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Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you

Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you

Daily Mirror17-06-2025

Wuchang: Fallen Feathers is shaping up to be a confident Soulslike spin that pits you against some particularly tough bosses using flexible, inventive melee combat.
More than just anothersoulslike set in ancient times, Wuchang: Fallen Feathers makes some smart and creative mechanical changes that so far keeps the formula fresh.
By this point, even as someone who covers these games for a living, I'm used to routinely getting my arse kicked by whatever hot, new Soulslike the release calendar spits out next. The question is: will I be enthused to do it all over again whenever that 'You Died' screen (or its equivalent) inevitably hits?

Thankfully, every time an enemy shoved my face to the floor in my recent Wuchang: Fallen Feathers preview, the answer was inevitably, yes, mostly due to the generous level of customisation and combat freedom the game provides by way of distinct melee-focused builds. It has a story focus, of course, which when combined with a beautiful world and some fairly flexible weapons, easily makes this one soulslike to watch in 2025.

On the surface, Wuchang: Fallen Feathers doesn't look to be doing too much new. You play as an amnesiac pirate warrior experiencing an affliction that is slowly transforming her arm into feathers, which causes her harm but allows her to wield a type of rage that sees her inflict more damage on others (as well as herself).
While searching for answers to this quandary, there's the usual gamut of underlings to sneak behind and defeat, labyrinthine environments to traverse, and bosses. Oh, the bosses, which might be some of the hardest I've faced since probably Lies of P. (No, I didn't go back to play the DLC).
Wuchang makes the most of its otherwise typical premise, however, by letting the character's unique 'feathering' ailment bleed into actual gameplay. The biggest example is the aforementioned Rage mechanic, whereby the more times you die, the more weakened you are to pretty much any type of attack, while also being able to deal more damage to others.
It's a different variation on the risk/reward approach Soulslike titles traditionally take that made traversing biomes – here spanning everything from ancient ruins to underground mines – much more of a challenge. The game purposefully makes ridding yourself of this Rage really tricky, and so I was forced to just deal with it for the majority of my demo.
Learning all Wuchang's specific intricacies was made much easier due to the fact I got to play three-and-half right from the very start. Casting spells, landing light and heavy attacks all feels very responsive and natural, though I couldn't shake the feeling that something was still missing whenever time came to slice up a few fools with my standard sword.

Because while dodging around works well for a while, some enemies hit so hard that a standard block wasn't enough – especially using the slow-moving Halberd weapon. Dodging is always on hand to remedy this to an extent, yet Wuchang shakes things up by only making parries available to deploy with certain weapons.
READ MORE: The 10 best Nintendo Switch 2 games you can play right now – must-play titles to try at launch
Birds of a feather
When I eventually did find a weapon capable of parrying, taking down bosses like the giant underground spider and blade-slinging empress felt a bit more of a possibility. But it looks to totally be up to the play, and mostly dependent on their preferred playstyle.
The sheer flexibility of combat builds is what I came away from my Wuchang: Fallen Feathers impressed by most, especially since every weapon comes with two unique manoeuvres such as my starting sword's Dash Strike or the hammer's 'Mighty Blow', all of which combine with any gained spells (received after defeating bosses), charm abilities, and devastating Obliterate attacks that can be performed when enemies are staggered. There are plenty of ways to get the upper hand.

Interesting combat is one thing, but I was also pleased to see in my demo that Wuchang: Fallen Feathers also has the chops in terms of locations. Set during the late Ming Dynasty, it features the expected settings of ancient temples, multi-tier huts, and luscious forests.
However, following the second boss I defeated, I was thrust into a dark and winding underground area, where shortcuts mean taking a lift up and down various floors after going the long way round via spiralling pathways. It was in this area where I could no longer rely on dodging to get out of scrapes, either, since mistiming the slightest step meant falling to my death instantly. Luckily, I felt that Wuchang was fairly generous with its Shrine placement during the three hours I played, all of which are activated after making an appropriately gruesome-looking blood sacrifice.
Despite how it might look superficially, then, Wuchang: Fallen Feathers manages to introduce enough new elements, such as the Rage mechanic and flexible melee weapon builds, to prevent it from falling into the category of 'just another soulslike'. Geoff Keighley's most recent Summer Games Fest showing proved just how generic these types of titles can be these days, yet so far, from what I've seen, there's every reason to get excited about what Leenzee has been cooking up.
It could turn out to be something special, provided you don't mind some particularly tough bosses and not always being able to rely on constant parrying to stay alive.

