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Can “Black Myth: Wukong” Be Truly Understood Beyond Chinese Cultural Borders?

24

GG Vol. 

25. 6. 10.

** You can see a Korean version of this article at:

https://www.gamegeneration.or.kr/article/f480c8b6-53a4-4440-a3f4-af2f6c23e547

 

As a cultural epicentre of East Asia for centuries, China has consistently brought its classical literature to games. From the earliest days of video games, Chinese developers have adapted their classic literature like “Investiture of the Gods (Fengshen Yanyi)” and “Strange Tales from a Chinese Studio (Liaozhai Zhiyi)” into virtual worlds.

 

Among these classics, “Journey to the West” in particular has been adapted into numerous games. Since the 8-bit era, Chinese game studios have repeatedly reimagined the tale through various genres, as seen in titles like “A Chinese Odyssey”, “ The Journey to the West 2”, “Water Margin” etc. (For more details on this, check out our previous GG article: "중국의 레트로 게임: 8비트 시대의 흔적들") (Korean only)

 

The digital adaptations of Chinese classics like “Journey to the West” extend across the broader East Asian cultural sphere, as their imaginative world and iconic characters have inspired countless modern media. For instance, in Japan, arcade games like “SonSon” (1984) were adapted directly from the novel. Then there’s the manga series “Dragon Ball” inspired by “Journey to the West”, which became so famous worldwide that its protagonist’s name ‘Son Goku’—a Japanese pronunciation of ‘Son Wukong’—particularly became a norm. In South Korea, animations like “Flying Superboard” and its sequel “Sa Oh Jeong” series—a Korean pronunciation of ‘Sha Wujing’ that is one of the main characters of “Journey to the West”—still bring people’s nostalgia from childhood. And even today, many Korean kids grow up reading educational comic books like “Magic Thousand Characters”, again inspired by the “Journey to the West”.  These examples illustrate the remarkable cultural elasticity of this classic literature, capable of transcending national boundaries and resonating with contemporary audiences across generations.

 

However, the initial announcement of “Black Myth: Wukong” was somewhat mixed with high anticipation as well as cautious scepticism. On the positive side, the game’s teaser trailer showcased a well-polished action-adventure experience, bringing gamers’ excitement about the game’s visual aesthetics and combat design. It also raised anticipation of how well ancient mythology would be able to come to life in modern digital gameplay. At the same time, some expressed concern as it is yet another “Journey to the West” adaptation that has been tried numerous times, which posed a risk of players' higher expectations and potential criticism on the industry’s creative stagnancy (i.e., ‘revamp, again?’). This mixed response was also accompanied by broader concerns about the Chinese game industry at that time, which had yet to produce internationally well-received, critically acclaimed ‘cultural heritage’ game titles.

 


How “Wukong” gameplay mechanics shine through its genre


Fortunately, “Black Myth: Wukong” received a positive reaction upon its release as it stands out for its storytelling and technical mastery within the action-adventure genre. Drawing inspiration from traditional Chinese martial arts like staff yielding and spear-based Wushu, the game delivers a delicately designed combo-driven combat system. Its powerful attacks are exaggerated just enough to feel engaging without becoming overblown. The true triumph of its combat design, however, lies in its diverse and intricately designed boss combats. Rather than relying on copy-paste fighting scenes, the game challenges players to solve the puzzle of various combat patterns.

 

Interestingly, there is no difficulty selection menu in “Black Myth: Wukong”, which is a hurdle for some players. This makes the game’s early stages undeniably challenging, reminding us of infamously difficult ‘Souls-like games’. But the game balances this with a classic game design principle: Let the time and effort get you through. As players progress to the later stages of the game, they can naturally gain access to new spells that gradually ease the difficulty. This gradual progression of the game offers a sense of relief to the players, assuring them that their tryouts will eventually be rewarded. Importantly, even though the game does have a Souls-like vibe, it avoids one of the genre’s more punishing features, and players don’t lose anything upon game over. In a nutshell, “Black Myth: Wukong” is not easy, but it also doesn’t wholly withdraw casual players. Instead, it managed to find a balanced middle ground.

