In the world of Soulsborne games, introducing a new title that truly stands out can be quite challenging due to their established legacy. However, Leenzee and publisher 505 Games might have achieved just that with their upcoming game, Wuchang: Fallen Feathers. Unlike traditional Soulsborne games where the focus is primarily on surviving against relentless adversaries, Wuchang presents a unique twist: over time, players find themselves battling not only external enemies but also their inner selves. Shacknews had the privilege to explore this intriguing title during this year’s Game Developers Conference.
Title character Wuchang, a pirate warrior suffering from amnesia, seeks to regain her lost memories in the game “Fallen Feathers.” This adventure unfolds throughout the realm of Shu during China’s late Ming Dynasty. Along her path, Wuchang encounters adversaries stricken by the Feathering affliction – a grotesque curse that mutates and corrupts whatever it touches.
During the hour-long demonstration, there wasn’t a specific destination we were aiming for. Instead, it started in the Shu Sanctum, with the intention of leaving the Reverent Temple and venturing into the world beyond. Throughout the complete playthrough, you could see influences from Soulsborne games, such as deliberate melee combat, limited healing options, and save points that restore any defeated enemies. However, developer Leenzee has included several unique elements to differentiate this game.
In contrast to typical Soulsborne gameplay, the fighting style sets itself apart with the Skyborn Might system. This feature enables players to access unique attacks or spells based on the weapons that Wuchang carries. It’s crucial not to waste these abilities haphazardly, but instead use them strategically at opportune moments. The Skyborn Might combos and specials aren’t static; they can change depending on the weapon you’re using as well as upgrades you acquire over time. Not all spells are equally effective, and some may perform better in specific circumstances.
Another important point is that a comprehensive skill system offers various options for crafting Wuchang according to individual preferences. Players can enhance specific traits or acquire new abilities via the skill system, while also gathering Red Mercury resources found throughout the world to enhance Wuchang’s weapons. The ultimate goal is to create a more personalized hero, enabling players to tackle the numerous game challenges in their unique style.
As a gamer, I’ve got to admit, even with all the customization options and top-tier gear, death was a regular visitor during my gaming sessions. At first, the sight of enemies I’d slain popping back up was disheartening, but as I got the hang of the combat system, progress began to inch forward. Before I knew it, I found myself scaling a nearby mountain and delving into another temple area, still adding to my grim tally of deaths. But then something amusing transpired – progress became incremental, and the thrill of overcoming the game’s challenges was too appealing to resist.
Following multiple demises, I found myself back in the prior location where I perished, but this time, a potent specter persistently assaulted me. Subsequently, I learned that Wuchang had surpassed her Madness threshold, a state that accumulates after repeated deaths and slaughtering human characters. Once filled, players confront a malevolent embodiment of Wuchang’s madness at the last moment prior to death. If successful in defeating this spirit, any Red Mercury dropped during the last demise is recovered. However, should another death occur, it will be lost for good.
Despite having only a brief hour to delve into the world, Wuchang: Fallen Feathers appears to be an impressive newcomer in the expanding genre of Soulslike games. Overcome the formidable creatures that await you, or if failure occurs, learn to conquer your own limitations. Expect Wuchang: Fallen Feathers on PC, PlayStation 5, and Xbox Series X|S this summer.
The sneak peek you see here was shown in a private event during the GDC 2025 conference, using an early demo. Keep in mind that the finished version may still undergo changes.
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2025-04-05 01:27