Dark Legend: Wukong It's not a perfect action RPG, but it's one that's impressive in many respects, and there's one element of its approach that I'd like to see in more games. As a challenging retelling of Journey to the West set 500 years after the story of an ancient Chinese novel, Dark Legend: Wukong it's hard to get into the box. The game borrows DNA from the cinematic action experience as God of War and brutal sports such as strong winds in equal measure, resulting in a feeling that doesn't sound too much from any one source of inspiration.
My personal integrity tends to lie more on the side of things like soul, although I don't get too hung up on what should be worthy. Sekirostraying too far from the core RPG elements of the genre, something I like to get out of it. Dark Souls developer FromSoft. I was attracted Dark Legend: Wukong especially as something that might fall into the same vein, and the interesting title and good presentation made it look like a more confident and unique project than many others I've tried.
Great Free Respecs for Dark Legend: Wukong
Dark Myth: Wukong Doesn't Insist on Permanence
In terms of action RPGs, Dark Legend: Wukong takes a fairly systematic approach to character designespecially weapons that place weapons on a variety of personnel with normal movement. When it comes to that moveset and other stats-fighting skills, however, fans of the game are a little more creative with the options. If I don't play a strategy game like Sid Meier's CivilizationI tend to be easily overwhelmed by strong skill trees, and the choice between devoting points to key stats or interesting combos can easily leave me alone.
In Dark Legend: Wukonghowever, there is no penalty for making choices that don't end up feeling right. Respect is not only available in almost every option, but it is also completely free across the boardand it is possible to start the process at any of the Keeper's Shrine save points found throughout the game. Having this convenience close at hand made me more determined to keep the Informed One up to date, curbing my tendency to let skill points sit around for fear that I might need them for something when the boss inevitably gives me trouble.
Dark Legend: Wukong's Honor My Time
Managers Should Punish, Make Decisions
There is definitely merit to making decisions and sticking to them, and when it comes to aspects like storytelling in an RPG, I'm a big proponent of decisions being important. As for the construction of the character being used, I've never been sold on this. It can vary greatly from game to game, though “investing in property“It often sounds like a fancy way of saying that trying out different ways of playing will take some grinding. As much as I love to play games well, I hate grinding for the sake of grinding, and making flexibility a chore is a trade-off I don't like.
When I ran to face the boss Dark Legend: Wukong that felt like a wall, I could jump into the menus and think about what I could fix without having to put points aside to do so. More than anything else, it's a design choice that respects my time, allowing me to focus on the best parts of the game and experience various benefits that I might not otherwise experience in gameplay.
Dark Legend: Wukong It's not a game that completely eliminates filler, and despite how fun some sequences can be, some areas drag without much variety. Still, free courtesy helps keep things moving, and it feels like an experience that puts the focus on moving forward in a rewarding way.
More Action RPGs Should Receive Free Honor
It's Not Always Worth It, But It's Worth Considering
I don't think so Dark Legend: WukongThe FromSoft method will be the right onesince those often rely on the concept of commitment in a way that is not just a vague commitment. Dropping souls, runes, or the like enhances the sense of dread in every corner, and careful play makes it possible to thrive without grinding. It is possible to pay to be respected Elden Ring with Larval Tears (a system I don't really click on is the launch of Smiting Stones weapons), but the emphasis on building one commitment can make the next playthrough feel very different.
As far as Dark Legend: Wukong it goes, however, the game doesn't really rely on the concept of holding the multi-colored hope of the soullike genre. The Predestined One has a difficult test ahead of him, but he is actually the One who is destined. Even without the full level of power that Sun Wukong had shown Journey to the Westhis rise feels inevitable, too empowering the player to do that the way they want works well.
For some action RPGs, I'd be more than happy to ditch the skill trees entirely and focus on straight up development, so it's not that my preference is complete player freedom. When it comes to skill trees, however, I think many games that focus on power concepts would benefit from trying a free, no-result approach to honor. Dark Legend: Wukong it certainly proves that construction investment is not the mainstay of RPG designand if anything, it frees up the game to make bosses stronger without worrying about frustrating the players too much.
Free honors is ultimately a matter of preference more than anything else, and I have no problem with people having the opposite opinion. It's nice to have some variety in game design, though, too Dark Legend: Wukong making a common trend among similar challenging games shows its commitment to its vision. Dark Legend: Wukong it may not be a trail-blazing action RPG, but I'd still like to see other games take inspiration from its more extreme choices.