#REVIEW: Wuchang: Fallen Feathers (Xbox Series X, 2025)

The tl;dr: this was so close to perfect, but probably needed another month or so to cook before getting released.

I beat Wuchang: Fallen Feathers last night after 60 or so hours of gameplay, and for the most part, I was really, really happy with it. Most of my gripes are technical, and the things this game does right, it does very right. This is a Soulslike through and through, which is currently my favorite kind of game, and it hits all the buttons: deep combat, wildly variant weapon builds, obscure quest lines, difficult boss combat, and an emphasis on exploration. The exploration is the best part; Wuchang may have the best interconnected world map I’ve ever played, and it’s incredibly rare that you’ll see a path fork off and one of them end a little bit later in a dead end with a treasure in it. Everything loops around and leaves you somewhere, and it was harder to keep a mental map going (note: this is a good thing) than I’ve seen in a game like this in a long time.

There’s three different major things that this game does that distinguish it from a run-of-the-mill Soulslike. First, what the call the Skyborn Might system. All of your spells and some of your combat abilities are based on how many stacks of Skyborn Might you have at any given time. You can have up to five, and spells will cost from one to all five stacks and weapon abilities generally cost between one and three. Skyborn Might is earned mostly by perfectly-timed dodges, although most weapons have at least one other way you can earn it and there are different items that can add to Skyborn Might as well. One that I kept equipped for most of the game automatically generated Skyborn Might on kills, which came in really handy. Skyborn Might deteriorates over time if you don’t use it, which was good and bad– it encourages you to use your abilities, on one hand, but on the other I felt like it deteriorated too fast, and I’d have liked some way to slow down that deterioration, whether it was a more permanent item or a consumable.

The second is the Madness system. Killing human enemies and dying both generate Madness, and killing nonhuman enemies and various items and locations can decrease it. Increasing your Madness has two major effects: it increases your damage noticeably the higher it is, and it at least supposedly increases how much damage you take, although I went through the whole game without ever feeling like that had caused a death. I never really even noticed it.

On top of that, if you die, you lose a percentage of your currency (Red Mercury as opposed to souls, or blood echoes, or whatever) and that percentage is based on how high your Madness is. If your Madness is less than 100% you can pick your resources up from wherever you died. If it’s at 100%, though? You’re gonna generate a Madness Demon when you go back to get it, and if that Madness Demon kills you, your shit is gone. On the other hand, if you kill the Madness Demon, you get a bunch of other stuff on top of your lost materials, and Madness Demons can be baited into attacking anything, so there are places where generating one on purpose (there are items that raise Madness as well) can be a sound strategic maneuver against an enemy that you can’t find a way to beat. This won’t work on bosses– you can’t generate demons inside a boss arena– but there are occasional more powerful red-eye enemies scattered around, and letting one kill me, generating a demon, then triggering her and running away to watch the two of them fight was fun.

The third is the upgrade system, which runs off of an upgrade tree. Each weapon style (Spear, Greatsword, Axe, Dual Blades, and Longsword, and I spent most of the game in Greatsword) has its own tree but you can go anywhere you want on the tree and you can respec any time at will. Weapon upgrades are also built into the skill tree, and the awesome thing is that 1) any weapon upgrade affects every weapon of that type, even if you get a new one later, and 2) you can respec your weapon upgrades just as easily as your own abilities. So unlike, say, Elden Ring, where if you make a change to your preferred weapon late in the game you’d better hope you have enough upgrade mats available to level that weapon up, if you had a +9 axe and you want to switch to greatsword your greatsword will automatically be +9. In fact, all five of the greatswords you’ve found will be +9, and if you find a sixth that’ll be +9 when you pick it up. In every other Soulslike I’ve played, just because you leveled up Longsword A doesn’t mean Longsword B is improved as well. This is a huge improvement.

The problem is the performance. This game, at least on Xbox (I picked it up here because it’s currently free on Game Pass) is very poorly optimized, and while you can lock the framerate at 60, you’re going to see constant blurriness and focus issues as the game struggles to keep up with itself. I played without the frame rate locked for a little while and the frame drops were so bad I had to switch back. This is on the Series X, mind you, which is supposed to be the beefy one; I can’t imagine what this would play like on the less powerful Series S. There are some balance issues– there’s a huge difficulty spike with a boss about a third of the way through the game, and the game really expects you to use a certain mechanic to beat that boss, only all weapon types don’t have access to that mechanic. As it turned out, I’d started with a Spear build, and the Spear build is the one least capable of managing this boss. I had to respec, and once I did I sailed past her. Now, again, the game encourages painless experimentation, and I could have switched back afterwards, but it left a sour taste in my mouth. I don’t object to the idea that certain bosses are weak to certain styles and stronger against others; that’s a staple of the genre– but “you need this type of ability to win here, and this weapon doesn’t have that at all” is a problem.

There’s a few other things; it’s way too easy to fall off of ledges, which is partially a skill issue, and until very recently the icon that shows where you dropped your resources was really hard to see against some level backgrounds and invisible if you were unfortunate enough to die in shallow water, but they’ve patched that problem out in the last couple of weeks. I know Soulslikes aren’t for everybody, and if they aren’t your thing you’ll want to stay away from this, but if they do, and especially if they do and you’re on Game Pass? Hooooooly shit. And it’s only $50 at full price, and it’s a good enough game that I’m considering picking it up for the PS5 anyway. Check it out.

