The Nioh games are often criticized for their bland level designs, but I found Wo Long even less engaging. In addition, Wo Long's exploration is heavily driven by searching for banners, rather than truly interesting content found within each level. The environments are perfectly serviceable as action set pieces, but they're visually drab. It’s a clever way to accommodate players running through missions for the first time. You lose morale when you die, but there are flagpole-based checkpoints strewn throughout the maps that prevent it from falling below a certain threshold. Basically, Wo Long gives you free levels when you explore and kill lots of enemies, which eases the challenge if you’re feeling the heat. Morale-a resource earned by killing enemies and raising banners across each zone-boosts your character's stats. It now rewards you with bonus perks that make the action a little easier. If this all sounds a little too challenging, Team Ninja reworked Nioh's level-based exploration. Jumping mechanics and elevated environments play into this new attack, so there are many opportunities to leap from platforms and plunge sword-first onto foes. Unlike its predecessors, Wo Long has aerial deathblows that let you drop on unsuspecting enemies from above to deliver a visceral attack. You can also perform stealth deathblows by sneaking up on enemies. If you break an enemy’s posture, you can unleash a finisher like in the Nioh games. This early mini-boss becomes a common enemy. You aren't bound to magic points or a specific number of spells like in conventional RPGs you can cast magic or perform weapon arts as long as you correctly manage the spirit meter. In practice, this system works brilliantly. When the gauge fills with negative spirit, your character becomes winded and vulnerable to a follow-up attack. Overusing those moves, or excessively blocking, builds negative spirit. When playing aggressively, you build positive spirit that's used to unleash powerful attacks. Beneath your health meter is a spirit gauge, which is effectively Sekiro's posture gauge.
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