Reviews from

in the past


Wo Long is the Musoufication of the souls-like genre and as far as I'm concerned the game is all the better for it since it is right up there with Nioh as one of the best non-FromSoft souls-likes I've ever played.

The narrative takes place in a fictionalized dark fantasy version of China in the Later Han Dynasty (around 200AD). We follow the silent Nameless Warrior protagonist (who we the player ourselves create) as they get wrapped up in various political conflicts and wars while searching for an evil Taoist who is influencing events from the shadows with a forbidden medicine called "Elixir" that has the ability to unleash Demonic Qi in anyone who consumes it. The Nameless Warrior goes on a journey that spans nearly 20 years as they try to form strong bonds with legendary Chinese historical war generals across the nation with the hopes of taking down the evil Taoist before their goals can be fulfilled. The game really captures the Three Kingdoms mythology well and feels like a classic over-the-top martial arts fantasy movie in the best way possible. (The campy English dub enhances this feeling even more)

Wo Long is a very aggressive and fast-paced souls-like action game that feels like a more simplified, accessible and streamlined version of Nioh's RPG mechanics mixed with the combat of Sekiro and the fast-paced movement and morale centric gameplay of Dynasty Warriors.

The combat is very parry/deflection heavy much like Sekiro, but Wo Long also manages to incorporate its own unique spin on gameplay mechanics like removing the traditional stamina management bar that dictates how much you can attack before becoming exhausted (Meaning you can spam the basic attack all you want, but you will also get punished for doing this) for what is called the 'Spirit Gauge' which dictates how much you can block or dodge as well as using special Martial Arts abilities and Wizardry magic attacks. The Spirit Gauge has a positive and negative axis and starts out at the middle of it at 0. When you take damage, block, dodge or use special abilities you lose Spirit and the gauge fills up on the negative side, if your gauge maxes out the negative side a single hit from an enemy will stagger you leaving you vulnerable for a few seconds, however landing basic attack strikes or deflecting your enemy's attacks build up your Spirit Gauge on the positive side allowing you to use more special attacks and dodge more without penalty, so the game rewards you for playing aggressively along the lines of something like Bloodborne. All enemies have their own Spirit Gauge as well so when you attack them your Spirit increases while there's decreases and pushes them closer to being staggered so you can land a fatal execution attack for massive damage, but the same works for when an enemy lands strikes on you, you'll lose Spirit and they gain it making you closer to being staggered. So essentially combat becomes a tug-o-war match between you and the opponent to see who can stagger who first as you always keep a watchful eye on both you and your opponent's Spirit Gauge. I think this is a super interesting and creative way to advance the Souls style formula and the gameplay also syncs up perfectly with Wo Long's general theme and style of Chinese martial arts which are based around redirecting your opponent's force.

There's also a Morale Rank system which reminds me of something you'd see in a Dynasty Warriors musou game which plays into the tug-o-war metaphor I used earlier where both you and all enemies have a number that determines their morale, you can raise this by killing more enemies and when you do you basically get a power boost, the same can be said for enemies though where if they kill you their morale increases and yours lowers, the higher morale an enemy has the harder it'll be too take them down. The bonfire checkpoint Battle Flag system plays into this as well because every Battle Flag you raise increases your base morale so when you die it'll only go down to that number instead of losing all of your morale. The Battle Flag system also gives more incentive to explore all the levels as much as possible to find all the flags and raise your morale to max before fighting the boss. However the morale system can be a double-edge sword at times due to the fact if you get your morale too much higher than your enemy it can make the fights far too easy and if your enemy's morale is too much higher they'll have a clear advantage over you, so you really just need to get a sweet spot where you both have even morale to make the game the most enjoyable.

Wo Long also incorporates another cool feature with a multi-directional parrying system where you can tilt the joystick in the proper direction of the enemy's attack alongside pressing the parry button, it's another really unique mechanic that sets itself apart from most other games of this style (Though it is optional and you can just press the basic parry button if you want), the combat is super fun and stylish with all the martial art styled weapon arts and special abilities you can do which are tied to different weapons like the weapon arts from Dark Souls III and I haven't felt such satisfying swordplay in a game since the first time I played Sekiro.

