Steam · Action · Adventure

Black Myth: Wukong

Black Myth: Wukong Review: Crisp Staff Combat Meets Heavy Animation Locks. Game Science delivers a relentless boss run with sharp staff techniques and rich mythic encounters, even if stiff recovery animations occasionally trip up your dodge timings.

Vance · Aug 21, 2024 · Played through the opening chapters on PC via Steam with an Xbox controller

Stick Control and Early Input Pacing

Right from the first encounter, the controller feel takes center stage. You play as the Destined One, armed with a staff, and the initial swings come out with serious snap. Light attacks whip around cleanly, while your heavy strikes let you burn built-up focus points to crack an enemy guard. The stick responds immediately when you start a string, but the recovery frames on your finishing blows are long, and you cannot cancel out of them on a whim.

That deliberate weight means you cannot button-mash. If you commit to an overhead smash while a giant beast winds up a swipe, you eat the hit. The dodge has a dedicated dodge-roll animation that rewards last-second timing, triggering a shadow decoy when you time it clean. It feels great when the arena is clear, yet the animation buffer can feel stiff if you queue up another input before your feet settle back on the turf.

The Destined One facing down an enemy with a readied staff stance.
The Destined One facing down an enemy with a readied staff stance.

Staff Stances and Hitbox Fidelity

Combat lives and dies on hitboxes, and Game Science got the contact points mostly right. Your staff sweeps cleanly across low-to-the-ground beasts, and overhead chops track vertically without phantom air hits. Thrusts demand real directional aim. If you misjudge the range by an inch, your staff pokes empty air, leaving you wide open.

Boss hurtboxes are generally tight. Big lumbering creatures from Journey to the West swipe with sweeping claws and cleavers, and dodging beneath an arc feels properly rewarding. The only real headache comes from oversized enemies with erratic hitboxes around their legs. A few boss stomps hit slightly wider than the visual dust cloud suggests, which forces you to back off rather than stay glued to their flanks.

A close-quarters boss duel showing tight weapon collision.
A close-quarters boss duel showing tight weapon collision.

Spells, Transformations, and Audio Setup

You are not just swinging wood. The Destined One has access to spells, transformations, and magic vessels. An early immobilization spell lets you freeze an opponent mid-swing to reposition or cash in a heavy strike, which gives fights a welcome rhythm shift. Transformations swap your entire moveset into a different beast with separate health bars and elemental swings, giving you an aggressive safety valve when your base health bar gets shaved down.

The Steam release includes full English interface options and English voice acting. The English dub is functional, but the localized audio sometimes loses the distinct bite of the original line delivery during intense boss introductions. Still, having clear English voice tracks during frantic encounters keeps your eyes glued to the active attack cues instead of hunting for subtitles.

Transforming into a mythic creature during an intense skirmish.
Transforming into a mythic creature during an intense skirmish.

Visual Demand and Encounter Rhythm

At fifty-nine dollars and ninety-nine cents on Steam, the sheer density of unique adversaries is impressive. The game moves from one tough rival encounter straight into the next with very little dead air. You spend most of your session studying boss routines, learning where their active hit windows end, and testing which staff stance slips past their guard.

The visual density does bring drawbacks. Particle-heavy encounters with swirling fire and leaves can cause minor hitches right as you hit your dodge input, which ruins tight timing windows. When the action runs smooth, the combat flows like a sharp brawler. When a split-second frame hitch eats an evasive roll against an aggressive mythic brute, the stiffness stings.

Spells and heavy particle effects lighting up an encounter arena.
Spells and heavy particle effects lighting up an encounter arena.

Related reviews

View all ›

Comments 22

BestNewest

★ Best comments

timberAug 22, 07:28 PM

The lighting on the fur and gold armor is genuinely impressive, but did anyone else notice how the staff sweep picks up dust particles during phase transitions? Also, does running at a higher framerate make the recovery locks feel more readable or just more obvious?

VanceAug 27, 03:41 AM

On a midrange setup the dense particle fights stutter but it never became a slideshow for me. Lowering effects cleaned it up. The recovery locks will clip your dodge timing no matter the framerate, so treat those as the bigger enemy.

l33t_strpureAug 21, 02:29 PM

Bought it, refunded by noon.

needacoffeeAug 21, 01:07 PM

Really solid combat loop, hope the devs keep at it. Took me a while to stop panic rolling, but once the staff combos click it feels great. 👍

lanternAug 21, 01:38 PM

@needacoffeeHave you checked the control bindings yet? I mapped dodge to the bumper and it made the recovery frames way less punishing. What controller are you on?

ola_ollieAug 22, 09:15 PM

@needacoffeeMore like Woo!-kong, am I right? The staff clicks eventually, and the panic rolling goes away. No spoilers, but that ending left me staring at the screen for a solid five minutes.

l33t_strpureAug 21, 02:29 PM

Bought it, refunded by noon.

prost_paulAug 22, 11:00 AM

@l33t_strpureRefunded by noon? Your patience has less grip than a drag tire in the rain. To each their own.

wombat_23Aug 21, 04:57 PM

Dont worry too much about missing every dodge, mate. My old thumbs are slower than the stomps and I still found my way through. Keep at it and itll click.