 

Of course, evaluating a game based solely on its in-game mechanics would only offer a partial understanding of its overall design. If the game had just focused on featuring a combat system without a deep dive into the original story and world setting of the “Journey to the West” classic,  the game’s true meaningfulness would have been greatly devalued. Fortunately, “Black Myth: Wukong” achievements in combat design gain full significance as they align well with its narrative. First of all, the game sets itself as a sequel to “Journey to the West”, focusing on what could have happened after the original classic. This way, the developers enabled the game’s creative flexibility, allowing them to reinterpret the classic mythology through a modern lens – reshaping the story suitable for the 21st-century players.

 


A modern reinterpretation of a pre-modern fantasy world


Like the “Investiture of the Gods”, another well-known Chinese classic fantasy literature, “Journey to the West” portrays various mythological creatures called ‘Yaoguai’. The Yaoguai kings and Yaoguai chiefs in “Black Myth: Wukong” are placed in the game not in chronological order according to the classic but based on how relevant it is for the game’s system and combat progression. So, rather than retracing the already-familiar story of the pilgrimage of Sun Wukong, the game opens the venue for the story of a mysterious warrior named “The Destined One”, Wukong’s successor, which makes the game’s progression more compelling in an action-adventure game structure.

 

Meanwhile, the world that “Black Myth: Wukong” portrays is set after the conclusion of the original story of “Journey to the West”. Like many ancient classics, the original novel concludes with a happy ending and a moral message – that the world (probably) became better after the epic journey to the West. I mean, if sacred Buddhist scriptures were successfully brought to China, the world was meant to usher in an era of compassion and enlightenment. Right? Apparently not. The story of “Black Myth: Wukong” persistently challenges the idea that the pilgrimage was far from lasting salvation. In the game, we can see that the villages mentioned in the original story now remain in ruins. It is revealed that Sun Wukong, who, in the original classic, is described as having achieved enlightenment after his journey, had already died. The Buddhist scriptures were far from ushering in a utopia.

 


 

What’s even more devastating about the “Black Myth: Wukong” story is that the people left in ruins no longer seek salvation through religious belief. The hope is very much lost. Instead, they cling to the idea that one day, the monkey king will resurrect. And that’s when the game’s protagonist, The Destined One, embarks on a quest to gather Wukong’s scattered relics (“Six Senses of the Great Sage”) to bring him back to life. As such, the game sets itself apart from the core message of the original classic. It’s not the Buddhist scriptures that would bring salvation, but people themselves—a hero, the protagonist (the player).

 

Another story element to look into is the world setting. The world depicted in the original “Journey to the West” was set in strict hierarchies between divine beings, humans, and non-humans (Yaoguai). It is not strictly based on one’s origin (e.g., birth, species) but something that one’s commitments can alter. For instance, Sun Wukong, who was originally a Yaogui, is summoned to the divine realm and ends up sharing a table with the Jade Emperor or even attaining the rank of “Victorious Fighting Buddha”. On the other hand, divine beings like Marshal Tianpeng and General Juanlian can commit grave sins and be demoted to Yaoguai.

 

But “Journey to the West” is also a world where one’s status is ranked and can rise or fall with clear consequences between rewards and punishments. Punishment, as in, at the beginning of “Black Myth: Wukong”, Sun Wukong cries out in despair, declaring that his elevated status (as the Victorious Fighting Buddha) is ultimately meaningless. In response to his outcry, the divine beings sent an army to silence him. This moment captures a critical aspect that the original “Journey to the West” couldn’t express, about the irony of the class system, but which a 21st-century digital game can now.

 

In fact, this kind of modern reinterpretation of classical fantasy through games has already been tried out, most notably in the “God of War” reboot series, which the developers of “Wukong” have openly described as one of their inspirations. While the original Norse mythology is typically told from the perspective of the high gods, such as Odin and Thor, the “God of War” reboot retells the myth from the viewpoint of Loki, a figure traditionally seen as an anti-hero. Without a doubt, such a shift of protagonist altered the tone of the story. Odin’s famed wisdom, for example, is reinterpreted in the game as cunningly manipulative. It also turns out that the gods strive to dominate the world solely for their own good, and Ragnarök is not the end of the entire world but the collapse of those self-interested divines’ world. Such reinterpretation is key to reshaping the meaning of myth and, in some sense, more fitting with the narrative of a modern era that has long moved on from the rigid hierarchies of the caste system.