Naturally the Nioh like RPG stat attributes play into the Chinese theme as well being based on the 5 elements of Chinese mythology, wood, fire, earth, metal and water all of these stats directly influence your health, attack and Spirit Gauge by things like using Martial Arts takes less Spirit or successfully deflecting attacks increases Spirit more etc. All equipment also changes your elemental affinity as well.

I also must commend Team Ninja for listening to the feedback about the Diablo styled loot system in Nioh being overbearing and severely toning that down here. This is easily Team Ninja's best and most varied level design as well making exploring every level much more fun and engaging than it ever was in Nioh. Wo Long basically has everything I loved about Nioh and none of the down-sides.

Wo Long was one of those rare games that from the moment I started playing it, I knew I'd love it and after finishing the game in 30 hours and even going out of my way to get the platinum trophy as well, I can confirm that I loved every minute of the game. After all when you combine the satisfying combat of Sekiro with the RPG mechanics of Nioh and the stylish flair of a Dynasty Warriors game and throw in some unique mechanics and systems to give it a sense of its own unique identity, how could that not be a recipe for success?

More like So Long: Uninstalled Game

It's like if you combined Nioh and Sekiro but cut out 95% of the mechanics and had some of the worst pc port optimization I've ever seen, and that's coming from someone with 200 hours in Stranger of Paradise

I really wanted to dig this game, but unfortunately, it let me down majorly.
While the combat itself feels pretty dang satisfying, the game overall feels extremely lackluster. The art direction and level design is extremely bland. The enemies aren't interesting. The story isn't interesting either. The morale system kinda just gets in the way. The bosses lack spectacle - I didn't find myself WANTING to fight them, I just wanted to get through them so I could move on to the next thing.
I didn't get very far in to this game before realizing that it wasn't for me at all, and that's okay. That right there is the beauty of GamePass.
I think there's enough here for it to resonate with a lot of people - I'm just not one of them.

Um completo 360 da genialidade de nioh 2 que joguei pouco mas vi o suficiente pra reconhecer a profundidade, o combate desse jogo parece um misto de nioh 2 e sekiro só que imagino esses dois estilos combinados e feito de uma maneira porca e meio travada tive uma experiência bem meh honestamente não recomendo


Got to Part 4 and just said nah, no thanks. Cleaning up the design from Nioh's extreme bloat is a good impulse, it made SoP probably TN's best action RPG to date, but in this game its been cleaved to the bone with nothing left to make up for it. Obv ripped from Sekiro, the new parry system that combat orients around is just not exciting, it's trivial to simply mash light attack on normal enemies until they go into their unblockable, bait it, deflect, and move on. There's very little tactical variety even when you meet new enemies or bosses, and like their previous games the encounters are liberally copy pasted thru the game. The Nioh games always looked bad and had bad stories but at least went for some kind of distinct visual atmosphere, this game is Grey Cave City. They're large levels, but all there is to find is extremely lame useless loot and flag points that magically give you a bigger number so you can actually deal damage to enemies. All this could be tolerable if the game had solid feel, but it has that weird modern Team Ninja Jank where enemies barely react to your hits so it feels more like you're just doing canned animations into them rather than actually fighting them. It just compounds with the problem of how little tactical variety there is, weapons feel samey, martial arts feel samey, there's some kind of RPS system in place but spamming fireballs seemed to work every time for me. Never forgive Koei

como q a demo disse na steam nem abre no meu pc, e o jogo piratao completo ta rodando? i mean ainda tem drop de fps, grafico merda, a otimização desse jogo é um lixo etc MAS JA É ALGO N DEVE RECLAMAR DE BARRIGA CHEIA

A masterwork of meticulously tuned capital G. D. Game Design. I thought "optimizing the fun out of the game" was supposed to be something the players do.

So to tell really what i think... I have a lot to say about this game, but in the same time i want to resume my experience with Wo Long: Fallen Dynasty.
I want start talking about that, for me, this game is a 8/10. But...

Problems:
The game have problems, definitely, like this game graphics are just ok, is not a game with new generation's graphics. When you play games like A Plague Tale: Requiem, you saw what is a beautiful game, but a interesting point is that in the same time that the graphics in game are just ok, in the cutscenes it is just good.

