "thank God that's over" when you're done with it.
While that's the main issue that torments Wuchang's gameplay, the game's insistence on lifting from other games also makes its core gameplay clunky and confusing.
There are so many mechanics. Weapon types, status effects, magic, Skyfall Might, benedictions, controlling your feathering level, controlling your madness level, and more.
View Green Video on the source websiteWuchang is a jack of all trades, master of none, and thanks to a terminal case of feature creep, it never develops any of these mechanics to their full potential.
But, at least from my point of view as a player, it appears that they were not given that freedom, which is a shame.
Soulslikes are no longer a niche, however. Beyond FromSoft, new iterative and inventive soullikes are constantly popping up from across both AAA and indie.
Relative to peers like these, Wuchang is stale at best and simply not good at worst.
I had high hopes for Wuchang: Fallen Feathers, but this is a 2015 soulslike releasing in 2025. It's a game that attempts to imitate the greats of the genre but doesn't seem to understand what it is that makes them great, resulting in a game that is desperately lacking not only in identity, but in enjoyment.
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