Wuchang: Fallen Feathers, developed by Leenzee Games, makes an impressive entry into the soulslike genre. Its swift, agile combat and outstanding skill tree offering numerous build options make it stand out. However, certain late-game bosses can seem to lack opportunities for damage infliction, leading to frustrating instances. I would have preferred fewer sudden deaths moments. Nevertheless, these minor hiccups don’t detract significantly from its innovative approach to a widely loved genre, allowing it to fly alongside some of the best in the field.
In 2025, soulslikes enthusiasts are feasting well! From the outstanding The First Berserker: Khazan at the beginning of the year, the superb Lies of P: Overture DLC last month, and the multiplayer-focused Elden Ring: Nightreign, we’ve had a great gaming diet. Add to that Wuchang: Fallen Feathers, another tantalizing dish from debut developer Leenzee Games. This game captured my attention right away with its thrilling, swift, and versatile combat system. It also boasts one of the finest skill trees in the genre, coupled with intricate level design that seamlessly transitions between breathtaking landscapes and grotesque sights. However, be warned, the difficulty fluctuates wildly, offering a smooth stroll at times but then suddenly escalating to nail-biting intensity against its later bosses – it’s like being hit by a sudden gust of wind! Despite this unexpected jerkiness upon completion, I still heartily recommend Wuchang: Fallen Feathers for those craving more.
Wuchang follows the style common in souls-like games, inviting players to unravel its narrative and lore on their own, albeit not as smoothly as FromSoftware titles or Lies of P. I found myself intrigued by the initial setup, where our protagonist, a mostly mute heroine, awakens in a cave to find she has an affliction that steals memories and transforms those affected into grotesque creatures. At first, it seems like a personal quest to uncover her identity and cure her condition before becoming a vile bird monster. However, as the secrets behind the affliction, called The Feathering, unfold, the game delves into dark fantasy and players must fight against those transformed by its influence.
Lore fiends who enjoy digging into item descriptions might get more out of the story.
Initially, I found the beginning quite engaging, but as the game progressed over its 45-hour duration, I struggled to keep up with the numerous characters who appeared briefly, spoke a few lines, and then vanished for extended periods, only to reappear in completely different locations. The dialogue often referred to people I’d never encountered before, which made it challenging to follow the conversation. Die-hard lore enthusiasts who delight in deciphering weapon and item details might find more depth in the narrative than I did. However, since I approached the game similarly to how I have with many others, its major plot twists failed to make a significant impact on me.
A Game of Skills
In the game Wuchang, instead of relying solely on traditional light and heavy attacks, it offers a unique approach by integrating weapon skills with Discipline abilities from an expansive skill tree. For example, using the sword parry Discipline skill along with the Flamebringer Longsword weapon allows you to inflict a burn status while also providing a defensive counter. Alternatively, pairing it with something like Crescent Moon gives you the ability to inflict burn and quickly evade counters, all while building Skybound Might. Furthermore, you can switch between two weapons during combat, expanding your strategic possibilities even further.
It’s beneficial to have these additional options at your disposal since this isn’t a game where you can easily win with just the essentials, particularly in more challenging battles. Your abilities and spells rely on accumulating a resource called Skyborn Might, which is primarily earned by precisely dodging enemy attacks at the last possible moment, but can also be acquired in specific weapon-related methods. For instance, it can be gained by landing the fourth hit of a light combo sequence with an Axe, the second hit of a light combo sequence with a Longsword, colliding weapons using Dual Blades, or simply by wielding a one-handed sword. Over time, you’ll automatically accumulate it as well.
I felt like I usually had more interesting decisions to make with each level up than I do in most soulslikes.
As a gamer, I thoroughly enjoyed figuring out how to blend Weapon and Discipline abilities into battles, finding clever workarounds for limitations such as stamina. For instance, utilizing Skyborn Might charges provides a potent attack that doesn’t drain your meter, or breaks an enemy’s defenses with a mist infused with poise-breaking properties and swiftly depletes their health in no time. It was exhilarating to have more engaging choices when it came to crafting my character at each level up compared to most Souls-like games.