Wo Long have some problems with fps to, specifically in the Ps4, and Xbox One, the old generation, but we can see fps falls in consoles like Series X, and Ps5. What make me went in the conclusion that this game obviously have polish problems.

Best Points:
Ok so after saying all problems that i had in my experience, i need to say that, this game is just incredible fun, the gameplay of Wo Long is another level, probably one of the best combat systems that we have in video games so far, is just great do a parry and after that destroy the enemy with a martial art skill, the feeling that it pass is great. The history is very good to, is nothing revolutionary but it worked.

If you haven't had a experience with Souls Like, Wo Long is a good choice, The game is not so difficult in the genre, is not so punitive as games like Sekiro and the first Nioh , but in the same that have a good balance, gameplay style, and is faster than games like Dark Souls and Elden Ring in combat too.

Conclusion:
In general i recommend Wo Long: Fallen Dynasty, i recommend even more if you have the game pass. I don't think that Wo Long is better than games like Hogwarts or Dead Space Remake, but is a very good game, give it a trial. 8/10.

optimization aside, combat mechanics suck, only merit being in three kingdom setting.
and it rapes your eyes

just finished the game and had to beat the final boss twice(!) because i had a crash during the final cutscene

So yeah it's a TN game, this one has a very simple gameplay loop with a clear focus on parrying shit and punishing moves kinda like Sekiro in the way the combat works (with slightly more depth to it but from soft can't really compare to team ninja in that area). Bosses are kinda hit or miss, some had very interesting moveset while others felt bland in comparison, also the (new) game is really easy, maybe even easier than Sekiro. I think I'll have a lot more fun during the next playthrough, same as the nioh games really. The difference here is that it doesn't take long to understand how the game works, so we really didn't need a whole playthrough acting as a tutorial.

ofc it's far from nioh 2 greatness and complexity but it's pretty good in what it attempts to do. too bad the PC port is kinda bad and even tho it worked decently on my machine I still had some slowdown and random crashes from time to time.

Team Ninja was one of the few teams to take the soulslike formula into its own direction, as it beautifully combined FromSoftware’s landmark blueprint with its own particular brand of action games. It worked out wonderfully for the two Nioh titles, and Team Ninja has taken the same approach for Wo Long: Fallen Dynasty. Although there’s undeniable overlap between the two, Wo Long is more than a reskinned Nioh game, as its focus on parries shows that studio is a multifaceted master of the blade.

Read the full review here:
www.comingsoon.net/games/reviews/1270828-wo-long-fallen-dynasty-review-ps5-worth-buying

Com um combate mais engajante que o de Nioh 2 e mantendo o level design super viciante que fez aquele jogo ser especial, Wo Long é o passo além em direção de arte e chefes, sendo alguns deles os mais criativos e épicos que vi recentemente em um jogo

Why do I need 40 triangles and 15 circles to learn magic!?!?!?!
This game sucks!

Edit:
As of writing this "review" I was still under the impression that this was a "good game" and wrote this in "jest", but as of finishing this game it actually sucked dog penis, so this is now 100% serious

i like souls games, and i seriously love the combat in this game, when it clicks it’s so much fun. but the random difficulty spikes and lackluster gear/multiplayer systems just kill the fun for me, i think i’ll stick with sekiro.

I am a few hours and bosses into this snackified sekiro souls and I adore it.
it's not on the same level of elegance, but the fun in the game is so translucently purely fun. you get smooooth combat flow, goofy bosses, cool skillmagicstatstuff, and it's all wrapped up in flawless application of the three kingdoms mood. wo long gay bowser

Just cleared the first boss after combing the starting area a few times to see what it had to offer, not a bad start.

dear team ninja, fuck you for making the morale system :)

So far it feels like a downgrade to Nioh 2 in many ways. The budget bin parry combat is nowhere as good as Sekiro and theres so many downgrades to Nioh 2. Shit like being unable to preview cosmetics you apply to armor is baffling. It feels like the combat also never improves or evolves past the tutorial. Nioh 2 always kept getting better and better the longer you kept playing but this game does not evolve at all. It feels weird how Stranger of Paradise felt like it was made by a B team at Team Ninja but this game makes SoP look like a much better game. Not saying SoP is a bad game, hell I really loved the shit out of that game despite showing it didnt have much of a budget. I really hope Rise of the Ronin will be better considering SoP and Wo Long felt like they were made by different teams.

