#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: Nine Sols (PS5, 2024)

The tl;dr verdict: 7/10, but I think it’s my fault.

On paper, I should have absolutely loved this game. Nine Sols is a combination of a Metroidvania and a Soulslike– two of my favorite genres– with a combat system that is basically a 2D version of Sekiro bolted onto it. The level design is great (although the ability to leave markers on the map would have been greatly appreciated,) the enemy design and overall graphics are wonderful, and the bosses are basically perfect, the kind of boss design where you get utterly annihilated in the first five or six fights and then it slowly starts to click and by the time you win it’s because you can see into the future.

So how come I turned the difficulty down to “infant” 2/3 of the way through the game and rushed through the back part as quickly as I could?

The storytelling is interesting in this game, and I can easily imagine it being someone’s favorite part of the game. The story is deep and twisty-turns and has a fascinating fusion of future-inflected Taoism with high technology and weapons like spears and swords and bows, and the relationships between the main characters are awesome– I haven’t seen an exploration of fatherhood, albeit unintentional fatherhood, done this well in a game since The Last of Us, and the story motifs of revenge and regret and colonialism are all done really well.

But, man, the main character is a dick, and after a while I really got tired of Yi. He’s a scientist in a religious culture, which is cool, and he’s kind of an irascible ass, which is cool– Aloy from Horizon Zero Dawn is one of my favorite characters, remember, and her main personality type is “impatient asshole”– but he’s got this weird dismissive, arrogant atheism about him that somehow managed to make him a turn-off to me, an arrogant atheist. Combine that with no voice acting at all, meaning that I was fast-forwarding through massive amounts of dialogue all the time, a very rare opportunity to choose a dialogue option that I almost always missed because I was hammering a button to get past the word bubbles (and which, 95% of the time, made no difference at all, and 5% of the time chose the ending for you) and a general predilection for pontificating and meandering philosophizing, and … ugh. I lost patience with it after a while, and again, I can absolutely see someone else really digging the story in this game, but I just wanted to be done with it after a while.

I spent 34 hours with this, picking up 30 of the 36 trophies along the way (a second play through is required to 100% if you’re not savescumming, and turning down the difficulty lost me one of the trophies as well) and I think if it had been a 25 hour game I’d have been singing its praises from the firmament. It just wore out its welcome after a while, and once it did even some of its strengths turned against it– if I’m getting tired of a game and just want to finish it and move on, the boss design that is one of the greatest things about it becomes a problem, because I don’t want to spend an hour or two (or more like four, looking at you, Lady Ethereal) learning a boss’s patterns. I want to turn my attack power through the ceiling and three-shot the final boss in the game. Which I did.

So, yeah, ultimately this was a game that I should have really enjoyed that I didn’t, but if you feel like this sounds like your type of thing, I’d follow that instinct anyway, and if you’re a story person, it’s definitely worth a look, especially at $30.

#REVIEW: The Last Faith (PS5, 2023)

The TL;DR version: perfectly cromulent.

The slightly longer version: The Last Faith is a mix of my two favorite genres, as a Soulslike and a Metroidvania, of much the same ilk as Blasphemous and Blasphemous II, with which it also shares a weirdly religious background, a relatively incomprehensible story, and pixelated art design. And, to be completely honest, I could end this review right here by saying that if you liked Blasphemous II, you should pick this up, and expect a game that is about 85% as good. Which is a compliment! Both of those were good games. This is not quite as good– it’s easier, for starters, and it’s a little too fond of instadeath spikes in obnoxious locations (although part of that was my fault, for not figuring out a way across an obstacle in a really annoying place) and the graphics aren’t as good. Your inventory can be really rough, for example:

Okay, a few of those are obviously guns, but if I told you that the item that’s highlighted is a grenade launcher, more or less, would you have any idea? Can you tell that the item next to it is a bow? What about the one above that? Or the one to the left of what is pretty clearly a minigun?

