Fallen Feathers – First Hands-On Preview
Blog Andrew Joseph 28 Mar , 2025 0

It's hard to stand out in a space as crowded as a soul genre, but after two hours with Uber-Fifceult Wuchang: Fallen Feathers, it seems like the people at Leenzee Games might be in a strait. Taken in the magical reimagining of dynasty China, you play as a pirate warrior who takes some serious moves, leveraging complex and deadly spells, an arsenal of powerful moves, and an upgraded tree, taking more involvement than your typical action-taking adventure game. This makes an adventure often, and I feel the rest of the world should be afraid of the terrible bad guys, not the other side. Of course, the upper limit of what I can make myself feel like an overwhelming dynasty is my own skill level and an understanding of Wuchang's extremely complex system, and in the limited presentation, I can only study it in depth. But what I've seen so far has made me very optimistic.
Wuchang: The main way that fallen feathers seem to be different from their peers is that it is not some basic sword moves, a few meager spells and abilities, and a small health bar that you can provide you with a fairly wide range of powerful tools to use. Each weapon allows you to release unique attacks that allow you to pour into the air, dart on the map, and perform crazy agility feats that go far beyond the possibilities of most Soulslikes. Arrived where I felt the boss of that area stepped on my enemies flat, instead of a scared, cautious adventurer facing incredible odds.
This sense of superiority may be related to the way in which these abilities are obtained: by harvesting them from the fallen enemies. that's right! Each defeated enemy is more than just a few upgrade materials. In fact, you can learn their moves and use them with future opponents that ultimately make you a fatal reflection of everyone in the battle, and in my time I have started to feel like a stealing bad guy for a short time. This is also the beginning area of adventure – I can only imagine that wildness happens later when you unlock with stronger opponents and more crazy abilities.
Don't get me wrong: there are many cases where my desire or lack of consciousness has absolutely shattered me, but I also feel like I have more options to lower my enemies to size. For example, I was given a move while wielding the giant axe, causing me to jump straight into the air, at a ridiculous anime level, and then smashed at my opponents, stomped them flat and left a million-shaped impression on the earth. Another weapon is the fast-moving twin blades that allow me to fire a bunch of small, sticky explosives every time I dodge, and then explode to cause a small amount of damage, but more importantly, interrupt the enemy's movement.
These abilities and weapon combos, plus spells, let me do something like the deadly fire disk, making me more active than I am used to, and it's obvious that there's more to learn with Wuchang in general. I hardly have enough time to completely revolve around various skill trees, with the ability to customize to change how weapons work and spelling systems, but it's obvious that this can be borrowed a lot from RPGs if you want to maximize your disadvantages.
It would also be helpful as the two bosses I rode in Wuchang, one of whom was very aggressive and fed with fine movements. I spent a lot of attempts to learn her fast, complex attack modes and mastered the timing of parrying attacks, especially in the latter part of the battle, when each slide of her blade emitted a huge gust of wind that shocked my butt and caused more damage than I thought the wind could be. Finally, I showed victory over her demonic trick. Wuchang's Boss's fight didn't significantly outweigh my strength level, but instead defeated the enemy hopelessly, it made me feel more like a companion locked in duel with powerful weapons and destructive abilities to see who is more worthy of success.
If there is a part I don't get a completely intense reading, it's Watchen's story, which focuses on the disease scattered throughout the land, driving people crazy and sprouting feathers. I can't see enough to say whether this is possible to go distance, but I'm going to say that over the past few years I've lost the number of telescopes that are incredibly tired. I know there is a disease that turns people into monsters that provides a very simple reason to make everything in the world want to kill you, which is very helpful for this kind of game, but man, I used to get tired of seeing it. I really want to see Wuchang Break get free from some story cliches, like the same way of fighting style seems to be switching things.
It is also worth noting that the visuals of wuchang are impressive, which is by no means the norm for the genre. Even if I die six times from the same boss, or get lost in the ocean of disgusting, mutant enemies, I can at least satisfy my downright gorgeous look, destruction and deep distress. That said, I did notice that each failure of humiliation made me loading after the checkpoint rebirth was a bit long, and I had to wonder how much suspension time I owe the world and that the characters looked so kind. To be fair, there are few optimizations for this matter to represent the final product, but since I play games on a pretty powerful PC, I definitely want to pay close attention when I look at future builds.
There was only one short exploration zone to compete with two boss fights, and I only glanced at Wuchang: Fallen Feathers, but my chances for it weren't just one like another soul, but could be added to the ridiculous piles. The action set is complex and fun, the RPG mechanics seem to be deep and provide a lot of freedom (even if I can't fully understand some of them), and the boss's battle makes me seriously for my money, which is rare. All of this has made me excited to play more.