‘Wo Long: Fallen Dynasty’ review: new setting, old ideas

Slick action combat carries Team Ninja’s latest effort

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Wo Long: Fallen Dynasty, an action roleplaying game (RPG) from Team Ninja, will feel familiar to fans of the developer’s earlier action beats, but also to their Nioh franchise. The RPG is set in the Three Kingdoms period of Chinese history, but has a focus on hoovering up loot, punishing Soulslike mechanics, and linear mission-based progression. Don’t expect Dynasty Warrior level cheeriness though, Wo Long has a heavily fictionalised dark fantasy take on historical events.

Wo Long glows brightest with its combat, which nabs inspiration from the likes of FromSoftware’s Sekiro: Shadows Die Twice, sprinkling some of its own frenetic flavouring on top with the ingenious Spirit Gauge system. It’s an elegant mechanic that ties every core combat activity into2 a singular, easily understandable system. Being too liberal with blocks, dodges, strong attacks, special martial arts moves, and magical spells will quickly deplete the Spirit Gauge, leaving the player character slumped over and wide open for a meaty smackdown. The way to avert this is by using precise deflections, which, in combination with your various offensive options, refills the protagonist’s Spirit Gauge while in turn lowering that of your enemies, opening them up for a critical blow.

The martial arts abilities, which vary based on the equipped weapon, and spells act as supplements to the hacking and slashing, lowering a substantial amount of the Spirit Gauge at the cost of performing a more powerful ability. There are also some minor splashes of stealth in the game, although this only extends to jumping down on an enemy from above, or slowly walking up from behind for a backstab, so don’t expect to be able to glide through each level going undetected.

Wo Long: Fallen Dynasty. Credit: Koei Tecmo.

It feels consistently rewarding to tear through basic enemy types with a violent dance of beautifully animated movements. Meanwhile, Wo Long’s boss lineup is largely stellar, providing more extensive and exhilarating showdowns, each with their own distinct tricks, offsetting potential battle repetition that would otherwise set in from the game’s frequent recycling of other enemy types.

Unfortunately, the rest of what the game has to offer is far less spectacular, and shines a light on a seeming unwillingness to stray too far from Nioh’s formula. Despite being a brand-new IP, Wo Long feels more like Nioh’s not-so-long-lost-twin-sibling. One area where this is apparent is the return of the hideous loot system that’s plagued some of Team Ninja’s other games.

Upon finishing a single main story mission, which will usually take around an hour of playtime, it’s likely that you’ll come across roughly 100 pieces of gear (give or take a dozen or so) from enemy drops, with the vast majority of them being the slightest variations on previously acquired equipment. It’s a frustrating, migraine-inducing slog to periodically re-open equipment menus, constantly examining and comparing new loot drops for the slightest of stat increases in a snappy action game. Many of the variants are so granular, (such as an inconsequential one per cent resistance increase to fire) that most of the loot is almost completely worthless, especially since weapons and armour can be tinkered with and customised extensively at the game’s blacksmith.

It has a couple of other new mechanics, namely Morale and Reinforcements, but the former is a fluffy feature that does little to affect the game, while the latter is a simple iteration upon the NPC summoning system that’s been prevalent in Soulslikes since 2011’s Dark Souls.

Wo Long: Fallen Dynasty. Credit: Koei Tecmo.

Morale affects the player’s core strength in each mission. If more flags (Wo Long’s checkpoints) are captured, and enemies are slain, then the base Morale increases, meaning enemies with higher morale levels can be fought on more equal terms. For all intents and purposes, it’s another interpretation of player and enemy levels that does little to change the dynamic of the game, as you’ll naturally increase your Morale by progressing through the levels with no further thought or consideration needed.

Reinforcements are a similarly lacklustre addition. You can summon up to two fighty assistants at a time, and repeatedly summoning the same sidekicks will gradually increase their rank. Outside of slight stat boosts though, it doesn’t change their behaviour or move sets, at least as far as I can tell. Instead, it just slightly increases the amount of hits they can take, and the damage they dish out.

