Game Science’s Black Myth Wukong, the highly anticipated action RPG, just officially released today to very positive reviews, breaking records on Steam charts. It has drawn comparisons to many other games in the genre, especially FromSoftware’s Sekiro Shadows Die Twice.
As players have gotten the chance to spend a few hours with the game so far, one question that comes up is how the map size in Wukong compares to Sekiro, especially since the game doesn’t include a traditional map feature.
Black Myth Wukong’s Map Size and Structure
Without a traditional map that a player can access at any time, Black Myth Wukong leans on its design and structure to guide players through its world. This lack of a map might make it tricky to compare just how large or expansive the game truly is, but there are some clear points of comparison.
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In Sekiro, the map is more symbolic, showing different regions without giving away the scale or specific layout. Wukong takes it a step further by not having a map at all. While this might seem challenging at first, the game’s more linear design ensures that players can still find their way around its world and not get lost.
When it comes to map size, the game’s world seems to be comparable to Sekiro’s in terms of overall scale. The game is not open-world but is divided into large, interconnected levels. These levels might be slightly larger than the areas found in Sekiro, offering more space to explore, though they still maintain a generally pretty linear progression.
The wider paths in Black Myth: Wukong provide a bit more room to manoeuvre and move around, but the overall design is still focused on leading the player toward specific goals rather than encouraging free exploration like Elden Ring.
Despite the larger areas, Wukong doesn’t necessarily offer more content or variety within each level compared to Sekiro. Some sections are densely packed with enemies and secrets, while others can feel sparse and somewhat empty, with long stretches containing only basic enemies or minimal interaction.
The Chapter-Based Structure and Fast Travel
![Black Myth Wukong main character art.](https://fwmedia.fandomwire.com/wp-content/uploads/2023/08/22144412/IMG_0376-1024x576.jpeg)
One of the most significant differences between Black Myth Wukong and Sekiro is how the game world is divided. Wukong divides its content into distinct chapters, each with its own environment and theme, such as desert landscapes, snowy mountains, and more.
Unlike Sekiro, where players can backtrack and explore previously visited areas, Wukong brings players back to a chapter-select screen between each segment. This design choice means there’s no way to travel physically between different regions due to the game’s linear progression.
However, Wukong does feature a fast travel system similar to Sekiro’s Sculptor’s Idols. Players can use Keeper’s Shrines in this game, which act as checkpoints throughout the game.
This system allows players to quickly return to NPCs or tackle optional bosses, adding a nice little convenience to the experience.
The game’s chapter-based design and lack of an open world might be a disappointment to some players, but the content and variety within each chapter make up for it. The game does offer a substantial experience, with plenty of bosses to fight and secrets to uncover, so hopefully players won’t be disappointed by its linearity.
Are you happy or disappointed that the game isn’t truly open-world? Let us know in the comments below.