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Basically, they get access to a city-builder within an MMO. Once they've done this, that area is theirs. First off, let's talk about guilds: players can join guilds of up to 300 people and stake a claim to an area of the world. That's not even what sets Age of Wushu apart from the competition. Outside of beating the crap out of your adversaries, you'll be able to move just as you'd expect from a superhuman martial artist: triple jumps, air-glides, water-walking, and wall-runs will all play a part both in battle and in getting around the world, and in-game mounts (a staple of the MMO) won't just be transportation: they'll actually level up with you and participate in combat. Aerial combat is going to play a pretty big role as well, as most of the moves in the game can be used while airborne. If you expect to be able to stand in place and mash your skills in order to take down your opponent… you're probably going to die as your enemies dash, jump, and roll circles around you.
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Mobility's the word here, both in and out of combat. Naturally, Age of Wushu's focus on skill over gear and experience shakes up the playing field more than a little. Red abilities are purely aggressive, green skills are primarily defensive, and blue skills are made to shatter those defenses. All the moves in the game are based on real martial arts styles, and abilities follow a basic "rock-paper-scissors" format. Third, there are no player classes.Īt first, you're going to remain locked into a single school, which somewhat limits the abilities you'll have access to, but as you progress through Age of Wushu and master your starting school, you'll be able to pick up moves here and there from other masters and opponents. First and foremost, it's set back in the oft-romanticized time of the Ming Dynasty, and it features a huge helping of eye candy in the form of its beautiful world design and not-too-shabby graphics. There are a lot of things to like about Age of Wushu ( Age of Wulin in Europe).