This story is part of our Summer Gaming Marathon series.
When I sat down to try Black Myth: Wukong at Summer Game Fest, I began asking the person leading the demo questions about the gameplay to get myself situated. What is the resource for leveling up my stats? Would I drop currency when I die? Could I parry attacks? I went in assuming it was your standard Soulslike, just with a more fantastical premise. After getting a few surprising answers, the demo runner noted that the developers didn’t exactly want it to be viewed as a Soulslike — they prefer to just call it an action RPG.
That made total sense by the end of my demo. While Black Myth: Wukong does include lots of elements you’d expect from a game like Dark Souls, parts of it are much more in line with traditional action games. That makes for a happy medium between subgenres that’ll resonate with players who want more games like this year’s Stellar Blade.
My demo begins early in Black Myth: Wukong’s first chapter. I’m tossed into a thick jungle that’s mostly linear, but has a few branching paths that lead to secrets. I get the basics of combat down quickly when I find some weak enemies and thwack them with my staff. The first thing that stands out is how quick my attacks are. While I do have a slow heavy attack that can punish me for overcommitting, my light attacks let me pepper foes with lots of little hits in rapid succession.
RelatedI get the sense that developer Game Science always wants players to stay on the attack rather than hiding and hitting enemies with a safe poke here and there. That flow is reinforced by the fact that there’s no block or parry system here. I can roll to evade attacks, and the window for dodging seems generous, but that’s all I have for defense. It’s a little hard to get
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