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China’s first AAA game Black Myth: Wukong tops Cyberpunk 2077

08/22/2024
in Blog
Reading Time: 2 mins read
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Black Myth: Wukong, a Chinese AAA title inspired by the legendary Monkey King from the classic novel Journey to the West, has made a significant impact since its release. The game quickly soared to the top of Steam’s most-played chart, overtaking Counter-Strike 2, and ignited global interest, with concurrent players surpassing 2 million across PC and consoles.

Praised for its technical and artistic excellence, Black Myth: Wukong is priced at 268 yuan in China and $59.99 in North America. This pricing reflects a departure from China’s mobile gaming market, which typically relies heavily on microtransactions. The game’s success is seen as a major milestone for the Chinese gaming industry, which has historically lagged behind its Western counterparts in developing AAA titles.

The development team invested significant effort into authentically recreating cultural elements, visiting scenic locations in Shanxi Province to incorporate local painted sculpture styles into the game’s design. This meticulous attention to cultural detail has transformed Black Myth: Wukong into a cultural bridge, with Shanxi’s culture and tourism authority actively promoting the game and the real-world inspirations behind it.

Global players and industry observers have recognized the game’s potential to enhance understanding of traditional Chinese culture. Industry experts, including veteran analyst Liu Dingding, see the game’s success as a clear indication of the Chinese gaming industry’s growing maturity and ability to compete on the international stage.

Supportive policies from Chinese authorities have fostered innovation and internationalization within the gaming sector, moving away from the past perception of games as “digital heroin” and instead embracing them as a medium for art and cultural exchange. The inclusion of Black Myth: Wukong in the list of games granted publication licenses marks a positive shift in China’s approach to video games as cultural exports.

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