Performance and visualwise it looks fine on Series S. The game isnt a looker but I do appreciate it runs at 60 fps with no issues. Only problem is that you'll have tons of shadow and texture pop ins at close range but I'll take that for stable 60 fps. PC users however are really fucked, absolutely do not recommend playing this on the PC. Another quality pc port by Team Ninja.

Not rating it yet since I haven't beaten the game but so far 2 and a half stars is the best I can give. I think I'm just going to try out the DLC for Stranger of Paradise instead.

another nioh but with even worse combat

Seems ok but I’ve got plenty of Soulslikes in my life and I don’t like the Diablo-style loot; too much inventory management. It does a lot well, though, and has fun, fluid combat.

Played 5 hours of the pre-release demo, about 15 attempts for the first boss then somehow 1st tried the 2nd and 3rd lol. Liked it a lot but I've got way too much other stuff to play to blow £75, just gonna wait till all the DLCs are out and it all goes on sale but I will 100% be playing this

graphics are mix bag, optimisation is effed up, story idk wtf was happening, gameplay is good but not the level of sekiro imo, and the biggest issue level design which is bare bone very uninspiring, and loot system is also effed up, and enemies variety is also an issue here all enemies were introduced about 2nd levels in, then u got introduced to this one aligator type enemy in middle of the game then new stone armored guys from HP showed up few more levels ina nd in the last few level one more enemy got introduced thats about it

As a lover of Sekiro, this game scratched that itch in a way that not many games are able to. Wo Long has an awesome core combat loop, with some cool mechanics that help to enhance the game. Spirit affecting all actions in different ways starts out as a relatively simple mechanic, but is actually quite complex. After a few hours, I was weaving attacks, deflections, guards, and dodges while keeping an eye on that meter to see when I could unleash spells or special attacks. The elemental system is a little confusing given how many different interactions there are, and I was able to mostly ignore it aside from a few enemies that required exploiting their weaknesses. It's not quite Sekiro with its rhythm-like zen state, but it's still a solid combat experience. Outside of combat, I actually found myself enjoying the mission-based structure versus open world due to open world fatigue, and I found the morale/fortitude system to be a welcome addition which rewards exploration. It was fun trying to fully uncover the flags in each level to ensure myself a better shot at beating the mission's boss. Outside of gameplay, the game's story is pretty obtuse if you're not familiar with the characters they're using (and I'm not) and there were some graphical hitches and crashes, but neither of those aspects detracted from the core experience for me.


As texturas desse jogo são de um desleixo enorme, mas puta merda, que combate delicioso, algumas das melhores Boss fight que joguei até hoje estão aqui (destaque pros três malucos covardes no quarto ato). Desde Sekiro um jogo não me proporcionava umas lutas tão desafiadoras e empolgantes.

La verdad es que es un juego divertidísimo con una ambientación que me encanta, pero este género ya no es para mí. No me aporta absolutamente nada y la sensación constante de estar perdiendo el tiempo me abruma. Es una pena porque en otra época de mi vida me lo hubiera gozado.

Für mich, der Sekrio vergöttert, ist Wo Long eigentlich eine ganz schöne Kopie dieses genialen Games. Das Kampfsystem will gut funktionieren, aber scheitert kläglich. Die Grafik ist nicht zum aushalten und die Gegnervariabilität lässt zu wünschen übrig, die Story ist langweiliger als eine Tomate und die Charakteren, speziell der eigene Spielcharakter sind blasser als mein linker Zehennagel. Dazu spielt das Game in China das ja nicht der Verdacht aufkommen könnte, dass dies nur eine lame Nachmache des Fromsoftware Geniestreich: Sekiro sein könnte.
Z.B. der Boss: Lu Bu in der Mitte des Spiels ist fast 1 zu 1 von Sekiro übernommen worden. Das Problem ist jetzt aber, dass das Kampfsystem dieses Spiels viel zu schlecht ist, um einen spannenden, fairen Kampf daraus machen zu können, während es bei Sekiro so perfekt aufgeht. Ich hatte bei Sekiro bei diesem Boss wahrscheinlich mehr versuche gebraucht, und war trotzdem am Schluss zufrieden mit meiner Steigerung und halt der ganzen Aufmachung dieses Kampfes. Bei Wo Long hingegen, war ich nach mehrmaligem probieren bis zur Beendung des Bosses voller Frust und war einfach nur angepisst, wie man nur so ein scheiss Kampfsystem in ein Spiel dieser Sorte einbaute. Dies ist nur ein Beispiel, welches aber das ganze Dilemma dieses Spiels gut darstellt.
Ich muss aber zugeben, dass ich an der einen oder anderen Stelle doch meinen Spass hatte, daher die verhältnismässig vielen Sterne, doch ansonsten ist dies ein enttäuschendes lahmes Soulslike.
Fazit: Sekiro auf Wish bestellt.

