Wuchang: Fallen Feather Review – IGN

There are also quite impressive different types of enemies, each area can pack a large number of new twisted creatures with brand new attacks and skills, and you need to learn how to tweak your build and coping strategies. Everything in this game can be threatening: from small hunchbacked guys hit just one or two hits, but can sneak up on you with a hugely destructive snatch, to those towering demons that are almost like little charming. This breed remains fresh throughout the adventure and I nervous whenever I am willing to enter a new area because I never know what to expect around the corner.

A bumpy road

However, in the first 10 hours or so, I didn’t have to make a lot of adjustments to be a breeze in most battles. It's not to say it's a walk in the park, but I play a lot of souls in the day and once I'm eager to avoid the last blow of the enemy combo and charge a heavy attack to stagger them right away, I initially feel like I'm wondering about Wuchang.

Most of the deaths I do experience come from a lot of cheap “trap” moments, such as: Click to reveal

To be fair, a lot of souls have similar moments, but in Wuchang it's so frequent that it feels like I'm constantly being mischievous by developers – and at some point, the jokes get older.

Besides that, it was mostly a smooth sailing until I met a boss named Commander Honglan. She wasn't a difficult one because it meant at least some degree of tilt or ramp because she was like running into a brick wall. It took me about two hours to beat, and although I was still out on the other side of it, most people loved the intensity of the battle, but Honglan acted as a non-liar for a few later boss fights that I didn't like.

Honglan is not a difficult one, as it means at least a certain degree of inclination or rise.

The biggest problem is that the punishment window for correctly and precisely dodging most attacks is very tense, which makes it truly satisfying to avoid a series of huge fluctuations. Compare with games like Sekiro or Khazan, you damage your boss’s posture bar every time you block the attack accurately, and once you completely rule out the attack, you get closer and closer to a serious hit that can cause destructiveness. There is no satisfying midfield progress here, as the perfect Dodge will only give you Skyborn a fee, and you still need to find a vacancy that can be used. Wuchang does have a pose meter against the enemy, but it only increases when you land and after a while, which makes it difficult to get the reward of subtle aggression when your chances of causing damage are so minimal and so brief. Not every boss fight after Honglan is like this, but those who are attracted to a certain extent will reduce their fun.

Darkness falls

All these ups and downs in the world happen throughout the secret, interconnected paths that satisfyingly connect the entire part of the map, as well as the tough optional challenges with appropriate rewards. I like to gradually descend into dark fantasy – you start with a very colorful and beautiful Chinese village only Shows subtle signs of a terrible disease sweeping through its population, and then as your underground and feathers absolutely destroyed areas, it starts to become more and more like a horror game.

There are also some very clever sequences that can create tension and confusion even if it doesn’t involve combat. An example is a part where you can start directly from one end and they just build an instant kill state by watching you. To escape his gaze and pass, I had to go crazy by a bunch of enemies, climbing up the ramp, while avoiding poisonous dripping from the ceiling and navigating the tough monsters that constantly lay eggs, created by another outside enemy. This is a great example of a good enemy design grid melting, designed at a clever level that can create an absolutely intense sprint through dangerous environments.



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