My Hands-On Impressions of Black Myth: Wukong: A Soulsy, Stylish, and Surprisingly Compact Journey

Black Myth: Wukong masterfully blends stunning Soulslike combat with breathtaking environments, delivering a focused and substantial experience that surpasses its visual hype.

Having finally gotten my hands on Black Myth: Wukong for a substantial 90-minute preview session, I can say with immense relief that the game is far more than just a stunning visual promise. For years, I've watched the trailers with a mix of awe and skepticism, wondering if the crushing weight of being Steam's top wishlisted game would be too much to bear. Now, having played it, my primary feeling is one of reassurance. There is genuine substance and a remarkably tight, focused design philosophy backing up the breathtaking style. It feels more compact and deliberate than the sprawling behemoth I had imagined in my head, which, for me, are all excellent signs for the complete package arriving in 2026.

To me, Black Myth: Wukong absolutely felt like a Soulslike. I control the legendary Monkey King, Sun Wukong, armed with his iconic extending staff, and the core loop is immediately familiar. I traversed stunning, dense forests, fought frogmen and crowmen, and took on seven distinct bosses, all while managing a stamina bar, sipping healing potions from my Gourd (this game's Estus Flask), and learning enemy attack patterns through painful repetition. Glittering loot and resources found in the world could be cashed in at Shrines, which also served as rest points and fast-travel hubs. The foundational language is unmistakably Soulsborne.

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However, calling it a mere clone would be a massive disservice. My demo, which covered the game's first chapter, did have a pronounced "boss rush" feel, with major encounters coming in quick succession. When I asked the developers at Game Science if they considered the game a boss rush, they gave a firm "no." They explained that the first chapter is designed to ease players into the combat and showcase a variety of boss types, and they are continuously adjusting the pacing based on feedback. They were clear: this is not the final cadence for the entire experience.

The world itself also won't be the endless, interconnected sprawl of something like Elden Ring. Game Science was candid about their scope, stating, "We are a team of only 140 people and this is our first console-only game... with our capacity, it's not possible for us to do an open world game." This focus is evident. The paths in the demo were relatively linear, gently guiding me through breathtaking environments. Occasionally, I'd bump against invisible boundaries if I tried to hop onto a seemingly accessible log. The structure reminded me a bit of Nioh's mission-based levels, but it felt less restrictive and more organic.

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The environments are, without hyperbole, some of the most beautiful I've ever seen in a video game. Starting in 2021, the team conducted 3D environment scans at over 100 locations across China, and it shows. Every scene is packed with gorgeous, lifelike detail:

  • Swaying grass and bamboo that reacts to your movement.

  • Incredibly realistic dappled sunlight filtering through dense canopies.

  • The weathered patina on ancient stone statues, with wisps of incense smoke curling around them.

The forests felt authentically laid out, like a carefully curated real-life walk. This crafted linearity lent the world a strange authenticity, making it feel like I was exploring exquisite, chosen fragments of a larger, implied world.

But the heart of Wukong is its combat, and here is where the game truly sings. Yes, it's "Soulsy," but it's also incredibly fluid, responsive, and packed with its own brilliant ideas. Controlling Wukong feels wonderful—no snagging or input delay, just precise, deft movements. Attack combos flow effortlessly from mixes of light and strong hits, feeling both cool and intuitive. Enemy designs are thoughtful, with clear tells and rarely any sense of unfairness.

The real depth comes from the Stance system. By collecting enough of Wukong's version of Souls, you can unlock different combat stances. My favorite was the Pillar Stance. 🎋

  • Tapping the strong attack lets you hop onto your staff for a powerful slam.

  • Holding the button lets you perch on top of it, charging up a resource called Focus.

  • Once your Focus is fully charged in any stance, you can unleash a powerful combo-breaking move.

This mechanic isn't just for show. In a fight against a serpentine boss in a lake, I was struggling in my default stance. Switching to Pillar Stance was a game-changer. Perched atop my staff, I could easily avoid his low sweeps and retaliate with crushing blows from above. It felt brilliantly cheeky and strategically empowering.

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The game also showers you with powerful, fun tools. After defeating the first boss—a master of twin blades—I didn't just get a weapon; I unlocked a spell that let me fully transform into him, complete with his entire moveset, including fiery spin attacks. This transformation also acted as a second health bar! It's this generosity of power fantasy that makes Wukong feel distinct. It seems more forgiving and free-spirited than the often-punishing Souls games. Defeating other bosses yielded crafting materials. From a slick, snake-like enemy, I forged a Willow Staff and a matching armor set that provided bonuses for fighting in water, hinting at a rewarding, but likely not overwhelmingly complex, gear system akin to God of War (2018).

The boss fights themselves are spectacular set pieces, each a unique puzzle layered with cinematic flair. My demo hurled a fantastic variety of challenges at me:

Boss Encounter Key Challenge & Style
Gigantic Wandering Buddha Force powers and imposing scale.
Wild Wolf Aggressive, scrambling attacks across rooftops.
Arrogant Wizard Summoned snakes to do his bidding.
Loong (Secret Boss) An electrifying, dragon-like spectacle.

Speaking of Loong, this optional boss was the highlight of my session. Part of a "lengthy sidequest," this fight was pure cinema. Loong twisted and lunged through the air, while large jars on its back hummed with electricity before discharging it across the battlefield with a terrifying crackle. I got it down to about 75% health, but it demanded absolute, unbroken concentration. After my final attempt, my hands were shaking with adrenaline. I had to take a break, and I knew, without a doubt, that Loong and I had unfinished business.

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Questions remain about the full game's structure. Will later chapters open up? How will sidequests beyond basic vendor interactions function? I encountered a character who upgraded my Gourd's potency and a friendly monkey merchant, suggesting RPG elements are present. But the core takeaway from my time is overwhelmingly positive. Black Myth: Wukong in 2026 is shaping up to be a confident, polished, and fiercely original action-RPG. It borrows wisely from the Soulslike playbook but infuses it with a uniquely Chinese mythological flair, a more generous power curve, and a combat system that is an utter joy to master. The hype, it turns out, is justified. I'll be there on launch day, staff in hand, ready to settle my score.