There’s no additional depth to them in terms of giving the partner NPC’s new equipment, abilities, or direct command inputs to make them more efficient in battle. As a way to give struggling players some extra help, Reinforcements are totally fine, but in the context of a game that’s largely lacking in fresh ideas, it feels like a wasted opportunity to include something a bit more inventive.

The quality of Wo Long: Fallen Dynasty’s combat can’t be understated, but as a new IP it feels bereft of much of its own identity, idly coasting on the cottails of the developer’s previous action RPGs. This will probably be a blast for any newcomers, or those who simply can’t get enough of what Team Ninja has to offer. For everyone else, there’s still fun to be had in spite of its underwhelming lack of ambition.

Wo Long: Fallen Dynasty is available on Xbox, PlayStation and PC. This review was played on Xbox Series X.

The Verdict

Ferocious combat clashes with a debilitating sense of familiarity, as Wo Long: Fallen Dynasty struggles to find its own identity amongst Team Ninja’s previous action RPGs, as well as other Soulslikes.

Pros

  • Combat is fast, fluid, frenetic
  • Boss fights are a treat

Cons

  • The loot system quickly becomes overwhelming and tiring
  • Outside of combat, the game struggles stand out from its contemporaries

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Strategy game ‘Men Of War 2’ has been delayed to 2023

The game was originally slated for this year

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Upcoming world war 2 RTS (real-time strategy) game Men Of War 2 has been delayed amidst the Russian invasion of Ukraine. 

Development of the game was put on hold on February 24 as developer Best Way, based in Severodonetsk, Ukraine had to relocate. Despite Best Way continuing to work on Men Of War 2 after leaving the city, playtests of the game have led to the team deciding on a delay.

The game was originally scheduled for this year and will now be releasing 2023, although there isn’t a specific date noted.

Men Of War 2. Credit: Best Way

A post from the developer via Steam reads, “Realizing this vision will require more development time, but both Best Way and Fulqrum Publishing agreed that it would be well worth it to make the best and biggest Men Of War game yet.”

The post continues: “This extra development time will allow the Best Way team to add a lot of new content, such as the much requested standalone campaign for the Third Reich and new missions for other factions, improve upon many gameplay features such as the Dynamic Campaigns, significantly upgrade the user interface, and much more.”

The delay was accompanied by a brand new trailer for the game, showing off nearly two minutes of in-game footage. Men Of War 2 will launch with two primary single-player campaigns, Allies and Soviets, as well as both PvP (player versus player) and co-op multiplayer modes.

The original Men Of War released back in 2009 and subsequently received five standalone expansions, with the last, Assault Squad 2: Men of War Origins, releasing in 2016.

In other news, 11 Bit Studios has announced it will no longer be giving keys to Steam curators due to a resell controversy. The developer stated that “Based on our and other devs’ experiences, most of the requests come from fake accounts used to gather and resell the keys and the published reviews don’t seem to bring any value for the community anyway.”

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‘The Quarry’ director reveals next game scheduled for 2025 or 2026

It also has a scale comparable to ‘The Quarry’

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The director of Supermassive Games’ latest interactive narrative-driven horror title The Quarry and 2015’s Until Dawn has already started sharing details on his next title. 

In an interview with VGC, developer Will Byles revealed that the team had started working on its next game. “I can’t really tell you very much at all about it, but we have started. Again, it’s the same sort of horror genre, we’re sticking to that. It’s equivalent in size to The Quarry… and that’s about as much as I can say without giving too much away.”

When discussing the potential cast of the game, he hints at a change in direction: “I don’t know how far we can stretch the teen horror thing out further, because especially when we try to stir it up, the number of surprises you can add to that becomes limited.”

The Quarry. Credit: Supermassive Games.

While both The Quarry and Until Dawn revolved around teenagers, Supermassive Games has experimented with a range of different casts through its Dark Picture Anthology titles. He clarified that “ it’s still very much classic horror” despite other changes.

When asked about a potential release for the game, Byles clarifies that it’s unsurprisingly a way off, approximating a “2025, or maybe 2026” release. While we’re looking at around three to four years it’s a much shorter time frame than the seven year wait between Byles’ previous games.

The Quarry received a fair three out of five stars from NME, with the review noting that although it isn’t as strong as Until Dawn, “The Quarry delivers even more ways to feel terrible when your actions fail a tropey teen (or six).”

