Wuchang: Fallen Feathersis a stylish upcoming Soulslike action RPG from developer Leenzee Games. While it certainly follows in the footsteps of games such asSekiroandBloodborne,Wuchangis heavily inspired by Chinese mythology, something which Leenzee is sure will help differentiate it fromothers in the Soulslike genre.Wuchang’s boss fights will play into this mythology, which should lead to plenty of memorable battles.

Game Rant recently sat down withWuchang: Fallen Feathers' game director Xia Siyuan to discuss the game’s boss fights in more detail. He spoke about the inspiration behind them and what players can expect. He also mentioned how each encounter was designed not to be an obstacle, but a duel for players to overcome.

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Breaking Down Wuchang: Fallen Feathers' Boss Fights

It’s no exaggeration to say that high-quality boss fights can be the difference between a good and a bad Soulslike. Fights such as Knight Artorias inDark SoulsandLaxasia the Complete inLies of Pare often cited as the standout moments of their respective games. Xia Siyuan is all too aware of this and explained thatWuchang: Fallen Feathers' boss fights won’t be lacking in challenge or personality. He said,

‘‘Boss fights inWuchangare designed to feel like duels, not just obstacles. Each one has a rhythm, a personality, and usually a few surprises that tie into the lore of the area. Some are drawn from myth, others from twisted echoes of real historical figures, but all of them are meant to leave a mark, visually and emotionally. Players can expect variety, not just in scale but in how each fight challenges them. One boss might test timing and reaction, while another pushes you to rethink your build or make use of specific items you found earlier.’’

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Wuchang’s Bosses Were Designed With History in Mind

Boss design is a complex puzzle, made up of several pieces. Visual style, move set, and even the arena the fight takes place in are all crucial components to the experience. ‘‘We wanted each encounter to feel memorable and distinct, with room for different strategies and play styles to succeed,’’ he explained. With so many players opting for different ways of playing, the bosses in Wuchang must have several viable ways for players to overcome them.​ Siyuan continued,

‘‘What would it mean to fight something born from an old tale about transformation or resurrection? How would that creature move, or what kind of powers would it have? In some cases, we even designed attacks or abilities around real rituals or symbols. We wanted each boss to feel like they belonged to the world. Like it had history, not just function. So even if players don’t know the specific myths, there’s still a weight to those encounters that hopefully comes through in the design.’’

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IfWuchang’s boss fights can strike the right balance between challenging and memorable, this will go some way to assuring the game’s success. The game is alsolaunching on Xbox Game Pass, which should give it a greater level of exposure, allowing more players to dive straight in on launch day.

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