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Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you
Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you

Daily Mirror

time17-06-2025

  • Daily Mirror

Wuchang Fallen Feathers could be a smart Soulslike where parrying won't save you

Wuchang: Fallen Feathers is shaping up to be a confident Soulslike spin that pits you against some particularly tough bosses using flexible, inventive melee combat. More than just anothersoulslike set in ancient times, Wuchang: Fallen Feathers makes some smart and creative mechanical changes that so far keeps the formula fresh. By this point, even as someone who covers these games for a living, I'm used to routinely getting my arse kicked by whatever hot, new Soulslike the release calendar spits out next. The question is: will I be enthused to do it all over again whenever that 'You Died' screen (or its equivalent) inevitably hits? ‌ Thankfully, every time an enemy shoved my face to the floor in my recent Wuchang: Fallen Feathers preview, the answer was inevitably, yes, mostly due to the generous level of customisation and combat freedom the game provides by way of distinct melee-focused builds. It has a story focus, of course, which when combined with a beautiful world and some fairly flexible weapons, easily makes this one soulslike to watch in 2025. ‌ On the surface, Wuchang: Fallen Feathers doesn't look to be doing too much new. You play as an amnesiac pirate warrior experiencing an affliction that is slowly transforming her arm into feathers, which causes her harm but allows her to wield a type of rage that sees her inflict more damage on others (as well as herself). While searching for answers to this quandary, there's the usual gamut of underlings to sneak behind and defeat, labyrinthine environments to traverse, and bosses. Oh, the bosses, which might be some of the hardest I've faced since probably Lies of P. (No, I didn't go back to play the DLC). Wuchang makes the most of its otherwise typical premise, however, by letting the character's unique 'feathering' ailment bleed into actual gameplay. The biggest example is the aforementioned Rage mechanic, whereby the more times you die, the more weakened you are to pretty much any type of attack, while also being able to deal more damage to others. It's a different variation on the risk/reward approach Soulslike titles traditionally take that made traversing biomes – here spanning everything from ancient ruins to underground mines – much more of a challenge. The game purposefully makes ridding yourself of this Rage really tricky, and so I was forced to just deal with it for the majority of my demo. Learning all Wuchang's specific intricacies was made much easier due to the fact I got to play three-and-half right from the very start. Casting spells, landing light and heavy attacks all feels very responsive and natural, though I couldn't shake the feeling that something was still missing whenever time came to slice up a few fools with my standard sword. ‌ Because while dodging around works well for a while, some enemies hit so hard that a standard block wasn't enough – especially using the slow-moving Halberd weapon. Dodging is always on hand to remedy this to an extent, yet Wuchang shakes things up by only making parries available to deploy with certain weapons. READ MORE: The 10 best Nintendo Switch 2 games you can play right now – must-play titles to try at launch Birds of a feather When I eventually did find a weapon capable of parrying, taking down bosses like the giant underground spider and blade-slinging empress felt a bit more of a possibility. But it looks to totally be up to the play, and mostly dependent on their preferred playstyle. The sheer flexibility of combat builds is what I came away from my Wuchang: Fallen Feathers impressed by most, especially since every weapon comes with two unique manoeuvres such as my starting sword's Dash Strike or the hammer's 'Mighty Blow', all of which combine with any gained spells (received after defeating bosses), charm abilities, and devastating Obliterate attacks that can be performed when enemies are staggered. There are plenty of ways to get the upper hand. ‌ Interesting combat is one thing, but I was also pleased to see in my demo that Wuchang: Fallen Feathers also has the chops in terms of locations. Set during the late Ming Dynasty, it features the expected settings of ancient temples, multi-tier huts, and luscious forests. However, following the second boss I defeated, I was thrust into a dark and winding underground area, where shortcuts mean taking a lift up and down various floors after going the long way round via spiralling pathways. It was in this area where I could no longer rely on dodging to get out of scrapes, either, since mistiming the slightest step meant falling to my death instantly. Luckily, I felt that Wuchang was fairly generous with its Shrine placement during the three hours I played, all of which are activated after making an appropriately gruesome-looking blood sacrifice. Despite how it might look superficially, then, Wuchang: Fallen Feathers manages to introduce enough new elements, such as the Rage mechanic and flexible melee weapon builds, to prevent it from falling into the category of 'just another soulslike'. Geoff Keighley's most recent Summer Games Fest showing proved just how generic these types of titles can be these days, yet so far, from what I've seen, there's every reason to get excited about what Leenzee has been cooking up. It could turn out to be something special, provided you don't mind some particularly tough bosses and not always being able to rely on constant parrying to stay alive.