In other news, Ubisoft has confirmed that Assassin’s Creed Mirage will be the next game in the series following a long string of leaks and rumours, with the game being fully revealed during the September 8 Ubisoft Forward event which will air at 8pm BST.

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Nintendo is removing some microtransactions from ‘Mario Kart Tour’

Microtransactions will still remain in the game

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Nintendo will be removing its gacha elements (essentially randomised in-game items or cosmetics for real money) from its mobile racing spin-off Mario Kart Tour

While microtransactions will still be present, players will be able to purchase items directly instead of having to blindly pump money into the game to receive randomised goodies. This was confirmed via the official Twitter account for the game, with the update set to arrive October 4.

Additionally, Battle Mode will also be coming to the Mario Kart Tour in a late September update, which is a side mode that’s present in all of the mainline titles that shifts the focus away from racing.

Mario Kart Tour. Credit: Nintendo.

The title released back in September 2019, and is currently the latest release in the Mario Kart franchise. As of 2021, the game had reportedly been downloaded over 200million times, and also generated $200million (roughly £173million) in revenue. Mario Kart Tour is available to download on both iOS and Android.

Nintendo’s only mobile release since then was last year’s augmented reality title Pikmin Bloom, handled by Pokémon Go developer Niantic.

The most recent mainline Mario Kart title was the 2014 Wii U release Mario Kart 8. The game received a re-release on Nintendo Switch with the Deluxe subtitle, and is currently the best selling game on the system with a staggering 46.82million reported sales as of the time of writing.

Despite being a re-release of an eight-year-old game, 8 Deluxe is receiving DLC (downloadable content) support, with eight waves of additional tracks being added to the game. The most recent batch released on August 8, adding seven classic courses to the game along with one brand new track.

In other news, popular streamer Ninja has announced he’ll be taking a break from the platform Twitch for an unspecified amount of time, while another streamer Pokimane is taking a step back from the platform altogether.

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‘Call Of Duty: Warzone’ loadout pricing may change

Developer Raven Software hosted a fan vote

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It appears that Call Of Duty: Warzone loadout prices may be dropping, as developer Raven Software hosts a fan vote. 

The vote was cast on Twitter, with a post that reads: “We loved the response to Titanium Trials, and we are contemplating bringing the Loadout price reduction at every circle to Battle Royale.” The final votes ended with 70 per cent are in favour of the change, with the minority of votes opting to stick with the current system.

For context, the Titanium Trials is a limited-time event for season 5 where player loadout drops start off more expensive and gradually become cheaper as a battle royale match progresses. This essentially rebalances the game, with most players starting the matches with weaker weapons before gradually earning stronger equipment as the match goes on.

If Raven Software uses this vote to make a decision then we’ll likely be seeing the Titanium Trials price reduction system being implemented in Call Of Duty: Warzone ubiquitously. However, there is currently no indication of when this potential change could take place.

Call Of Duty: Warzone entered its fifth season on August 24. It’s being dubbed the game’s final season, with details regarding the sequel being scheduled for the September 15 Call Of Duty: Next event.

The event will also include a full multiplayer reveal for this year’s Call Of Duty: Modern Warfare 2, which is set to release on October 28 for both current and last gen PlayStation and Xbox platforms along with PC.

In other news, head of Xbox Phil Spencer has confirmed that future Call Of Duty titles will continue to launch on both PlayStation and Xbox platforms at the same time following the acquisition of Activision Blizzard. Additionally, Spencer also confirmed Call Of Duty games would come to Game Pass, alongside the likes of Diablo and Overwatch.

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Both parties reportedly interested in ‘SNK vs. Capcom’ revival

“Definitely in the future, that’s something that I think everybody on all sides, in both parties, are interested in making a reality”

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SNK lead developer Yasuyuki Oda has stated that there’s internal interest from both companies in an SNK vs. Capcom series revival. 

When asked by VGC if he had any interest in a new SNK vs. Capcom game, Oda stated “Definitely in the future, that’s something that I think everybody on all sides, in both parties, are interested in making a reality.”