Wo Long feels like a feature and content stripped Nioh with a lower budget and an overly basic parry system and nonsensical morale system added, but since I love Nioh I still kind of like it.

The majority of features are similar or basically identical to the previous two Nioh games, on top of it mostly looking the same and sharing the same stage structure. The game is broken up into parts/chapters with each one having main and side levels where you fight through human and demon enemies in an area, possibly while joined by some NPC or co-op allies. You raise your stats when you level up with each giving their own passive bonuses and each of the game's weapon types having three stats that have a high, moderate, and low effect on the bonus damage that they do. You can learn five different elements of magic with each having their own attacks, buffs, and debuffs. You will find or acquire loot in the form of weapons, armor, accessories, and items with some weapons and armor giving passive set bonuses when you equip gear that goes together. You will also unlock different guardian spirits whose powers are charged up as you fight and they can either be summoned for a quick attack on your enemies or for a longer buff for your character and possibly your allies.

Combat is fun. It is faster paced than most games in this style, probably slower than Nioh for a good player and certainly slower in terms of the input required from the player. There is no stamina system limiting your main attacks, you can continue to do your primary attack as long as you want and hitting enemies with it will build your spirit which is used to power your magic, allow you to deflect attacks, and to use martial arts skills (special weapon attacks). Getting hit will lower your spirit which can cause you to become stunned or prevent you from using attacks other than your primary quick attacks. Avoiding combat will slowly balance your spirit meter out to the default middle. Every enemy attack can be deflected and as you damage them, apply status effects, and deflecting their attacks will lower their spirit until you can perform a powerful fatal strike (often not necessarily fatal) attack on them when their guard is broken.

I'm not much of a fan of the deflection system. It lacks the variety of Sekiro in just having it be one button for every kind of attack, and the limited animations make it less fun to deflect attacks than it should be. It doesn't help that the size of some enemies means the camera doesn't always cooperate well when it comes to showing you what you need to see, and that the way body parts and weapons can clip through the environment doesn't help either. Enemies really love going into their unblockable/unstaggerable strong attacks that you can only dodge or deflect immediately upon seeing you, while you are stealth killing an enemies near them, or while they are outside of your field of vision as you fight something else. The biggest problem I tend to have with deflections is that Wo Long isn't one of the games where you can block, dodge, or deflect to cancel out your attack animations so what frequently happens is that an enemy will be doing nothing, you will start an attack and your attacks typically don't stagger many types of enemies, the enemy will start an attack right after you (often a fast unblockable charged attack) and you can't do anything about it. I've never understood games that completely negate your ability to dodge or block by canceling out of an attack, and there are so many ways to make it a more challenging and interesting system if you wanted to punish for canceling out of attacks like lower dodge range, smaller parry windows, falling over, etc things that would require more skill for adopting a more aggressive style rather than just your character being an idiot that won't stop twirling their swords around for two seconds.

The poor lock on feature of Nioh is just as bad here and the focus on deflections and the game more often having you face off against more enemies at one time than was common in Nioh only make the locks-ons and occasional camera issues even worse. Mostly, I just ignored the deflection system against normal enemies and the majority of bosses, instead just making use of dodging or spells buffs. As you are typically just seeing the same repeated animations over and over, it's not even a system that is particularly fun to be or attempt to get good at using.