 

And there’s “Black Myth: Wukong” that embarks on a modern reinterpretation of the Chinese classic “Journey to the West”. In an era where rigid class hierarchies were once the norm, the idea of divine beings overseeing mankind is now reinterpreted as a form of oppression. When “God of War” choose to reinterpret the myth through the lens of Loki, “Black Myth: Wukong” takes a different approach and emphasises the doubt and disillusionment that the original Wukong had suffered as a Yaoguai treated unequally by the divine beings.

 


The game “Wukong” outside the Chinese cultural sphere


A modern reinterpretation of a classic “Journey to the West” truly shines thanks to how the game developers have deeply and richly delved into the classic literature. It is not particularly surprising, considering how the original “Journey to the West” is loved and read by many modern-day Chinese even today. It is remarkable to see that characters in “Black Myth: Wukong” are all well-adapted game versions of the original novel, with altered personalities and traits tailored to suit the game’s mechanics and design. Some characters are also tightly integrated into gameplay mechanics, playing a major role in transforming the game into a truly modern interpretation of the classic.

 

But, on the other side, because it is a derivative work built on a deep understanding of the “Journey to the West”, its digital game version “Black Myth: Wukong” inevitably includes story elements that may not fully resonate with players who had less exposure to the original novel. For example, many Korean gamers claimed that they struggle to understand the UI button that says “Let’s find out in the next edition” at the end of each chapter (Translator’s note: In the game’s English version, it is just translated as “Next Chapter”)[SP1] [SP2] . Some couldn’t realise whether this leads to the next chapter or a new edition, etc. This is because this particular UI in the Korean version was a direct reference to how each chapter is addressed in the “Journey to the West” – borrowing the original novel’s exact phrases used at the end of each instalment. Such details show that exposure to the original classic is somewhat of a necessity to fully grasp the hidden metaphors in the game.

 

*A screenshot of the “Black Myth: Wukong” Korean version at the end of chapter two. On the bottom, next to the ∆ button, it says, “Let’s find out (more) in the next edition”. This confused the Korean players, who did not read the original novel.

 

Surely, “Black Myth: Wukong” is an exceptionally well-crafted game. But one downside is that it is so well tailored to the original classic, and thus, the game’s intricacy may not fully convince players unfamiliar with the source material. While I was so impressed by the game’s meticulous reinterpretation of the classic, I couldn’t help but wonder, ‘Would people who haven’t read the original novel be able to understand all these?’ ‘How will players outside the Chinese cultura sphere, let’s say, Western players[SP3] [SP4] , be able to understand all of this?’ In order to resolve such confusion, perhaps the game may need to implement supplementary materials further to help players gain the additional context they might need to grasp the deeper layers of the original novel.

 

*Would players without any knowledge of Chinese mythology understand the twisted story embedded in the Four Heavenly Kings’ battle scene? Or would they just regard it as one of the many epic battle scenes?

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(Editor-in-chief of game Generation)

He has been close to games since childhood, but it was not until 2015 that he started talking about games in earnest. After living as an ordinary office worker, he entered the life of a full-time game columnist, critic, and researcher through a series of opportunities. Books such as "Game, Another Window to View the World" (2016), "Mario Born in 1981" (2017), "The Theory of Game" (2018), "Wise Media Life" (2019), and "The Birth of Reality" (2022); papers such as "Is purchasing game items part of play?" (2019); "Dakyu Prime" (EBS, 2022), Gamer (KBS), "The Game Law", 2019 BC) and "Economy of Game", etc. He is the director of the game research institute 'Dragon Lab'.

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(Doctoral researcher at Aalto University, Finland)

Born and raised in Korea and now in Finland, Solip’s current research interest focused on immigrant and expatriates in the video game industry and game development cultures around the world. She is also the author and artist of "Game Expats Story" comic series. www.parksolip.com

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