Review of "Black Myth: Wukong
After more than 20 years in the industry and countless game reviews, *Black Myth: Wukong* review is the most comprehensive review I have ever done.
Before starting the review, it is important to reiterate one key point: Game Science is a newly established game development company, founded only ten years ago. In that decade, they developed two mobile games, and the first team members had experience with only one online game before. *Black Myth: Wukong* is their first single-player project. At the start of the project, the team had more than thirty people, and now, after several years, it has grown to about 140 members, most of whom have no experience in developing single-player games.
The purpose of this note is not to devalue Game Science, but to remind myself to have reasonable expectations for *Black Myth: Wukong*. Although the game garnered as much attention prior to its release as any notable AAA title in recent years, comparing it to notable games such as *God of War*, *Elden Ring*, or *Uncharted* may be a bit tight, as this is Game Science's first single-player project.
However, *Black Myth: Wukong* exceeded my expectations in various aspects.
Amazing Quality
Ever since *Black Myth: Wukong*'s development engine switched to Unreal Engine 5 more than two years ago, every trailer has continued to show impressive visual quality. I can confirm that the final game shows higher resolution and realistic visuals than what was shown in the trailers. From the detailed vegetation and trees in the forest, to the landscapes covered in sand or snow, and the beautiful and detailed sculptures and architecture in the temples, almost every scene and frame seems real. There is no doubt that Game Science has achieved the highest industry standards in visual quality.
We tested *Black Myth: Wukong* on a PC with Intel 14th Gen i9-14900KS and NVIDIA RTX 4090. At cinematic quality settings, with no ray tracing and with DLSS and Frame Generation enabled, the game ran smoothly at around 120 frames per second at 4K resolution. With ray tracing enabled, the game stayed at around 100 frames per second, thanks to the DLSS 3 enhancement.
In addition to the detail of the environment, the design of the enemies in the game is equally impressive. Each level has enemies that fit the theme of the stage, and with the exception of a few "reskinned" enemies, most enemies have unique designs and moves. There are about a hundred unique minor enemies in total.
The design of the Bosses does not disappoint either, with more than five white bosses and more than thirty demon kings scattered throughout the levels, not to mention the many NPCs. These designs are inspired from *Journey to the West*, with a wide range of characters from humans to animals and monsters, providing a unique experience in each level.
Another notable aspect of the game is its music. Each level has a clear visual theme that is enhanced by the music, which adds to the immersion. Many of the instruments and melodies reflect classic Chinese culture, making the playing experience even more enjoyable. When hearing familiar tunes like "Cloud Palace Swift Sound," the emotional response is overwhelming.
The game uses a story-driven chapter-based structure, but the levels aren't just straight forward. There are many hidden branches and complex, maze-like exploration areas, as well as large sandbox-style levels. Many side stories are hidden and require exploration to discover, and valuable items can be lost if players are not careful. For those who want to explore every nook and cranny, it's a "painful but fun" experience. Each chapter has a special way of linking, which I won't reveal here—discovering surprises is part of the fun.
In terms of playing time, a typical playthrough can take thirty to five hundred hours to complete the main story and some side quests. If you want to discover all the hidden elements, it can take more than a hundred hours. If you aim to complete everything, taking into account multiple playthroughs and random drops, the time will definitely be longer. From the perspective of rich content and playtime, *Black Myth: Wukong* definitely provides great value.
Unique Gameplay
Apart from achieving the highest quality, another important aspect of *Black Myth: Wukong* is that it is truly unique. Many local games tend to copy or follow trends, which is not necessarily a criticism—it's a common strategy to minimize risks and ensure stable income. Innovation is usually a gradual process of learning and borrowing.
*Black Myth: Wukong* is no different; as an ARPG, it doesn't deviate from the basic framework of the genre, such as stamina bars and combo techniques. However, it has found its own space among similar games.
The weapon system, which is mainly dedicated to the staff, is quite rare. Instead of sharp-edged swords and spears, the staff offers a variety of handling techniques and tactics, both visually pleasing and functionally varied.
The game features three different staff techniques: Cleaving Staff, Standing Staff, and Piercing Staff. Each has a unique application, from different player techniques to strategies for bosses. Although the weapon category is limited to the staff, there are more than ten different staffs, each with a unique characteristic and appearance, providing different effects in battle.
In addition to staff techniques, the game has a support system with categories such as spells and forms. Spells include magical techniques, body techniques, and transformations, such as immobilization and enhanced strength. Forms allow players to temporarily take on the form of an enemy to use their ability or mimic their appearance for battle, similar to the "Seventy-Two Transformations" from the novel. The game features dozens of transformations.
Another unique feature is the Chinese mythology themed pill system. Players can collect materials to craft various pills, which can dispel abnormal states in battle or enhance attributes and skills. These pills are essential in battle, providing significant support.
*Black Myth: Wukong* has a concept of leveling up where experience points (called “Daoist Principles”) do not directly increase stats. Instead, each level-up grants a Light Point, which needs to be spent on skill trees to enhance abilities. As players level up, they gain more Light Points, which improve their abilities