
WUCHANG: Fallen Feathers is a soulslike, action RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty, plagued with warring factions and a mysterious illness spawning monstrous creatures.
Most likely between $62.7M and $177.6M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 57% | approximately $104.5M |
| PlayStation | $49.99 | 76% | — |
| Xbox | $49.99 | 72% | — |
| Epic | $49.99 | 82% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2998 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
tl;dr: I really wanted to like this game, but the longer I played, the more annoyed I got. No wonder the company that made this game went out of business. The NPC quest design is probably the worst part. You can permanently fail or lock yourself out of important questlines just by progressing the story at the “wrong” time, and the game gives you basically no warning. No proper quest log, no clear cutoff points, nothing. An NPC can just disappear because you killed a boss or entered a new area, and suddenly that entire quest is gone for the rest of the playthrough. I basically got locked out of the good endings and endgame bosses along that route because I wasn't religiously following a guide. Sue me. The bosses are also a huge letdown. Many of them are humans, and the ones that aren't are far too easy and mechanically pretty basic. Once you figure out their main attack pattern, they fall apart. Big animations and flashy effects do not mean much when the actual fight has no tension. One of the "higher difficulty" fights in the game according to my online searches, Commander Honglan, isn't particularly difficult compared to what you can see in other soulslikes. An easy soulslike is hollow. Also, normal enemies and random traps are often more dangerous than the bosses. The game loves hiding enemies around corners, behind doors, above you or just outside the camera. After a while, it stops feeling clever and starts feeling cheap. You die not because you couldn't read enemy patterns well enough, but because the game decided to hide yet another enemy behind a wall. The game also has very little identity of its own. It copies so much from other soulslikes: the vague NPC dialogue, missable quests, corpse runs, shortcuts, grotesque bosses and cryptic story. The setting is interesting, but the game does not do enough with it. Most of the time, it feels like a collection of ideas taken from better games. There are some nice environments and some fun moments in the 15 hours that I played, but they are buried under bad quest design, forgettable bosses, cheap ambushes, repetitive enemies and unnecessary frustration. Not recommended unless you are happy to strictly follow a guide from beginning to end.
非常好玩
goty
Jogo muito lindo, combate super divertido e os Boss são todos bem feitos e interessantes, apesar de ser muito fácil derrota-los comparado com outros soulslike. Espero que a dificuldade aumente, mas é um bom jogo no geral!
又香又臭,卡关了被迫休息
说书人放那干嘛,我再回去码头上一个人都没有了😭
给你个好评因为想玩2了
首先我是有独立思考不是网上那些 没玩游戏无脑喷的人 一 篝火 我篝火呢 为什么我到新地图没有篝火 是我没找到还是根本没有 二 恶意 满满的恶意 所有魂游的恶意这游戏都有 而且非常多到处都是 恶心 三 僵直 为什么我一个比你二弟还大的技能 丢到小兵身上僵直机会没有 打boos更别说一点僵直没有 你告诉我我怎么发挥法术的优势 老子没吃过苦的法爷来你这里被迫提刀干 王朝威是人能想出来的吗
优秀
很不错的游戏,创意不错