The spell icons aren’t super clear either, and this isn’t the worst example of the inventory screen, but you get the idea. I don’t complain about graphics often, but even for something with retro graphics this game can be pretty muddy. Combat is excellent and the variety of weapons available is pretty good– superior to both Blasphemous games, so long as we’re making comparisons, although I never really got into the guns very much and I’m not convinced a gun build is really viable since bullets are limited. Control is snappy and sharp, though, especially on some of the later bosses where dodging a barrage of lightning bolts is going to depend on near-pixel-perfect positioning (say that four times fast) and without good controls that would have been hellaciously annoying and frankly a little unfair. Fair is a critical component of a good Soulslike, of course: if you can find lots of videos of people beating a boss without being hit when you can’t get a quarter of the way through its health bar without getting melted, chances are it’s a pretty good Soulslike. Soulslikes love bosses who are hard until you figure them out and then become trivial. This game does that quite well.

One slightly less fortunate aspect of Soulslikes that it brings with it is super obscure side quests, unfortunately, including one that I wasn’t able to finish because it just abruptly became unavailable on me. I was two achievements away from Platinum on this game; one of them was for that side quest and another was for fifty parries, a mechanic I never used, as this is very much a dodge-and-jump game and if I was standing still and close enough to parry something that was attacking me I was doing it wrong. I’m probably not going to do another playthrough just to collect those two trophies and the Platinum. I might, you never know, but probably not.

But yeah– we’ll call it an 8/10, easily, and at $24.99 for full price for about a 25-30 hour game depending on your skill level and willingness to do some farming (progression was pretty quick one way or another, although I don’t think I actually lost any … uh … nycrux, whatever that is, to deaths during the game, and if you’re dying a lot YMMV) you’re getting pretty good value for your money if you like these genres. I finished the game at 98% completion before hitting the final boss and I assume that last 2% is probably related to the quest I missed as I’m pretty damn sure I hit the whole map.

Check it out.

#Review: Mortal Shell (PS4)

I did a curious thing while playing Mortal Shell. I was enjoying myself, but it’s a short game, and when I realized that basically all I had to do was to beat the final boss and I was done with it I actually stopped playing for almost a week. I feel like there’s something inherently contradictory about not playing a game because you don’t want it to end, but that’s what I did, and I just sat down and actually beat it on Friday.

Mortal Shell is a soulslike, a $30, 12-15 hour game created by a dev team of less than 20 people, and I think how much you like it will be determined by how much you like the Dark Souls/Bloodborne/Nioh/Sekiro style of games and how much you have been itching for a new one lately. For my part, I enjoy them very, very much, as anyone who pays attention to my game posts is surely already aware, so it was a pretty good time for me, especially at only $30. Your mileage may vary, of course.

The good stuff: Combat is surprisingly fun, and the weapons feel like they’re hitting and doing damage; there’s a good tactile sense to battles, and the game’s decision to replace blocking with a shield with a “hardening” mechanic, where you can basically turn your body to stone on a moment’s notice, mixes things up interestingly. Healing is tied to a few items that heal over time and don’t heal much at that, and a parry mechanic, where your counterstrike to a parry will heal you as well. I was never especially good at timing parries, but the better you are at that the easier time you’ll have while you’re alive.

There is no level-up mechanism for your character at all, although you can unlock passive bonuses and attacks for your characters by earning “glimpses” as you play. There aren’t really classes either, being replaced with four “shells”– basically bodies that your spirit can wear that have differing levels of health and stamina and different unlockable abilities. There are four weapons, each of which has two additional special attacks that can be unlocked by finding items in the game world, and each of which can also be leveled up in damage.

The thing is, unless you’re willing to do an enormous amount of grinding, there’s no way to unlock all the abilities for all of your Shells over the course of a single playthrough, and while you can (and probably will) find all of the extra-ability items for all four weapons in one playthrough there are not enough of the damage-increasing items to go around, and you can’t grind for those. So in practice, while the game offers some choice, you’re going to settle on one Shell and one weapon that you like pretty quickly (and the weapon will be the hammer and spike, because it’s notably superior to the other three) and you’ll max those out and that’ll be all you use. The weapon imbalance is so stark that I really don’t see anyone disagreeing with me about it; even people who are using other weapons online have been framing it as using the sword “instead of” the hammer, for example.

