Instead of a stamina bar, Wo Long has a two-sided meter that rises as players land attacks and parries and falls when taking damage and using heavy attacks, special moves, or magical spells. It’s incredibly responsive, as Team Ninja games usually are, and the loud and distinct sound effect combined with learning the proper rhythms makes Wo Long’s deflecting system robust enough to hold up the entire game.ĭeflecting is immensely rewarding in its own right, but it also plays an important role in other areas of its gameplay. This is most clearly seen in its unblockable Critical Blows that force players to play patiently and learn the timing. Some do need to be deflected quickly, but the game intelligently has plenty of moves that punish those who parry in a panic. The timing window, thanks to feedback from the demo, is surprisingly generous, yet still requires skill to pull off consistently because of how varied the attack speeds are. Instead of being a high-risk option meant only to be used sparingly like it is in many other titles, Wo Long’s combat revolves around deflecting oncoming attacks. That central parry mechanic is the biggest differentiator between the two and what makes Wo Long so special. Although there’s undeniable overlap between the two, Wo Long is more than a reskinned Nioh game, as its focus on parries shows that studio is a multifaceted master of the blade. It worked out wonderfully for the two Nioh titles, and Team Ninja has taken the same approach for Wo Long: Fallen Dynasty. Team Ninja was one of the few teams to take the soulslike formula into its own direction, as it beautifully combined FromSoftware’s landmark blueprint with its own particular brand of action games.
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