#REVIEW: Clair Obscur: Expedition 33 (2025, Xbox Series X)

You should play this game, regardless of how much time I spend dwelling on its mistakes in this review. Despite the … uh … let’s go with unwieldy name (“Clair Obscur” just means “light dark” in French, which is not better) this is a smart, tremendously well put-together game with a great story and impressive game mechanics that stumbles in an equally impressive fashion at the end. It’s turn-based, which is normally a sign for me to stay far away from a game, but it manages to throw in a few mechanics that depend on timing and skill anyway– your characters can parry or dodge attacks and there are a couple of other special attacks that you can avoid in specific ways as well. Dodge everything and you won’t take any damage; parrying successfully can lead to automatic counter-attacks. If people haven’t started doing no-damage or even no-attack runs on this game yet, they will be soon.

But the most impressive thing about Expedition 33 is its story, and I’m not telling you a damn thing about it other than the game is set in a vaguely post-apocalyptic France, except it’s not, and even the reason it’s not really set in post-apocalyptic France is a whopper of a spoiler, so I’m not going to say anything about it. Usually when a game is set specifically in a non-English-speaking culture I’ll do the audio in that language, but there are a couple of big names in the English voice acting team and I’d recommend you stick with that.

There were at least two times in this game where story developments knocked me flat on my ass. Prior to playing this, the most jaw-dropping moment I’d ever encountered in a video game’s story was the “would you kindly” moment in Bioshock, which came out in 2007. (If you don’t know what I’m talking about, find something that can play Bioshock and get on that. Right now.)

At any rate, the Bioshock moment held a record for 18 years. The first moment in Expedition 33 held its record until the second moment. The game’s story is going to rip your heart out and stomp on it, more than once. Be prepared for that.

On a technical level, it’s one of the best-looking games I’ve ever played, particularly in its renditions of the game’s people. Everyone looks great, and the facial expressions especially are masterfully done. There’s a moment in the final battle where I think the game really wants you to notice someone having second thoughts without drawing direct attention to it, and it’s just incredibly well-done. The characters are memorable, and Esquie, who is a giant sentient balloon-thing who basically acts as transportation for your group, is probably the most adorable character I’ve ever seen in a video game before.

Here’s the problem, though: The game has three acts, and the story is effectively over at the end of Act 2. All you have to do at that point is go beat the main boss, and the game tells you exactly where to go to find that person. You are probably already leveled up enough to be able to get the job done, too. But there is a huge amount of content left– you’re no more than 50% of the way through the available locations and the handful of collection objectives the game has cannot be completed before the end of Act 2. The problem is, with no story left to get you to go anywhere, you’re either just grinding until you get bored or kind of flailing about because suddenly most of the “new” areas are way too tough for you. And that’s a damn shame. I ended up beating the game because I didn’t want to play anymore, and that’s not how this game should have ended. On top of that, because of the amount of extra stuff I’d done and some fiddling with optimizing my characters, when I finally got to the final boss I beat the shit out of him because he was scaled to be able to fight him right after completing Act 2. The climactic battle of this great game was over in no time because I was so overpowered– and had I maxed out my character’s available levels (I wasn’t even close) it would have been so much worse. I hadn’t even found the best available weapons for two of my five, and the ones I had weren’t fully leveled up. I never even found the materials necessary to hit max level on weapons, and beating the boss before that happens is nuts.

The pacing in this game is really unforgivable, and it’s amazing to me that no one caught it in play testing. All they would have had to do is move some of the major story beats back a bit, or given Esquie the ability to fly earlier in the game– he gets it automatically at the end of Act 2, but again, if you want, the game is effectively over at that point. And it’s a damn shame to be thinking that a game is a shoo-in for Game of the Year for the first two acts and then beat it because you’re bored five or six hours later.

So yeah: mostly successful, and hugely successful at what it’s good at, but with that one huge caveat you should be aware of. Play it anyway.

Go home, Fromsoft, you’re drunk

God pissed in my face last night, by allowing me to briefly believe that there was either a second DLC or an actual by-God sequel to Elden Ring coming in 2025. The phrase co-op multiplayer roguelite does not make me happy, God damn it, and while it might still be something I play it is absolutely not something I want, and when you start off by getting me all sloppy about the idea of a surprise reveal of a sequel to one of my favorite games of all time, anything other than “this is a sequel or another big DLC” is going to be a letdown.

Par for the Goddamned course for 2024, of course, which just in the last 24 hours has also featured a so-far underwhelming Snoop Dogg/Dr. Dre collaboration and The Cure deciding to release a second version of their latest album with an entire live album attached to it, when the original album has only been out for a few weeks. The whole world is making me stabbity, is what I’m saying here.

(The Cure’s album-plus-concert is only $9.99, so I bought it anyway, but … if you’re gonna sell it for just ten fucking bucks, why not release the concert separately? I don’t need another version of the original album even if they’re both digital and technically not taking up any space anywhere!)

Also while I’m bitching I refuse to accept Astro Bot as Game of The Year. Yes, I know I haven’t played it. I don’t care if that’s unreasonable. I say no and that’s the end of it.


I feel like I should end that with some good news, and the truth is I’m not even in that bad of a mood; other than Tuesday, which was genuinely awful, this wasn’t that bad of a week. I really need to finish up my Christmas shopping this weekend, because … I’m not going to go into a rant about shopping, but I don’t know how retail stores expect me to avoid Amazon if they don’t ever have anything I’m looking for. I went to Target earlier and couldn’t find tape. Or, at least, I could only find the kind that’s already on the little plastic shell and not refills for my tape dispenser on my desk at work, which is what I wanted.

Damn it that’s bitching again. Finishing Christmas shopping! That’s something I need to do. I need more/better stuff for my wife and my son and maybe something for my sister-in-law. Everybody else is done.

Yeah. Christmas shopping and books and then five days until Winter Break. I can do this. Who else do you need to shop for?