What hurts the game, outside of me just not liking the deflecting system, is almost everything new feels unfinished and everything that Nioh had that was removed here (sometimes for seemingly no real reason or as a possible means to give less options to make it simpler to get into). Instead of having 11 main weapons with three different stances to switch between and a large variety of moves to learn and three varied ranged weapons you instead technically have more weapons but many don't feel that different, what made each one unique in Nioh is mostly gone, there are no stance options, and there are no weapon skills to learn instead one or two special attacks are assigned to the weapon when you get them. You lack customization for your playstyle as most of these moves just aren't as unique, fun, or just badass looking as many of the ones found in Nioh, being limited to two per weapon also means you don't have much choice to begin with. The ranged options of a bow, rifle, and cannon in Nioh is now a bow, crossbow, or repeating crossbow and none of them feel particularly satisfying to use, and all of them only increase damage based on one stat (the few unique ones that are part of equipment sets might scale off something else) so if you aren't focusing on that one stat they aren't going to be doing much for you. While there is still a fairly ridiculous amount of blood, the dismemberment is gone which tones down some of the kind of badass moments you could have in Nioh. No more chopping an arm of with an Iaijutsu quick draw attack, swatting an enemy soldier into the air and impaling them with a spear, or channeling a powerful fist punch that explodes an enemy demon's head, mostly because you can't even do those kind of fun attacks to begin with. The three kinds of demon transformations and ability to use almost every enemy and boss demon as some kind of attack or summon in Nioh 2 has been replaced with, absolutely nothing. Ninja magic, skills, and equipment have been replaced by, nothing (you can still find some fire bomb pots to throw I guess).

The story, as is common with the company, is mostly poor. It takes place during the early period of the Romance of the Three Kingdoms from the Yellow Turban Rebellion to Cao Cao's war against Yuan Shao. The addition of a corrupting figure tempting people with demonic powers and killing those that don't listen to him takes a lot of the more character driven moments of the story away and the structure of the game has us rushing through events. Even with the larger battles that should be going on in many of the game's missions everything ends up feeling just as, if not more confined, to just you alone (and summoned allies) fighting through the stages than the Nioh games rather than making any effort to at least show a larger battle going on around you. It does the common thing almost any adaptation does and for some reason mostly ignores the Wu characters after their introduction (it looks like the DLC might all take place in the middle of the game with two of them revolving around Sun Ce based on the names).

While the main missions are typically well designed, the side missions are a massive step down from the Nioh games. Nioh's side missions might have you exploring new, sometimes large, areas and having multiple possible endings to some missions based on your actions in it either for a minor reward difference or for some difficult end mission text from the person that asked for your help. Wo Long completely removes any kind of epilogue text making an already bad and mostly flavorless narrative worse, but the mission design almost always just places you at the end point of the previous main mission and has you go backwards slightly towards the start of the mission to do some minor thing. Even the arena style combat side missions seem weaker than Nioh's offering with some of them being so short and easy it doesn't even make sense to make them missions. An early one has you paired with Guan Yu and Zhang Fei and only has you fight three waves of pitiful enemies that wouldn't even have been a challenge alone. Most of the side missions, that were sometimes as good as main story missions in Nioh, feel like complete afterthoughts here furthering the game's lower budget and rushed feel. The side missions could have at least been used for aiding the Wu characters like Sun Ce and Zhou Yu who are just brushed aside in the main game.

With all that is gone you would hope the magic has been improved to make up for it. It has not. Because the damage of offensive skills is highly tied to you raising your stats in the matching element you aren't too likely to use much of them, which the game thinks is fine because instead of allowing you to equip up to 16 quick slow abilities like in Nioh, Wo Long lets you equip four spells at once. Oddly enough the game's magic system has its own kind of deflecting system where firing a spell that is the stronger opposing element of your enemies will cancel their spell and have your continue on to hit them. This could have lead to some fun fast paced mage duels, but obviously the system can't really work in any meaningful way when your ability to equip spells is limited (and out of those four your probably are using 2-3 slows for buffs, debuffs, and/or utilities not just offense) and casting is a fairly slow and spirit costly process anyway. The magic is useful, can be powerful, and can be fun to use but it's just so limited by what it gives you and the completely needless limit on what you can equip. There is nothing mechanically or limited by the number of buttons on a controller that lead to this limit as having more spells options wouldn't even make you more powerful due to spirit and low time limits on buffs and debuffs, if anything it would have just saved people some time swapping spells out at rest areas.