Best Summer Game Fest 2025 trailers: Mortal Shell 2, Stranger Than Heaven & more
Best Summer Game Fest 2025 trailers: Mortal Shell 2, Stranger Than Heaven & more

Metro

time07-06-2025

  • Metro

Best Summer Game Fest 2025 trailers: Mortal Shell 2, Stranger Than Heaven & more

Watch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver. You never know what you're going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there's tons of big name reveals and some years it's mostly just AA and indie titles. This is one of those years. That doesn't mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured. Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month. 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We're really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it's something a bit different. The original didn't seem quite successful enough to justify a follow-up, but the action looks good and at least it's one Soulslike that's not copying FromSoftware's visuals as well as its gameplay. It'll be released for Xbox Series X, PlayStation 5, and PC sometime next year. It does seem madness that there's never been a console action game based on Game Of Thrones. There still isn't, but at least this real-time strategy game isn't just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there's no clue as to what it's actually like, but apparently it involves 'ruthless free-for-all battles where trust is fleeting and power is everything'. 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There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It's a bit hard to tell exactly what's going on with the story but you seem to be playing an alcohol abusing cartoon character who's been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There's no release date but if it looks as good as it plays it'll be doing very well indeed. The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it's not actually part of the franchise, even though it's by the same developer. Sega didn't explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943 (i.e. in the middle of the Second World War). More Trending Given the codename that probably implies you're playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it's probably still quite a while away from release. Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Call Of Duty 2026 campaign has a brand new setting for Modern Warfare says leak MORE: Super Smash Bros. Ultimate gets Switch 2 upgrade but there's a problem MORE: Nintendo Switch 2 GameChat feature doesn't censor swear words

