Is Black Myth Wukong Souls Like? Settling the Debate Once and for All

Is Black Myth Wukong Souls Like? Settling the Debate Once and for All

You’ve probably seen the clips. A massive, fur-covered monkey god dodges a lightning-fast strike from a giant centipede, lands a flurry of hits, and then gets absolutely flattened by a tail swipe. It looks familiar. It feels like that specific brand of digital masochism we’ve come to associate with FromSoftware. But honestly, calling Black Myth Wukong souls like is a bit of a trap. It’s the easiest way to describe it to a friend, but it’s also technically wrong in ways that actually matter when you’re sitting down with a controller in your hand.

Game Science, the Chinese developer behind this massive hit, has been pretty vocal about their inspirations, yet they’ve dodged the "Souls-like" label like it’s a boss's grab attack. They call it an action RPG. That sounds generic, right? It isn’t. When you actually dig into the mechanics of how Sun Wukong moves, how he recovers, and how the world is structured, you realize we’re looking at a weird, beautiful hybrid that borrows the "punishment" of Dark Souls but keeps the "flow" of something much faster, like God of War or even Sekiro.

The confusion is real.

Why everyone thinks it’s a Souls-like (and they aren't crazy)

Let’s be real for a second. If it walks like a duck and quacks like a duck, it’s probably a duck—unless it’s a shapeshifting monkey king. The "Souls-like" DNA is undeniably there in the presentation. You have the checkpoints that look like shrines (Incense Burners), which respawn enemies when you rest. You have the limited healing gourds that refill at those checkpoints. You have bosses that will absolutely ruin your afternoon if you get greedy with your combos.

The UI even screams FromSoftware. There is a weight to the movement that makes every commitment to an attack feel heavy. If you swing that staff and miss, you’re going to pay for it.

But here is where things get sticky. In a traditional Souls game, the "corpse run" is the defining trauma. You die, you lose your XP (Souls, Runes, Echoes), and you have to sprint back to your bloodstain to get them back. If you die again? Poof. Gone. Black Myth Wukong souls like conversations usually hit a wall here because Wukong doesn't do that. You keep your Will (the currency) and your XP when you die. The stakes are lower. It’s more about the wall in front of you—the boss—than the fear of losing progress.

It’s a subtle shift. It changes the psychology of the player. You aren't playing defensively to protect your "wallet." You're playing aggressively to learn the dance.

The combat rhythm is a different beast entirely

If you go into Wukong trying to play it like Elden Ring, you’re going to have a bad time. There is no block button. Let that sink in. There is no shield. There is no parry in the traditional "timed trigger" sense unless you use a specific spell called Rock Solid.

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In Black Myth: Wukong, movement is everything. The game is built entirely around the "Perfect Dodge." When you time a dodge just right, you leave behind an afterimage, gain focus, and continue your combo. It feels much closer to Bayonetta or Devil May Cry in that regard. You are encouraged to be flashy.

The Focus Point system is the real heart of the combat. You build up focus by landing light attacks or holding a heavy attack charge. You then spend that focus to unleash a massive, crushing blow that can stagger even the biggest bosses. It creates a "push and pull" dynamic.

  • Light attacks are your setup.
  • Dodges are your survival.
  • Heavy attacks are your payoff.

Compare this to Dark Souls, where combat is often about finding the one-second window to poke the boss and then backing off. Wukong wants you in the boss's face, spinning your staff like a rhythmic gymnast with a grudge. It’s faster. Much faster.

The RPG elements and the "Journey to the West" factor

We have to talk about the spells. This isn't just "Magic Missile" or "Fireball." Because the game is based on the 16th-century novel Journey to the West, the abilities are thematic. You can freeze enemies in time with Immobilize. You can create a circle of fire to heal. You can literally pluck hairs from your chest and blow them into the air to create a small army of clones.

This level of "power fantasy" is usually absent in Souls games. In a Souls game, you are a "tarnished" or a "hollow"—a nobody trying to kill gods. In Black Myth: Wukong, you are a legend. Even if you're technically the "Destined One" and not the original Wukong at the start, you possess the toolkit of a deity.

The skill tree (Sparks) is massive. You aren't just pumping points into "Strength" or "Dexterity." You are fundamentally changing how your staff stances work.

