Critical Review of Black Myth Wukong: Uncovering Game Design Flaws

I actually have one gripe with Black Myth Wukong, okay? That’s like, beyond. It goes beyond. Like, a subtle nitpick, there is one thing that it does multiple times in the game that legitimately does bother me, and that is this is the second time. I’m not even done with the game, okay? I’m like, slightly more than halfway. Where the final boss of the chapter in their second phase, they purposely make it as impossible as they possibly can. If you don’t go out of the way to do an optional side quest to get an item to make the second phase easier. I’m sorry, that’s not cool. That’s just bad game design, bro. Whoever thought it was a good idea to make the half spider Taoist monk. Hundred eyed Taoist monk, I think that’s what his name is. Yeah, let’s make his second phase on the fucking blockable. If you don’t have the needle that you get. Of doing a secret area that when nobody ever tells you about. I’m not even kidding you. I was doing a completely different side quest to get the needle. I only did it because, oh, cool, I’m gonna go get a needle because I was tired of fighting the same boss, getting through the first phase without even getting hit, only for him to fucking no diff me in the second phase. Yeah, no, I’m sorry, that’s not cool, bro. That’s just a bad game design. This is the second time Where the chapter boss is mitigated by one single item. Yeah, the yellow wind saves. If you had an item that it never tells you about. It makes the second phase easier. Yeah, same thing with the tallest monk. Get the fucking Needle. It makes the second phase way easier. And what I mean by way easier, I mean it takes away basically the entire second phase. Yeah, that’s just dumb. That’s how you blow your game size there. Yeah, that’s not cool, bro.