Oda then goes on to reference the public response to the collaborative promotional posters between the two at this year’s EVO 2022 fighting game tournament, claiming “it helped us reconfirm that that is probably one of the most wanted things from the fighting game community across the entire world.”

SNK vs. Capcom. Credit: SNK/Capcom.

However, there are no current plans for a new project, with Oda clarifying that “We haven’t really talked in detail with anybody at Capcom about it,” although he acknowledges the EVO poster as being “the first step towards maybe something like that happening in the future.”

The last game in the SNK vs. Capcom franchise was 2006’s Nintendo DS title Card Fighters DS, although the last core fighting game entry was 2003’s SVC Chaos. When asked about the wait between the latest releases, and if fans should be expected to be patient for another couple of decades, Oda responded, “20 years is definitely too long for me. We’ll try and get it done in 10!”

While there was no SNK vs. Capcom news from EVO, the developer announced a new entry in its Fatal Fury franchise. While there have been a couple of compilations, the series hasn’t seen a truly new entry since 1999. The title only has a short teaser trailer, with an official release date and platforms being unspecified.

In other news, God Of War Ragnarok will be making some key additions to the combat system from its predecessor.

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‘Old School Runescape’ is receiving a speedrun game mode

The beta will launch September 14

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A new Old School Runescape update adds another challenge mode to the game, this time in the form of speedrunning. 

To be specific, the speedrunning pertains to the game’s Quests, which “takes place on members-only worlds with separate save files”.

A blog post on the Old School Runescape website explains that “upon logging on to a Speedrunning world, you’ll be prompted to select the quest you’d like to run.” Once a quest has been selected, “the game will automatically adjust your stats to the recommended levels for the quest you’ve chosen, as well as providing all the relevant items.”

Old School RuneScape. Credit: Jagex.

Although players don’t have to be constantly engaged in a speedrun when in one of these worlds, XP can’t be earned in them, so skills can’t be leveled up. However, participating in speedruns will provide players with “reward points which will transfer across to your main account in the normal game mode.” These reward points will scale depending on how efficiently a player finishes a quest, with a maximum of 320 points being available from a single quest.

The speedrunning worlds are clearly aimed at players who are already experienced with Old School Runescape and looking for a change, as they provide no tutorial or trading, with aspects such as PvP and minigames including Castle Wars and Soul Wars being disabled.

As with any good speedrunning mode, statistics such as the current time during a speedrun, personal best time, and global best time will all be viewable, as well as the times needed for each of the rewards.

Old School RuneScape. Credit: Jagex.

The update will launch with five early game quests – Cook’s Assistant, Ernest the Chicken, Demon Slayer, Vampyre Slayer, and Dragon Slayer 1. Additional quests will be added each month, with the first five months currently being roadmapped.

Old School Runescape speedrunning will begin with a beta available on September 14 and will last for two weeks with the team taking on feedback ahead of its full launch.

In other news, Konami will announce a new game in a “loved” series at this year’s Tokyo Game Show.

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Konami to announce a new game in “loved” series at Tokyo Game Show

The announcement will be made on September 16

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Konami has announced its lineup for this year’s Japanese gaming event TGS (Tokyo Game Show) and has teased a potentially big new title. 

This has been noted on Konami’s official website, (spotted by @Nibellion on Twitter) and while it’s in Japanese, a translation to English states that it’s an entry in a series that’s “loved all around the world”. The announcement will take place September 16 at 3.30 PM JST / 5.30 AM BST, and will feature Japanese voice actor Yuki Kaji as a representative. It is currently unknown at the time of publication whether or not Kaji will also be starring in the title.

Silent Hill 4: The Room. Credit: Konami, Team Silent

There is also no word on what the project could be, other than it being within an existing popular IP. This doesn’t narrow it down too much, however, as Konami has numerous iconic titles under its belt, including Castlevania, Silent Hill, Metal Gear, and more.

As for other Konami titles confirmed to be at TGS, the publisher’s lineup includes the likes of eFootball 2023, Super Bomberman R 2, several Yu-Gi-Oh! titles including this year’s Master Duel and ongoing mobile title Duel Links, and a plethora of partner titles.

