Black Myth: Wukong was hovering around the top of most anticipated lists for a great many people over the last handful of years, and now that Game Science’s action RPG is finally out, we can firmly say that it has lived up to expectations, by and large. It has, of course, attracted controversy since its release, while like any other game, it also has its own fair share of issues- but when judged on how successfully it accomplishes what it sets out to do as a gaming experience, it’s ultimately hard not to be impressed by what Black Myth: Wukong does.
And though there is, of course, plenty to be impressed by where the slick new action title is concerned, no part of the game shines as brightly as the combat does- which should make sense, given the kind of experience it’s looking to deliver. It would not, in fact, be an exaggeration to call Black Myth’s combat some of the best and most satisfying we’ve experienced in a game in quite some time- which, given just how many excellent similar combat-focused action titles we’ve seen in recent years, is inherently high praise.
But what exactly is it that makes the game’s combat as good as it is? As you’d expect, the answer is a multifaceted one. There’s no one easy way to craft a combat system this good, after all, and sure enough, Black Myth: Wukong makes many different systems and mechanics work together in wondrous harmony to deliver the sublime action that it delivers so consistently across its meaty runtime. And one of the things that helps it do that is the fact that it tries to build its own identity.
That’s not to say that Black Myth is a particularly unique game where its design and mechanics are concerned, because by and large, it’s a game that’s content to iterate on established genre conventions and ideas, but there’s something undeniably appealing about an action RPG that isn’t trying to be another Soulslike. Don’t get me wrong, Soulslikes (when done right) tend to be some of the best games around, but it’s a genre that has become a bit saturated, while we’ve also seen a fair few examples of promising titles that have failed to live up to their potential because they couldn’t properly nail the Soulslike structure and formula.
Black Myth: Wukong does take a few cues from FromSoftware’s legendary offerings, but other than some superficial similarities, it carves out its own identity. Yes, you have bonfire-like checkpoints that respawn enemies, and yes, there’s a focus on boss battles, but Black Myth: Wukong is more of a character action title with Soulslike elements thrown in. It’s a much faster moving game, with a much greater focus on spectacle, and not nearly as much of an emphasis on build diversity as you’d expect to see in a Soulslike.
When you come to actual mechanics that constitute the combat system, there is, once again, plenty to praise- such as how the game strikes just the right balance between offering variety in options an defining the gameplay experience within a prescribed framework. Take, for instance, the fact that Black Myth: Wukong lets you use just a single primary weapon in the form of your quarterstaff (though you can use different varieties of it, each with unique buffs and bonuses)- though it curtails the monotony cutting out options in that area could potentially lead to by offering variety elsewhere.
For example, there are three different stances to take on in combat, each bringing unique moves and attributes, and each suiting different situations. With each stance having its own dedicated skill tree, there’s legitimate flexibility on offer here as well. Then you have different magical abilities to use, or transformations to make use of, which allow you to temporarily turn into certain special enemies that you’ve previously trounced, in turn letting you use plenty of varied, high-flying moves.
Then there are Spirits, which are essentially Pokemon-like summons of animals and creatures scattered throughout the game for players to find and call upon in combat, allowing for unique abilities to be unleashed in the midst of fights. Add to that different armour pieces to equip, each bringing unique buffs and advantages, and what you get is a game that offers meaningful variety in its combat mechanics. No, it doesn’t have the extensive flexibility and build diversity that full-fledged Soulslike games do- but Black Myth: Wukong is not a full-fledged Soulslike game, and it’s fair to say that it manages to find the exact right balance between flexibility and defining its own brand of gameplay.
And of course, more than all of that, more than pretty much anything else in the entire game, what really defines Black Myth’s combat and elevates it to the heights that it touches are its boss fights. For starters, it’s ridiculous just how many bosses this game has. While Black Myth isn’t literally a boss rush game – it’s got plenty on offer between its bosses as well (though some may argue that those are its weakest parts) – it is absolutely a game that puts its bosses front and center- and to a degree that is frankly unmatched by most other games that you can think of.
The sheer number and variety of bosses on offer adds significantly to the game, because the excitement of running into, learning about, then defeating in combat its next big enemy is always a big part of what keeps you playing more- and almost never does the game disappoint your expectations in this area, because just as impressive as the quantity and variety of bosses is just how good they are. Black Myth’s bosses aren’t all as consistently difficult as, say, Elden Ring’s are (or any other Soulslike’s are, for that matter), but it does have a fair few bosses that push back and force you to meaningfully engage with its mechanics.
Most importantly, however, almost all of the bosses are an absolute blast to fight. A lot of that is obviously down to the core strength of the game’s moment-to-moment combat mechanics and surrounding systems, as well as the excellent design of nearly every boss. Something else that contributes a great deal, however, is the emphasis on scale. Unsurprisingly for a game inspired by Journey to the West, Black Myth: Wukong is a wondrous masterclass in bombastic escalation all too often, and it’s in these moments that it is truly at its best. The hunger for a classic God of War style game grows among the masses with time, especially as God of War itself continues to move in a different direction, but Black Myth does have some of those vibes. Though it wouldn’t be accurate to say it’s a similar type of game – they both operate very differently on where their moment-to-moment gameplay style is concerned – it’s undeniable that Black Myth does agree with plenty of God of War’s old design philosophies- which is absolutely a boon for the game.
From Elden Ring and Final Fantasy 16 to Lies of P, and so many others, we’ve had our fair share of excellent melee action games just over the last couple of years alone, so you know it’s not light praise when we say Black Myth’s combat is at least good enough to put it in conversation with the best of the best games in that group. While there are parts of the game that could have been better, particularly where the combat is concerned, it’s hard not to come away more than a little impressed.
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