Phil M.Aug 21, 06:47 PM

@wombat_23I needed to hear that after getting completely flattened in the opening hours lol. At least running back to the boss after eating dirt doesn't feel like a total chore.

KestutisAug 21, 09:41 PM

How's it actually running on midrange rigs? Saw the review mention frame drops during heavy particle attacks and wondering if it turns into a slideshow.

VanceAug 22, 07:28 PM

@KestutisOn a midrange rig, the dense particle attacks are where I saw the stutters. Lowering effects cleaned up most of it. Recovery locks still clip your dodge timing regardless of framerate, so plan your spacing early.

danke_danAug 23, 08:19 AM

@VanceI found the recovery frames much easier to read once I planned my spacing instead of reacting to every flash. On my midrange rig, the stutters only appeared during the most crowded particle moments, and lowering effects cleaned them up. Honestly, the hitboxes are solid enough that I can't even blame the game when I mess up.

VanceAug 27, 03:41 AM

@KestutisOn a midrange setup the dense particle fights stutter but it never became a slideshow for me. Lowering effects cleaned it up. The recovery locks will clip your dodge timing no matter the framerate, so treat those as the bigger enemy.

buongiorno_billAug 22, 01:16 PM

The review's point about recovery frames is fair, but I would argue it rewards deliberate spacing and punishes reaction spamming. Every boss death taught me something, and that is worth sixty dollars.

guten_garyAug 22, 02:04 PM

At sixty bucks it better stick the landing, and it did for me. Dying to a boss for an hour still beats spending the same money on a short campaign. Y'all complaining about the lockouts just need to slow down.

gahAug 22, 03:25 PM

dude the hitboxes in this game are so clean i clipped a stomp by a pixel and lived plus the heavy staff attack launching enemies into the air never gets old my pc sounds like a jet engine during the dense particle fights but i dont even care

lanternAug 22, 06:39 PM

If the recovery locks are tripping you up, remap dodge to a shoulder button or a side mouse button if you're on mouse and keyboard. That makes the timing more rhythmic and less panicky. What's your current control setup?

timberAug 22, 07:28 PM

The lighting on the fur and gold armor is genuinely impressive, but did anyone else notice how the staff sweep picks up dust particles during phase transitions? Also, does running at a higher framerate make the recovery locks feel more readable or just more obvious?

pjh81Aug 23, 10:57 AM

Those giant stomps hit wider than a Year 7 leaving the classroom, fair dinkum gave me a fright. I kept mashing the transform button at the wrong moment and getting flattened, but no drama. That heavy staff launch into the air makes up for a lot.

yepAug 25, 09:23 PM

@pjh81pjh81, that stomp hitbox is like a toddler picking the cereal aisle to melt down in. You know it's coming, you just can't react your way out of it, gotta plan around the tantrum. Y'all are fixin to make me lose my mind here with all this recovery frame talk, but it does click once you stop panic rolling. That heavy staff launch sending a boss flying is worth getting flattened a few times.

tk2002Aug 24, 05:42 PM

sixty dollars for a game that locks you into recovery animations like a bad pub burger locks you into the toilet later. you chew through bosses hoping the next bite is better. usually is, though. it's a solid ride, even with the jank.

peter griffins kneeAug 24, 08:24 PM

Remember when the manual would tell you which boss was weak to lightning? These days you get flattened by a bloated stomp hitbox and have to learn the timing the hard way. Still, the combat feels proper when it clicks, and the hitboxes are cleaner than a fair few classics from my days. Just wish they'd stuck a paper manual in the box, mate.

outofpaperagainAug 26, 11:48 AM

Did anyone else catch the little dust burst when the staff sweeps near the ground? It's such a small detail but it makes every swing feel like it has weight. How do they even do that?

ola_ollieAug 27, 03:41 AM

Woo-kong? More like Woe-kong once the ending hit. No spoilers, but man that one messed me up for the rest of the night. The staff combat is crisp though and my dodge finger is dead tired.