This past summer season, I had the opportunity to play Black Fable Wukong, a highly-anticipated indie action game from China that has left everyone in awe since its initial reveal, and tantalized us with its distinctive – and visually stunning – gameplay since 2020.
The highly anticipated game from GameScience has been simmering on the stovetop for a while now, with each successive trailer release further whetting players’ appetites. Despite initial assumptions linking the game to the Soulslike genre, following hands-on experience has revealed a stark contrast; in reality, it defies such categorization.
While developers label their Unreal 5-based game as “action-RPG”, a term less specific than Soulslike, it noticeably omits key characteristics that FromSoftware has ingrained in the genre since reviving it with Dark Souls. So what’s the distinction, actually?
While you may not have the same level of complexity as FromSoft games, the development is instead limited to a few core skill trees that allow you to amplify the damage you can deal in each of your three primary combat disciplines – which can be distilled into striking, poking, and ‘hopping’ if simplified.
Subsequent, the story. Here’s how things really are: utterly transparent, with no pretenses to hide behind dense narratives like some games. No need for elaborate backstories or cryptic hints in these descriptions – just pure, unadulterated content. Wukong’s narrative is heavily influenced by the classic Chinese novel Journey to the West. We follow Solar Wukong as he faces off against numerous formidable foes, drawing inspiration from the 16th-century source material. For those familiar with Enslaved: Odyssey to the West or Dragon Ball, many elements will likely resonate.
In addition to its challenging nature, the game’s developers have taken steps to make the title more accessible to players of various skill levels by incorporating a unique feature: the ability to transform into formidable mythical creatures that aid in defeating the game’s formidable bosses. As I navigated the world, I found no challenge more trivial than shape-shifting into a blazing tiger, a feat the developer encouraged me to accomplish after repeatedly crashing my head against a stubborn encounter.
These transformations come equipped with their own life bar, offering a welcome reprieve from grueling boss battles and affording you a safe space to whittle down your foes without fear of exhaustion, counterattacks, or defeat. The sport’s focus on aggression means you can’t even block until much later in the game, resulting in a fight system that feels significantly more fluid and ‘dancer-like’ compared to the fat-rolling typically found in Souls titles. While my fuel efficiency may vary, I thoroughly enjoyed the breakneck, aerial action in the combat scene. The game put me in mind more often of Ninja Gaiden or Devil May Cry than Demon’s Souls.
So, again to that headline. The combat systems of both Dark Souls and Sekiro share a strong emphasis on strategy and calculated risk-taking. Both series feature notoriously challenging enemies that require players to develop and employ unique tactics to defeat them effectively, much like solving puzzles in a game. The games also have a similar sense of atmosphere and tone, with an eerie and foreboding setting that immerses the player in their journey. Initially, the fundamental mechanics underpinning the entire game are: shrines that respawn enemies and serve as checkpoints; a sippy cup that can be sipped to replenish health; the loss of progress upon death; and a stamina bar that depletes when dodging, attacking, or guarding.
The parallels run much more profound. During my three-hour demo, I experienced sheer excitement as certain design elements resonated with me and evoked a sense of pure joy. Design decisions unfold like resilient leaders, effortlessly rebounding from setbacks before reviving with renewed vigor, their health bars replenished. As you’re lulled into a false sense of security, they strike with a devastating sucker punch, leaving you reeling and vulnerable to their next move. With your health dwindling, you scramble to scrounge up every last bit of life force from your trusty flask, only to fall prey to your attacker’s mercyless assault.
Or there’s the poison swamp. Unfortunately, there’s a notorious poison swamp. I had been playing my demo for roughly four to five hours by then – the point when the game starts introducing its first standing afflictions, I sensed. One particular affliction stood out as a particularly noxious and overpowering stench reminiscent of a foul-smelling restroom that slowly drains your vitality. Carried out improperly? It’s imperative to establish a safety perimeter, designating a designated area where bullies are less likely to harass, thereby minimizing the risk of physical harm unless one can rapidly forage for restorative herbs to alleviate their affliction. As seamlessly integrated elements often do, this piece harmonizes with its environment, subtly adding another layer of warmth as you traverse the pleasantly linear terrain.
Here’s a surprise waiting for you in the swamp: scattered throughout the murky terrain are various interactive objects that can aid your recovery from the poisonous darts. Nah. They’re mimics. Get tricked, fool. As I battled these relatively trivial foes that had me on the brink of defeat, I should have been consumed by a fiery passion for victory; instead, my face remained etched with an irrepressible smile. Carefully crafted to counteract carelessness and any hint of conceit, the locations are meticulously arranged. Regrettably, I would consistently find myself forced back to the checkpoint, mere steps away from the formidable boss, with my failure solely attributable to my own mistakes. I was thrilled to experience a genuine ‘Miyazaki moment’, as if time had stood still.
So, Black Fable: Wukong simply doesn’t belong in the same conversation as Soulslikes. Good. While distinctly intense, this experience more closely parallels the fusion of Ninja Gaiden and Nioh in its fast-paced action rather than the deliberate pacing found in Dark Souls and Bloodborne. Within the game’s margins, mega bosses await discovery – we’ve explored these in greater detail elsewhere. Pursuing them presents a challenge, yet the sweet spot lies within the game’s well-balanced boss rush, bolstered by engaging levels that masterfully teach the intricacies of its acrobatic combat mechanics.
While this sport promises to be an excellent option for fans of the Souls series seeking a more lighthearted experience following the intense Shadow of the Erdtree, it’s crucial to note that its potential as a worthy alternative is still uncertain until further information becomes available. Its timing is impeccable, and it has earned the credibility to back it up. As eyes remain fixed intently on Wukong, we firmly believe that this title has everything needed to become one of the most breathtaking releases in 2024.
Black Fable: Wukong is set to debut simultaneously on PlayStation 5 and PC on August 20, 2024, with a subsequent release on Xbox Series X/S slated for a later date.