Now that we knowBlack Myth: Zhong Kuiwill be a completely new experience fromBlack Myth: Wukong, I’m really hoping they can fix one of the biggest problems the original game faced.Wukong’slevel design was often frustrating, confusing, inconsistent, and full of invisible walls that really broke immersion on various levels.
Wukong’s early level design isn’t awful, but it really starts to suffer in the mid-to-late game, particularly when players reach Pagoda Prison and onward. The main issues with level design can easily be smoothed out in the upcomingBlack Mythsequeland will hopefully be a primary focus for the team at Game Science as they work onZhong Kui.

Black Myth: Zhong Kui Can Learn From Wukong’s Level Design Issues
Wukong Struggled With Various Level-Design-Based Issues
Despite its ambitious gameplay,Black Myth: Wukongstruggles with several level design issues thathinder the overall gameplayexperience. One of the most noticeable problems lies in the linearity of certain maps and theconstant collisions with invisible walls.
While the game showcases expansive vistas andintricately detailed architecture, most levels funnel the player down narrow paths with limited room for exploration or alternate route options.

This not only reduces replayability but alsoundermines the sense of adventure and discoverythat should be central to a game rooted in myth and folklore. The lack of branching paths or meaningful detours makes the experience feel more like a guided tour than an epic journey.
Another issue is thelack of meaningful interactionswith the environment.In many modern action RPGs, players are encouraged to engage with their surroundings, such as destroying random objects, triggering traps, or using the environment strategically during combat.
InWukong, theworld feels a little staticaside from the enemies you encounter. While beautifully rendered, much of it serves as decoration rather than functional space. This is a missed opportunity to immerse the player in the world.
Whether Zhong Kui Has A Map Or Not, It Shouldn’t Be Easy To Get Lost
At a certain point, Game Science caved to player feedback to finally add a map to the game, rolled out eventually in apatch long afterWukong’sinitial release. But the impetus behind this was thatplayers were constantly getting lost,having to backtrack, and missing important areas in the game that shouldn’t have been so easy to pass by without noticing.
A map was a welcome addition to the game,but it shouldn’t have been necessary from the beginning. Giving players more points of reference on the map itself or giving players a way to mark/track previously traveled paths would have needed to be part of the game’s core design.
This is whyZhong Kuihas an advantage and an opportunity to roll out withimproved level design from the very beginning.Whether or not we get a map inZhong Kui, it shouldn’t be a make or break feature regardless.
Players should be able to navigate adequately without getting lost easily andwithout needing to backtrack multiple times. Also, it would be nice not to run into invisible walls around every turn.
Zhong Kui Will Have A Chance To Rethink Levels From The Ground Up, Literally
I Hope Game Science Thinks Vertically For Zhong Kui
Another issue inWukongwas the lack of “verticality” in many areas. The levels oftenfeel flat and straightforward, rarely challenging players to think in three dimensions or navigate intricate terrain. Vertical exploration, whether through climbing, jumping, or using abilities, could add depth and variety to traversal in the sequel.
Without it,Zhong Kuirisks feeling one-note in its level progression, and there are so many opportunities for vertical design in this setting, so it should be a no-brainer. Developers at Game Science need toembrace a more open-world structurethat makes invisible walls less obvious and incorporates upward and/or downward exploration in addition to more purposefully designed branching paths.
Integrating these branching paths and multiple ways to approach objectives would create a stronger sense of player agency and reward exploration much more thanWukongdid.Improving environmental interactivityand allowing players to break objects, use terrain features in combat, or uncover secrets through observation would also deepen immersion.
Enemy encounters could be moreorganically woven into the environmentas well, with smarter AI behavior and varied group compositions. Incorporating vertical design elements, such as multi-level structures, climbable surfaces, and height-based puzzles, would enhance spatial engagement.
Additionally,subtle environmental storytelling with visual clues, lore-rich architecture, and atmospheric design could draw players deeper into the world without relying solely on cutscenes or dialogue.
With thoughtful revisions to its level design philosophy,Zhong Kuicould build onWukong’sfoundation and bea truly captivating action RPGwith more substance in the environments and level design, honoring its roots and delivering a satisfying gameplay experience.
The sequel toBlack Myth: Wukonghas a powerful opportunity to evolve by addressing the original’s level design flaws. By embracing open exploration, environmental interactivity, and refining the use of invisible walls,Zhong Kuican transform a visually rich world into a truly immersive experience. With thoughtful improvements, the sequel could surpass its predecessor and realize the IP’s full potential.