this post was submitted on 26 Aug 2023
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Now, after actually playing 30 minutes of Black Myth at gamescom 2023, I’m thrilled to report that seeing really can be believing. It genuinely does feel as good as it looks.

First, let’s address where Black Myth: Wukong sits along the action RPG spectrum. While it definitely falls under the soulslike umbrella thanks to its punishing centre-piece boss fights and bonfire-like checkpointing, Black Myth isn’t directly comparable to any FromSoft game. It sits somewhere between Sekiro and Bloodborne; it has the relentless speed of the former and emphasises evasive dodging much like the latter. But while the combat encounters pull on some of the same strings as the genre’s established titans, the actual act of fighting feels like its own slick beast.

Much of that comes down to the aforementioned evasions. Your staff-swinging monkey protagonist, based on Sun Wukong of China’s classic Journey to the West story, cannot block incoming attacks. Instead, dodges and leaps are your primary method of avoiding damage. This creates an incredibly kinetic foundation for the combat system, one in which you are constantly running circles around foes. While the lack of a traditional block means there’s not the satisfaction of a perfect parry, the feeling of dashing just before an enemy lands a blow is just as sweet.

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[–] Lojcs@lemm.ee 1 points 1 year ago (1 children)

Kinda disappointed by the lack of parries

[–] neonbrother@kbin.social 1 points 1 year ago

Yeah, I have to agree. Parrying adds a level of difficulty/risk/skill that I was hoping would be there. Still could be lots of fun of course, but disappointing.