Where are all the damned autists? I need you here analysing this skill tree and all the abilities and equipment, then arguing with each other for 30 pages so I can get all the best shit without any work. They're never around when you want them, but every time you don't want something explained to you, they pop out of the woodwork like termites.
I was just about to say there is nothing to analyze when...
There is nothing to analize, it's very simple. Character progression is artificial, some of skills you acquire should be available from the beginning, like stances. Those hipsters praising this game like it's a second coming of Christ need to chill out. It's funny, simple action game that you should buy when it's available for 20$.
I've watched two playthroughs up to the same point, the early parts of the second chapter. Youtubers MKIceandfire and FightinCowboy. The former one's playthrough is 18 hours, as he kills bosses from the first attempt, but it has to be taken into account that he (or however many people are behind this account) is a good player. The first fighting stance, the one which concentrates on bonking enemies on the head, seems to offer the best damage output so far, and in general the stances don't seem anywhere near balanced.
MasPingon , for me the game's reception confirms my latest, and pessimistic, observation, that a AAA game's success is based on the fulfillment of only two requirements - graphics and "feels". While graphics is achieved via good old money (engine license, paying those 3d artists and level designers), feels are a bit more subtle. The player is button-awesoming around the levels, but you have to come up with the right animations, sound effects, camera shakes, input feedback, ragdoll physics settings, so that you give him the feels of whatever he is doing - driving a car, riding a horse, filling a magazine, bonking people on the head with a
bo (bonus points if it's called
bo ingame).
If you cover these two bases, your game will inescapably become a hit, and the 5% of the audience who care about the game systems and balance will be drowned in the herd's noise.
Wukong is the latest case in point, and you can easily see others if you go back 4-5 years. Only very rarely you get a game which also offers balance and developed game mechanics in addition to production values (I'm not citing examples to avoid provoking arguments).
So maybe the right typologisation now is:
- actual games
- wukong-level AAA games
- interactive movies disguising as games
I suspect that the best way to enjoy Wukong is to play at the minimum difficulty level which still gives you the feels, after having watched a solid summary of the 16th century novel's plot, because the game seems to count on the player being familiar with it.