I was a fan of the sound design, although the music is forgettable– having beaten the game I can’t remember any of the main music themes, but the thwacks and thumps and ambient noises are pretty damn good. The graphics are … okay. Graphics are not something I usually even notice unless they’re especially noteworthy, but this game absolutely loves muted colors and grey and brown, and that’s really all you’re going to get. Level design is excellently twisty and turny and everything connects together nicely, but the quick travel item that you unlock toward the end of the game is very welcome and I never did get especially good at finding my way around, mostly because of the aforementioned sameyness of the graphics. There are a few clear landmarks that will help, but it’s mostly a matter of remembering what’s near each of the landmarks and then wandering around until you find whatever you’re trying to find.

The difficulty level is weird, too. The lack of healing items means that unless you master the parry and hardening mechanics you’re going to have a hard time until you get the hammer leveled up, at which point nearly everything becomes trivial. I had to fight the first boss with an unfamiliar weapon (the game doesn’t tell you what items do until you try them, and it turned out that the item I tried summoned a weapon I didn’t want, and didn’t have a way to turn it back because the level I was on was the one level where something happens and you can’t leave until you kill the boss, and I didn’t have the item to summon the weapon I wanted back) and that took probably an hour of trying, but every other boss, including the final one, I absolutely annihilated. I needed two tries on the final boss because it turns out that there’s a bug involving one of his attacks and your dodge, and if they both happen at the same time you get slammed through the floor of the arena and die. That was it.

Boss design was pretty cool, though, especially the boss of the obsidian palace.

So, yeah– Mortal Shell is probably a 7/10 or an 8/10 if you’re being generous, but if you’re as into the Soulslike genre of game as I am, it’s still worth checking out, particularly at the $30 price point. It’s not going to change your world, but it’s a pretty good time.

Next: beat Desperados III, which I bailed on when Nioh 2 came out.

Nioh 2: Halfway Done Review

I’m in the neighborhood of a third to halfway through my first playthrough of Nioh 2, and to a very real extent I don’t even need to write this review, as it doesn’t take long to say “Other than the inventory system the game is damn near perfect, and I’m used to the inventory system by now.” Like, that’s the review. Nioh is one of my favorite games of all time– it’s kind of amazing how many of those games I discovered during this console generation– and the sequel improves on the original in damn near every way, adding a ton of new enemies, a few new overlapping systems, a couple (not as many as I’d like, which might be my only complaint) of new weapons, and other than that just keeps everything rolling. The original game’s horrifying, punishing, kill-you-in-a-second-if-you-stop-paying-attention difficulty is still there, for sure, and the boss fights so far have been really satisfying. About half of them I’ve managed to pull off within a couple of attempts, and the other half have been those great kind of boss fights that start off with getting obliterated in seconds without laying a finger on anything and then you just keep learning patterns and getting better until you win. The fact that I don’t have to be back to work for five weeks and I still wish I had more time to play should tell you something. I suppose it’s always possible the back half could go repetitive and dull, but I doubt it; everything’s been amazing so far.


Finally getting around to wiping the hard drive on my old iMac– or, at least, I’m staring at it as it slowly reformats itself. The computer has been replaced long enough that the computer I replaced it with has been paid off, but is still sitting, forlorn, on my desktop waiting for me to do something with it so I can have it recycled. I need to get the office under control– my wife pointed out that there was a litterbox clearly visible in the background of one of my instructional videos the other day, and I actually started one of them with the words “Welcome to my filthy office!”

That’s gotta stop, and the first step to getting that done is reclaiming the desk so that I can take everything else that used to be on the desk and put it back, which will, along with some heavy decluttering, go a long way to making the room look a lot better. Again, I’m off for weeks. It’s not like I don’t have time.