Black Myth: Wukong Review - On Like Wukong
One of my favorite parts of the experience was finishing each chapter, and not just because of the excellent, visually impressive boss fights that act as their finale. Upon completion, you’re given music videos which artistically tell various stories, each one unique in its animation style. There is a clear admiration for artistry even outside the core moment-to-moment gameplay that makes you care about this otherwise pedestrian t
However, this brings me onto to Black Myth: Wukong’s biggest problem - the level design. Instead of the branching corridors and winding shortcuts you usually associate with the genre, GameScience has opted for a more linear experience, broken up with large open areas that you can explore. Unfortunately, these are plagued with invisible walls and tricky terrain, making it difficult to gauge where you can and can’t go. In a genre that is typically associated with freedom of exploration and experimentation, it sucks to suddenly feel so isola
With that said, while we make the comparison to Souls games, Black Myth: Wukong is much easier than what you might expect. There were only a handful of bosses that we ran into any sort of trouble, namely taking five or more attempts, with the majority of the encounters taking one or two tries. The normal enemies do get progressively more advanced as the campaign progresses, and there are the staple traps that will send you over the edge of a cliff, but for the most part, Black Myth Wukong strategy Myth: Wukong rarely puts you up against more than one or two enemies at a given time. We found the balance of difficulty good, though, as learning patterns is enjoyable and never feels like they punish too harshly. You can die from a couple of hits, but most of the time it’s easy to recover.
The story is one of the more compelling parts, meeting characters that you may be familiar with in the lore, but how it’s told isn’t always particularly well done. While we’ll get to the amazing aesthetics and presentation later, most of the chapters generally start in a rather confusing manner. Our little monkey friend will end up in these new lands by methods unknown to the viewer. Whether it’s sneaking in a chest, waking up with a hundred arrows in you, or just teleporting through an ancient warrior statue, there’s never a good linear path for the storytelling, with what seems like portions of it left out.
Considering it is the sequel to one of the best Star Wars games in recent memory, Star Wars Jedi: Fallen Order , not much is known yet about Jedi: Survivor , with EA remaining surprisingly tight-lipped up to this point. Promising to continue the story of the Jedi Cal Kestis, it should bring with it solid improvements to the already robust mechanics. Customizable lightsabers, a plethora of force powers to wield, and an intriguing story spanning several planets are the least fans should expect, based on the first game. While many wouldn't have necessarily thought Star Wars and Dark Souls would blend together well, it turns out that they do, and all eyes will be on Star Wars J edi: Survivor when it releases sometime in 2
Black Myth: Wukong takes place in mythological China, with it being loosely based on Journey to the West. This isn’t really about Wukong himself, or the trickster’s actions through the ancient writings, but instead you take up the mantle of his successor of sorts. You play as a young, voiceless monkey many years after the fall of the god. You basically go along a similar path, trekking through a long and treacherous journey to recover many of Wukong’s relics and restore realms to their former glory. Well, more or less. The world is in less of an appealing state, with leaders being driven mad and there’s a struggle for power. Aiding these areas isn’t your main objective, but it just happens to be the side effect of following in Wukong’s footsteps.
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