  1. Smash Stance: Great for aggressive, jumping overheads.
  2. Pillar Stance: You literally sit on top of your staff to avoid ground-based attacks.
  3. Thrust Stance: Long-range, precision strikes.

You can reset these points at any time for free. That is a huge departure from the Souls philosophy of "make a choice and live with it or find a rare item to respec." It’s a game that wants you to experiment with builds constantly.

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Level design: Linear vs. Open World

Another point of contention in the Black Myth Wukong souls like debate is how you actually get around. Elden Ring broke the mold with a massive open world, but even the older games had complex, looping level designs with shortcuts that made your head spin.

Wukong is... simpler. It’s mostly a "boss rush" connected by beautiful, but often linear, paths. There are invisible walls. A lot of them. You’ll see a beautiful forest path and try to walk down it, only to find out it’s just scenery. For players used to the "if you can see it, you can go there" philosophy of modern Souls-likes, this can be jarring.

However, the environments are technically stunning. Running on Unreal Engine 5, the game uses Nanite and Lumen to create some of the most realistic foliage and stone textures ever seen in a game. But it’s a "curated" beauty. It’s a stage for the fights, not a sandbox for exploration.

Is the difficulty actually "Souls-level"?

Yes and no. This is where the nuance lives.

The "trash mobs" (the basic enemies between bosses) are generally a joke. They exist to give you Focus Points and make you feel like a badass. You will rarely die to a random skeleton in the woods.

The bosses, however, are a different story. Some of the end-of-chapter bosses, like the Yellow Wind Sage or the final encounters, require a level of precision that would make a Sekiro veteran sweat. They have multiple phases, "get off me" moves, and cinematic attacks that take up the whole screen.

But the game gives you "outs." If you’re stuck, you can go grind some levels, upgrade your spirit transformations (where you literally turn into a defeated enemy to use their moves), or craft better armor. It never feels like you're truly "stuck" because the game provides so many tools to cheese—or at least simplify—the encounter.

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The "Souls-like" label is a double-edged sword

Labeling it a Souls-like helped the game get attention in the West. People love a challenge. But it also set expectations that the game didn't always want to meet. If you go in expecting Dark Souls 4, you’ll be annoyed by the lack of map, the invisible walls, and the absence of a parry.

If you go in expecting a high-fidelity action game that borrows the best parts of the genre while keeping its own Chinese identity, you’ll have the time of your life.

It’s important to remember that the Chinese gaming market has historically been dominated by mobile games and MMOs. For a Chinese studio to put out a premium, single-player AAA title of this caliber is a massive shift in the industry. They weren't just trying to copy FromSoftware; they were trying to prove that they could play in the big leagues.

Actionable Steps for your first playthrough

If you’ve decided to dive into the world of the Monkey King, don't play it like a knight in heavy armor. Here is how you actually survive:

  • Master the Perfect Dodge early. The game doesn't give you a shield, so your I-frames (invincibility frames) are your only best friend. Practice the timing on the smaller enemies in Chapter 1.
  • Don't hoard your Mana. Unlike Souls games where you might save magic for the boss, your spells in Wukong have decent cooldowns. Use Immobilize often to catch your breath.
  • Explore for Meditation Spots. These aren't just for the view; they give you a free skill point (Spark). It’s the fastest way to power up without grinding.
  • Read the Bestiary. Seriously. The "Journal" in this game is incredible. Not only does it give you the lore, but it often hints at enemy weaknesses. Plus, the art is fantastic.
  • Focus on the "Composure" skill. There is a skill that allows you to continue your light attack combo even after dodging. This is the single most important upgrade in the game. It allows you to keep the pressure on without restarting your animation.

Black Myth: Wukong is a bridge. It bridges the gap between the punishing difficulty of the Souls sub-genre and the cinematic, character-driven action of traditional RPGs. It’s not a Souls-like in the purest sense, but it’s a game that every Souls fan should play. Just don't expect to find a bonfire when you die; look for the incense smoke instead.

The best way to approach it is to forget the labels. Stop worrying if it's "Souls" enough or "Action" enough. Just learn the stances, watch the boss's hands, and remember that you’re playing as a god who was once erased from the scrolls of heaven. Act like it. Fight aggressively, use your transformations, and don't be afraid to respec your entire build if a boss is giving you trouble. The flexibility is your greatest weapon.