[Game Review] Black Myth: Wukong
- Annika Liu
- 3 days ago
- 2 min read
Rating: ๐๐๐๐๐๐๐๐๐๐
โ Immersive Journey Through Journey to the Westย โ From large-scale narrative arcs to micro-level polish, this is one of the best recreations of Journey to the Westย I've ever seen.
Signature skills like the 72 Transformations, Iron Body, Clones, and the Ruyi Jingu Bang staff are faithfully implemented
Cultural details like traditional instruments in battle, Northern Chinese storytelling, incense-based save points, and post-battle ink paintings are chefโs kissย in terms of immersion
โ Yoka Games really poured their heart into itย โ Everything from CGs and music to enemy and boss design reflects incredible care and pride. A studio truly worth respecting.
โ Combat feels tight and rewardingย โ It's fluid, with just the right difficulty curve. Rather than leaning hard into โSoulsborneโ territory, the devs made the game more accessible (even removing difficulty selection entirely), which is commendable for a Chinese AAA debut in action games.
Different staff techniques feel amazing
The staff itself feels like itโs taking the global stage as an iconic weapon
โ Narrative Depthย โ Both main and side quests are rich and layered. Plot twists motivate replays and deepen the narrative experience.
โ Intro Design is Brilliantย โ The early high-difficulty boss (Big Head) is a genius move: it fuels discussion and speculation, while guiding players to explore different paths โ either brute force it or go explore elsewhere.
โ Invisible Walls & Confusing Pathsย โ Some areas of the map feel unclear or artificially blocked. Personally, I love linear narratives, but if thatโs the goal, map design should reflect that more decisively. Feeling like youโre going the right way only to loop back is frustrating.
โ Design Fatigue in Certain Areasย โ For example, ranged enemies with no reliable counter or the โRed-Eye Modeโ in Little Western Heaven feel a bit punishing or unbalanced.
ืชืืืืืช