decided to patent the tech and lock it away, in case they might want to use it again some day, maybe. ![]() Most interesting about the combat is the use of what feels like a Nemesis system, appropriately changed given that Warner Bros. Several games have fantastic and intuitive archery techniques, but Wo Long's feels limp and a little pointless, despite the tactical advantages. Archery aiming feels loose and unresponsive, and ammo is too limited, whether that be bow or crossbow. Wo Long may end up pushing me away with its Sekiro-like demands of my ability, but I can at least respect it. ![]() Ranged fighting is another way to turn the tide, but unfortunately I hated it. There's a punishing level of difficulty, but also a lot of checkpoints and ways to counter your opponent having the upper hand through fireballs, defensive play, and quick leaps. Wo Long manages to stand out from Nioh, which Team Ninja also developed and that there are clear cues from, by having mid-air combat and stylish deflects that let you dodge into attacks and redirect them. ![]() Some of the kills are brutal, piercing through your foes with powerful strikes, viscera dripping down your blade. Fighting is fast, fierce, and frenetic, with a good amount of combos, counters, and special abilities right off the bat. While the visuals first caught my eye, Wo Long is built around the combat. Related: Where Does FromSoftware Go After The Success Of Elden Ring?
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