A significant aspect of the game involves a progression system similar to the Sphere Grid in Final Fantasy X and Salt and Sanctuary, where instead of solely increasing your preferred stat, Wuchang offers six distinct paths to explore, each leading to increasingly potent skills. The majority of these paths focus on upgrading stats and weapons for different types of equipment, while one path concentrates on broader benefits such as additional healing charges and general boosts for specific techniques. This expansive grid is enormous, with new branches still being unlocked even 20 or 30 hours into the 45-hour campaign. Fortunately, respecs are free, allowing players to modify their entire build without any cost or penalty, whether it’s to test out a new weapon or adapt their strategy against a difficult boss. This system is both engaging and rewarding, as it encourages experimentation while also recognizing players who have a clear vision for their desired build.
In this game, you’ll encounter various kinds of adversaries, each region introducing unique, twisted creatures with distinct attacks and abilities that require you to adapt your strategy and character build accordingly. Every element in the game poses a threat: from the small, hunchbacked foes who can catch you off guard with a powerful grab after sneaking up on you, to the towering monstrosities that are nearly mini-bosses in themselves. This diversity kept the action engaging throughout the journey and left me on edge whenever I explored a new area, as I was always unsure of what lay ahead.
Bumpy Roads
Initially, for about the first ten hours or so, I didn’t need to make many adjustments to the game’s build, allowing me to easily navigate most battles. However, this doesn’t mean it was easy; after all, I’ve spent a considerable amount of time playing soulslikes. But once I mastered the technique of dodging right after an enemy’s final attack and quickly launching a heavy strike to stun them, I thought I had grasped Wuchang quite well.
Most of the times when I’ve died in this game, it was due to unexpected traps such as deceitful objects disguised as pots, trees, or shrines that turned out not to be what they seemed.
As a gamer, I’ve encountered my fair share of similar challenges across various Souls-like games, but what sets Wuchang apart is the frequency at which these tricky moments occur. It felt like an endless series of pranks orchestrated by the developers, and after a while, even the most amusing jokes lose their charm.
Apart from minor hiccups, things went relatively well until I encountered Commander Honglan. Unlike suggesting a sudden increase in challenge, which implies some level of progression, she was more like colliding with an immovable obstacle. It took me approximately two hours to defeat her, and although I emerged victorious, the intensity of the battle left me feeling frustrated. Commander Honglan embodies the aspects of Wuchang’s later boss fights that I find less enjoyable.
Honglan wasn’t so much a difficulty spike, because that implies at least some degree of an incline or ramp up.
In simpler terms, the problem lies in the narrow window for successfully dodging attacks in this game, which reduces the joy of dodging a series of strikes. Contrast this with games such as Sekiro or Khazan, where you weaken the boss’s resilience each time you accurately block an attack, moving closer to landing a critical hit when the resilience is fully depleted. Unfortunately, there isn’t that satisfying sense of progress during battles here because successful dodges only grant Skyborn Might charges, which can only be utilized if an opportunity arises. Although Wuchang does feature an enemy posture meter, it only increases with hits and decreases over time when no hits are landed, making it challenging to earn rewards for tactical aggression given the limited opportunities to inflict damage. While not every fight after Honglan is like this, the ones that are seem excessively prolonged, detracting from their enjoyment.
The Dark Descent
The world where these constant highs and lows unfold is brimming with secrets waiting to be uncovered, intricate paths connecting various parts of the map in a delightfully cohesive way, and tough, rewarding side quests. I was captivated by the gradual transition into dark fantasy – initially you’re introduced to a vibrant, picturesque Chinese village that hints subtly at the devastating sickness plaguing its inhabitants, but as you delve deeper underground and explore areas decimated by The Feathering, it transforms progressively into a horror-like experience.
Additionally, there are some intricately designed sequences that generate tension and disorder without the necessity of actual combat. For instance, consider a segment where you commence on a straight path ending with an adversary who inflicts a lethal status effect named Despair merely by gazing at you. To dodge his gaze and proceed, I was compelled to sprint wildly past numerous enemies, scale a ramp while dodging toxic drips from the ceiling, and maneuver around perpetually appearing tough opponents that were spawned by an unreachable adversary. This segment demonstrates how skillful enemy design interacts with intelligent level design to create an exhilarating dash through a hazardous setting.
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2025-07-23 05:57