Having gone hands-on with Wuchang: Fallen Feathers, I'm locked in to play more

Sometimes one of the toughest things for us as an outlet is getting a temp check on how a game is filling out from a preview. To be blunt; game previews aren't a great barometer for the overall quality of a title at the best of times, and for RPGs especially this is far more of a concern. This is just as true forĀ Wuchang: Fallen Feathers, as it is for most of the games we've had a chance to preview prior to their release.

Wuchang is a self-described "soulslike Action RPG", which is a subgenre that we have become very accustomed to over the last decade. Studio Leenzee is a relatively unknown developer for us across the pond; while they released a VR project in 2018, Wuchang is the first title they're launching overseas. Speaking only for myself, it's always a concern when a developer tackles a high-octane action project; it's a tough nut to crack, and while I adore games like Nioh and Sekiro, it's very tough for developers to stick the landing when it comes to designing a satisfying combat system.

At first glance, Leenzee have delivered with Wuchang. The core of the combat revolves around reactivity, in a way that I haven't quite seen in other games similar to it. Instead of an MP meter which is used for spells, Wuchang only allows players to access spells and special attacks by banking and using what I will refer to as "skill points", but probably have a very different and distinct name for within the game itself.

You gain these points fairly simply; dodging or parrying attacks at the perfect timing will grant them, offering a chance for you to bank points for use later. It also means that combined with a stagger system for boss fights that players are rewarded for being offensive and defensive in equal measure. During one boss encounter, I found it useful to try and use a spell which fires homing bolts of energy that can build up a poison status on the boss whenever I had an opening from afar; with how fast-paced the combat can be. Yet at the same time, parrying and then riposting with one of my spear's weapon skills felt especially satisfying.

Level design itself felt interesting, but I will note that at first I had somehow managed to explore every other section of the level except for the boss arena - managing to traverse around the arena in one giant circle without knowing it. I don't necessarily think that's a problem - the save I loaded into was at a save point halfway through the area, so it's very possible that when played through at a more natural pace that it won't be an issue.

Visually, the game looks stunning. While we played the game on a fairly powerful PC, the fact that it was running on AMD graphics card gives me some hope that the console versions will turn out fairly well when all is said and done, and considering the general fidelity of what we had the chance to play.

It's tough to say much else, but as someone with an affinity with soulslikes Wuchang passes the essential tests that keeps me interested in what else it may have in store; everything else, the story and RPG mechanics included, we'll have to wait until later this year to talk about - but after our first hands-on, I'm locked in to play more when it launches later this year for Xbox Series X|S, PlayStation 5 and PC (Steam). Stay tuned for our review closer to the game's launch.