A morale level system was added to the game that acts as a kind of backwards difficulty system. This seems to have no actual reason to exist and when I first heard about it and putting up battle and marking flags found in the environment to lock you to higher morale levels I had assumed they were making an open world game. In most stages you start at 0 morale, as you kill enemies you gain morale points until your raise your level (more gain with stealth or fatal strike kills). The higher your morale level compared to an enemy the more damage you do and less you take (or the reverse if you are a lower level). If you are killed you lose morale and the enemy that killed you gains morale, while playing online you can see fallen flags of dead players and avenge them by killing slightly more powerful enemies that will drop accolade points that can be exchanged for certain items. Spells are also locked and require you to at a certain morale level in order to use them. Outside of the online aspect of running into a few buffed enemies (at least compared to what they were not necessarily compared to your current morale level) there seems to be no reason for this system outside of wasting your time slightly. You can easily just go back to a battle flag to rest then hit some respawned enemies to quickly raise your level if you want to access to your magic faster or if you want to be stronger than some enemies. If you are exploring the map for everything you are likely to max out your morale level by the end which will often put you at a higher level than the boss, possibly making the game easier than you would have wanted. If you are hit by an enemies charged attack you will lose a point of morale while deflecting them will cause the enemy to lose one, pretty much nothing is alive long enough for this to have any meaningful effects.

The marking flags seem like they felt a need to put some kind of hidden collectible in each map and just made it these useless things that are half obvious and half hidden in each stage. When you lose to a boss the vengeance system does not apply in the same way as a normal enemy, you will instantly gain back your lost XP and morale at the start of the next fight. It's one of those backwards system where the morale level would only matter for people that would die a lot to normal enemies, and if you are the kind of person dying to the game's normal enemies then you probably aren't the kind of player that needed the game to be made more difficult and having it lock off some of your magic options. On the other side, the person who easily gets through the stages probably didn't need to have an advantage on the stage boss in the first place from their ever increasing morale until it caps above enemy levels. The entire system, that just comes down to do you want to do more or less damage and do you want to take more or less damage, seems like it could have been handled by asking the simple and traditional question of easy, medium, or hard? And most likely everyone that got to answer that would get an experience either closer to what they want or that gets to what they want faster.

The titles from Nioh are in this game where you get points for doing specific action, number of kills with weapons, beating bosses without allies or taking damage, etc. The system is now useless though because instead of spending title levels on useful passive upgrades in Nioh, here you build up points to be given worthless items that can be easily farmed in the base game.

Stage design is very similar to the Nioh series, for good and bad. There are some atmospheric sections, varied environments, and some good enemy placement. On the other hand, years later the game still looks about the same as the over six year old Nioh 1, the addition of jumping adds more focus on verticality but it rarely ends up making a meaningful difference except for a way to hide mostly pointless marking flags or collectibles and the double jumping and what and how your character leaps up certain types of objects always looks and feels a bit unfinished. They have kept a similar Nioh and wider Souls-like series design where in each stage you can often knock down paths, unlock doors, put out fires, etc that opens shortcuts to what was behind you, although due to Wo Long having an average of twice as many rest points (battle flags) and the new addition of a large number of marking flags that heal you when reached, they removed the primary reason to backtrack in it being a way to get back to previous needed rest points. The morale system seems to be used to basically give you a left path and right path near the start of many stages, one path will have an enemy that has around a 10 morale rank higher than you, you can go that way (and if you are good or have AI allies summoned, not much if going to stop you) or you can go the other way which will allow you to fight weaker enemies first and likely circle back to the other area anyway. It doesn't have a meaningful effect, it would be like an FPS level starting you with no ammo and asking if you want to rush the heavily armed group first or go the way that has less people with small arms to get some ammo first, what you do will almost certainly be both and again just having difficulty options seems like the more rational option over this morale system.