Elden Ring Nightreign review
Elden Ring Nightreign review

Metro

time29-05-2025

  • Metro

Elden Ring Nightreign review

FromSoftware transforms Elden Ring into a co-op roguelite that turns everything you know about the game upside down. We're more convinced than ever that Nightreign must have started off as DLC for 2022's Elden Ring. Developer FromSoftware's post-launch plans for the game evolved quite a bit and ultimately the only paid-for DLC was Shadow Of The Erdtree. All of From's Soulslike games have included co-op, so focusing Nightreign purely on multiplayer is not much of a stretch for them, even if it's not necessarily what most fans were hoping for from a new game. The Duskbloods for Nintendo Switch 2 proves that this is not a one-off experiment but while that title is being built from the ground up, as an entirely new IP, Nightreign is much less expansive in scope. It's a roguelite that jams together randomised section of the original game (actually, just the Limgrave area) to make new maps, as you face off against new and old enemies, using both familiar and brand-new weapons and abilities. If it had stayed as DLC it would have been welcomed as a clever reuse of existing assets but as a mid-budget standalone game its flaws are brought into sharper focus. There's a reasonable chance this will be the last Elden Ring game, at least for some time, but inevitably there's no sense of closure or any real explanation for what's going on. The storytelling is much more limited than the parent game and technically the whole thing takes part in a different reality, so it's not clear that any of it is even really canon. A successful run will take around 45 minutes and begins with you selecting which Nightlord boss you want to take on. Your quest takes place over three days, with the boss battle being the whole of the final one. The other two have you exploring and levelling up as quickly as possible, trying to find the best weapons and armour, and taking on mini-bosses to try and acquire runes to spend on levelling up. The explorable area shrinks, Fortnite style, in the second day, as you focus your exploration on specific points of interest, that are clearly labelled on the map. The obvious intention is to try and encapsulate the whole of Elden Ring with a single run, although the minimal amount of time available means that everything is very rushed and often extremely simplified compared to the parent game. Nightreign can be played on your own, and we're sure some smartass will soon be demonstrating how they beat it all while only using a saxophone and a dance mat. For mere mortals though the game is far too difficult to ever consider playing on your own. Although the problem is not just that it's hard, but that it's horribly unbalanced if you don't have two other people with you – especially as there's no one to revive you if you die. That's not really a fault – the game makes it perfectly clear that it expects you to be playing it as a three-player co-op experience – but what is a problem is how difficult it is to get a capable team together and keep them focused long enough to get anywhere. Most people end up playing Elden Ring for hundreds of hours, carefully exploring and learning, often through trial and error, how to overcome enemies – as well as the tells and weakness of bosses. That takes commitment and so does Nightreign, so when one of your team suddenly decides it's time for their dinner, or just happens to be off their game, suddenly progress for everyone comes to a halt. FromSoftware is known for purposefully making things difficult for players but the lack of cross-play and the inability to play with just two people (the game will find you someone random to fill in the third slot) is just perverse. So too is the lack of any in-built voice chat option – in a game that practically demands it. The requirement for three highly skilled players, all with plenty of time on their hands, is unreasonable and yet From seem to acknowledge this, given much of the game's design is an attempt to artificially reduce the time commitment. Neightreign encourages speed and aggression at all times, but that's the complete opposite of the original game and none of the existing systems are set up to work that way. In terms of combat, Nightreign is essentially identical to the original, but other aspects are awkwardly truncated, such as the automatic levelling up and the fact that, since Torrent isn't part of the game, you can now awkwardly run up vertical cliffs instead (From's next game is in desperate need of a proper mantling ability, that doesn't look like you've broken the game by merely trying to climb a wall). Some of the new features are more welcome though, with the new class-based characters working very well, since they all have unique abilities of their own. The Wylder, for example, has a grappling hook that lets you yank lesser enemies towards you, jump towards bigger foes, or just shoot yourself forward. The Executor is also interesting, as they don't play like an Elden Ring character at all, but instead have a parrying technique that's very similar to Sekiro: Shadows Die Twice. Each class also has their own story objectives, called remembrances, that can earn you extra powerful relics, which can be kept between runs and confer various bonuses and special abilities. You also get these if you beat a run, but they're randomly distributed and can often be for a class type you're not using at the time. More Trending In perfect conditions, Nightreign is a very enjoyable game, with a full suite of excellent bosses that are very original and all of which require unique strategies. Although even this underlines the game's inherent flaws, as the bosses are clearly designed to be taken on by three people, often in specific roles – such as attracting aggro or long range support – and if your teammates don't play their role effectively then there's close to zero chance of you persevering on your own. On top of that, there's the inevitable fact that the whole thing gets very repetitive, worryingly quickly. The bosses are great but there's only eight of them and having to start again if you all die becomes increasingly frustrating, as the novelty of battling through the first two days begins to fade. It's hard not to think that Nightreign just isn't a very good idea and while From has forced it to work, even when it's firing on all cylinders it still feels janky and contrived. Some people are going to love it – especially those who have easy access to talented teammates – but for most ordinary players Elden Ring Nightreign seems like one unreasonable demand too many, in terms of both their time and patience. In Short: FromSoftware struggle to force the square peg of Elden Ring into the round hole of a co-op roguelite, and while they just about manage to make it work the whole game feels like only a half-successful experiment. Pros: The core gameplay and combat of Elden Ring is as entertaining as ever and the boss battles are excellent, even for a From game. As usual, the art design is superb and the class types work well. Cons: Turning Elden Ring into a fast-paced roguelite just doesn't seem like a good idea, especially given how difficult it is to put together an effective team. Quickly becomes repetitive and the wall jumping is embarrassingly bad. Score: 6/10 Formats: PlayStation 5 (reviewed), Xbox Series X/S, and PCPrice: £34.99Publisher: Bandai NamcoDeveloper: FromSoftwareRelease Date: 30th May 2025 Age Rating: 16 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Persona 4 remake is happening as actor reveals he was rejected by Atlus MORE: Pokémon Legends: Z-A release date announced with Switch 2 upgrades MORE: Apple to rival Switch 2 launch with new gaming app

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