Yu-Gi-Oh! Master Duel bagged a great four of five star score from NME. It was praised as being “the pinnacle of the Yu-Gi-Oh! TCG in virtual form”, with its “ridiculous amount of tools to assist in deck customisation” and its thousands of obtainable cards being commended.

Yu-Gi-Oh! Master Duel. Credit: Konami

Konami’s most recent release was Teenage Mutant Ninja Turtles: The Cowabunga Collection, a compilation of 13 classic Teenage Mutant Ninja Turtles released between 1989 and 1993.

In other news, French developer Quantic Dream, known for its narrative-driven adventure games such as Heavy Rain and Detroit: Become Human, has been acquired by Chinese Internet Technology Company NetEase.

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Xbox head reveals key factor behind Activision acquisition

Further investment in mobile gaming was a big incentive

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Head of Xbox Phil Spencer has made another comment on Microsoft’s planned acquisition of Activision Blizzard in a recent interview, noting one of the key incentives. 

In a recent interview with Bloomberg, Spencer touches on the popularity of mobile gaming, stating “I guess, regretfully as Microsoft, it’s not a place where we have a native platform. As gaming, coming from console and PC, we don’t have a lot of creative capability that has built hit mobile games.”

Head of Xbox Phil Spencer speaks onstage during The Game Awards 2015 at Microsoft Theater on December 3, 2015 in Los Angeles, California. CREDIT: Allen Berezovsky/Getty Images

He continues: “But we really started the discussions, internally at least, on Activision Blizzard around the capability they had on mobile, and then PC with Blizzard. Those are the two things that were really driving our interest.”

Activision and Blizzard have both had many notable hits within the mobile space. Perhaps the biggest is Candy Crush from developer King, which was acquired by Activision Blizzard back in February 2016.

There are also the likes of Call Of Duty: Mobile and Hearthstone, which saw a mobile release shortly after its initial launch on PC, both of which have been big successes for the publisher. Even Diablo Immortal, which has received an extremely negative fan reception, managed to net £19.6million just two weeks after its release as a free-to-play game.

Additionally, mobile games ended up making more revenue for Activision Blizzard in the second quarter of 2022 than both its console and PC games combined.

Call of Duty Mobile – Season 5. Credit: Activision.

In that quarter, the company earned £273.4million ($332million) and £309.6million ($376million) from console and PC games respectively. Meanwhile, PC gaming single-handedly amassed a staggering £684.3million ($831million). With those kinds of numbers, Spencer’s interest in further expanding into that market is understandable

In other news, Splatoon 3 hackers have been getting banned from playing Splatoon 3 before the game’s September 9 launch due to tampering with the limited-time demo.

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‘MultiVersus’ director comments on online couch co-op update

“It’ll be further out, our focus right now is stabilizing our experience”

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The director of crossover fighting game MultiVersus, Tony Huynh, has commented on online couch co-op coming to the game via his Twitter account. 

Huynh responded to a post asking about the addition of online couch co-op, stating “It’ll be further out, our focus right now is stabilizing our experience.” He then goes on to list “Netcode improvements, hurt/hitboxes, projectiles, platform interactions” as a few of the key aspects, and he doesn’t give a time frame for when online couch co-op can be expected.

MultiVersus only had its full launch earlier this month on August 15 with its first season, so there’s still plenty of time for the game to grow and receive tweaks.

Despite only being in early access through the majority of July, with a soft launch releasing at the tail-end of the month, MultiVersus managed to become the highest-grossing game of the month according to the NPD sales reports. The revenue came from the game’s Founder Packs, which include character tickets that can be used to obtain new characters, cosmetic items, and in-game currency.

There are currently 19 playable fighters in the game, with Stripe from The Gremlins and Rick & Morty’s Rick Sanchez coming to the game later this season. Additionally, The Matrix is speculated to appear within the game along with Beetlejuice and The Wizard of Oz’s Wicked Witch according to recent datamines.

A prior leak also suggested the likes of Lord Of The Rings and Godzilla will be coming to the game at some point, with Scooby-Doo himself and Game Of Thrones’ The Hound and Daenerys also being mentioned.

In other news, a Steam Deck and television dual setup posted online by a tech content creator has emulated the 3DS, with the two acting as the handheld’s substitute top and bottom screens.

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