Enemy variety is quite low, you will see a lot of the same very enemies repeated in the same form with the same weapons. There's a strangely high number of zombie like soldiers that don't do much but raise your morale ranking, I'm hoping that on new game plus runs that many of them either can do more or that they are replaced by more normal soldiers that can actually do something. Though you do have a good variety of bosses and side stages that can let you duel your allies, and the enemies themselves are usually well designed. There is a problem with the large stone giants where if you just keep spamming attacks at a close range, they just won't attack judging by the 5-6 I fought like that.

Animations for stealth and fatal strikes are, as they were in Nioh, very lackluster and limited. When I watched earlier videos of the game I saw the move where they jump off an enemy and slam down on them with a spear and I though, that must be one of the spear's fatal blows when you break an enemy's guard. That is partly true, for the most part it is the only fatal blow, doesn't matter what weapon you have, doesn't matter if the demon is some giant ape creature, smaller more nimble water creature, or some giant flaming porcupine you get the same move every time even with the majority of boss enemies. Obviously, like all similar style attacks in other games, this animation looks great when in a confined area with a roof lower than the animation's jump. Stealth attacking a demon, same move. Stealth attacking humans can have some differences depending on your weapon but you will still see some odd things like it treating the wooden staff like a spear where you will thrust it through an enemy's back in a ridiculous looking attack.

Some things that have improved from Nioh is that you do not have to waste dozens of hours trying to grind for blacksmithing scrolls or unique boss weapon skill drops. Set drops seem to come much easier from enemies. On top of that, there are are a number of important Three Kingdoms characters that you can summon with you in stages to help you, as you fight together you raise your bond level and when you reach max bond they will give you the four star tier version of their entire weapon and armor set. The tiers of gear go from one star to five with each star giving the set an additional passive ability, these abilities are able to be swapped out at the blacksmith and the weapon/armor itself can go through upgrades that enhance damage/defense by spending different tiered steel and leather materials. This is so much easier and much less of a massive intentional time waster that it is a huge advantage over the Nioh games. Unfortunately, they don't allow you to swap out a weapons assigned martial arts moves. Many of the unique set weapons have a martial art that is unique to them but obviously it would have been an improvement to allow you to set what skill you want for the second martial art rather than to just hope you find a rank 4-5 weapon that has the one you want. The inventory system is easier to manage than Nioh, but still isn't always convenient as you will constantly be getting things you just have no use for. It is also very easy to respec your character's stat build once you unlock the game's village area, all you end up needing to is talk to a man near the spawn and raise and lower them as you see fit. Much faster than how most games do it where you need an item or some form of currency that then resets everything.

PVP invasion seem to have a very high chance of not working properly, where enemy players might appear to just teleport around everywhere. Best to turn them off in the online options settings unless they are fixed. There are still occasionally NPC character invasions, these seem to be in set areas where the character will be named something relevant to the area, to their position, or they might have the name of a Three Kingdoms minor character that would or could have been in the area. An odd thing to do instead of having a normal character model to fight that could have had some dialogue like they would have in Nioh.

The PC version has some issues, for the most part these didn't effect me much, but I did have a few moments where the game suffered massive FPS drops for about 20 seconds or so before getting back to normal and I had three crashes, all while stopping at a battle flag, which also saved the game and as it didn't corrupt the save or anything like that this wasn't a big deal for me. Other people seem to be having more consistent framerate issues. There is an issue that causes the screen to quickly flash white and continue to do so fairly often (edit - this now seems to be fixed). If you minimize the game it will randomly move your mouse around the screen at times while you attempt to do other things on your computer. Like the developers past PC releases, the support for using the keyboard and mouse is poor, why you would want to play anything like this or why you would own a gaming PC and not a $15-$50 controller for certain genres I have no idea other than people seeming to have some ridiculous mindset of anything related to a console being inferior for everything, but for the people that actually matter that suffer from any kind of disability that would cause them to avoid controllers this is unfortunate.

It's an ok game that feels like Nioh .5, which makes it all the more disappointing they didn't just make Nioh 3 since they didn't meaningfully update the engine or art, did nothing with this story or setting, and could have continued to build on everything already in those other games instead of throwing it all away. I would recommend picking up those much better and feature complete games that sell for a lower price and on the PC come bundled with all of their DLC, but if you already own them this is an ok purchase.

Screenshots: https://twitter.com/Legolas_Katarn/status/1634737544322768897