From Morale Ranks to Aerial Action, a Sequel Resolving Its Predecessor's Challenges

Evolved Gameplay Through Open Fields and Insight Skills — Wo Long 2

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와룡2 Wo Long2: Wings of Ember
Wo Long 2 demo booth at TGS 2026 ©INVEN

Wo Long: Fallen Dynasty, which presented a unique world combining Three Kingdoms history with dark fantasy alongside fast-paced combat centered around 'Deflect' in 2023, is returning with an official sequel.

Currently in development by Team Ninja, 'Wo Long 2: Wings of Ember' is set in 208 AD following the events of the previous game, once again depicting a Three Kingdoms battlefield infested with demons. Moving away from stage-based progression along set paths, this installment adopts an 'open field' format, with Morale Ranks and progression systems revamped accordingly. In combat, while preserving the satisfying feel of Deflect that defined the first game, it introduces 'Insight Skills' to aim for more dynamic, three-dimensional Chinese martial arts action across both land and air.

'Wo Long 2: Wings of Ember' is scheduled to launch on March 4, 2027, for PS5, Xbox, Nintendo Switch 2, and PC. At TGS 2026, we met with Producer Masakazu Hirayama and Development Producer Masaaki Yamagiwa to discuss what they wanted to improve from the predecessor, the open fields, the new combat system, and Team Ninja's vision for 'Chinese martial arts action.'

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Team Ninja Producer Masakazu Hirayama ©TEAM NINJA

When you started working on 'Wo Long' again after the first game, what was the very first thing you felt needed improvement?

Hirayama: There were several things, but first I want to mention PC optimization. While we made multiple post-launch improvements to the previous game, we received a lot of feedback from players regarding PC performance. The development team took this as a crucial priority.

With the previous game, we didn't provide sufficient opportunities before launch to gather feedback through a PC version. This time, the currently available demo is also being provided on PC. We are gathering feedback from a wide range of players and working hard to deliver a stable play environment in the final product.

Yamagiwa: In terms of gameplay, I would mention 'Deflect,' which was the signature system of the previous title. While it was praised for feeling great to parry attacks, on the flip side, players could respond to almost any attack using Deflect alone. Conversely, players who struggled with Deflect felt that the entire game was quite difficult.

This time, while maintaining the uniquely satisfying feel of Deflect, we wanted to expand player options so they could tackle enemies in other ways as well. One of the systems born from those considerations is 'Insight Skills.'

Specifically, what kind of gameplay were you aiming for with the newly added 'Insight Skills'?

Yamagiwa: In the previous game, we aimed for combat where offense and defense rapidly shifted back and forth. This time, we wanted to expand that from horizontal movement into verticality as well.

Insight Skills is the system designed to create more dynamic and acrobatic combat. It is easiest to understand as taking existing actions and enhancing them by one level—such as enhancing Deflect into 'Insight Deflect,' or enhancing Dash into 'Insight Dash.'

For example, whereas a standard Deflect was an action to brush off an opponent's attack, an Insight Deflect parries the attack while counterattacking to blow the enemy away, even crashing them into a wall.

Actions that were previously impossible are now available, such as leaping at airborne enemies and slamming them down to the ground. Rather than simply dodging or deflecting an opponent's attack and ending there, we wanted to transition directly into counterattacks to create more dynamic combat.

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Even more acrobatic movements are now possible ©TEAM NINJA

Is there a specific aspect the development team particularly wants to test through the currently available demo?

Hirayama: PC optimization, which I mentioned earlier, is an important target for evaluation. Alongside that, we want to gather broad feedback on the Insight Skills Producer Yamagiwa mentioned, as well as the open fields, which represent the biggest change in this title.

Compared to the previous game, one of the biggest changes is that battlefields have shifted to an open field format. We didn't just enlarge the stages; we also adjusted various game systems to fit the open field layout.

A prime example of this is Morale Rank. In the previous game, character level and Morale Rank were separate progression elements. This time, we integrated the relationship between the two systems so that players primarily level up through EXP, with bonuses added on top based on Morale Rank.

In the previous game, securing flags to raise your Morale Rank was crucial to properly clearing a stage. This time, however, players who have raised their level sufficiently can fight on equal footing with a boss without securing every flag.

Conversely, if your level is low, you can actively explore the field and raise your Morale to make up for the deficit. How you approach the battlefield is entirely up to you. We hope to receive plenty of feedback through the demo on these strategic choices as well.

Team Ninja has recently developed open-field action RPGs like 'Nioh 3' and 'Rise of the Ronin.' Has the experience gained from those projects been reflected in this title as well?

Hirayama: One of the main things we considered while developing the sequel was how to resolve the issues of the previous game.

In the process of introducing open fields and enhancing strategic depth, we were able to leverage the know-how gained from developing other titles. At the same time, we wanted to improve aspects of the previous game that somewhat forced players into exploration or specific actions.

We believe that the experience of players altering the flow of battle themselves is key to what makes a 'Three Kingdoms' game feel right. One player might turn the tide of war by excelling on one front, while another might clear it using an entirely different route and approach.

As the scale of the fields grew, we were able to express this level of battlefield freedom and strategy far more naturally than in the previous game.

Yamagiwa: Actually, even when developing the previous game, we wanted to implement that style of gameplay. However, within a linear game structure, there were limits to how far we could realize what we had in mind. By adopting an open field format this time, I believe we have come much closer to the gameplay experience we originally wanted to deliver.

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Team Ninja Development Producer Masaaki Yamagiwa ©TEAM NINJA

Looking at the revealed footage, offense and defense exchange almost relentlessly. It looks quite difficult—will players unfamiliar with action games still be able to enjoy it?

Hirayama: If you only look at the video, it might seem difficult at first. However, this is actually the result of improvements made to render the game more approachable to play than its predecessor.

We believe that fluidly transitioning between offense and defense is the core appeal of the Chinese martial arts action unique to 'Wo Long.'

In the previous game, there were situations where players could not immediately transition into a Deflect right after attacking. This time, we changed it so that Deflect can be used even in the middle of an attack animation.

When you are aggressively attacking and see an incoming enemy strike, you can immediately parry it with a Deflect. So while the footage shows extremely fast back-and-forth between offense and defense that looks intense, the actual controls are designed to allow players to respond immediately to various situations.

Yamagiwa: As mentioned earlier regarding three-dimensional action, we have also improved how tactics and weapons are used to achieve this.

In the previous game, there were many actions that couldn't be used in midair or while moving. This time, various tactics and actions can be performed while jumping, airborne, or moving.

Because players can transition to their next move without stopping their momentum, it has become much easier to personally execute highly dynamic and stylish sequences.

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Alongside open fields, changes to various systems are also noteworthy points ©TEAM NINJA

In the previous game, fighting alongside famous warlords from the Three Kingdoms was a major highlight. With the shift to open fields, we're curious if there have been changes to the companion system as well.

Yamagiwa: Of course, just like in the previous game, you can travel with your favorite characters. On top of that, as a new feature, you can now recruit enemy officers after defeating them. In dramas, movies, and comics based on the Three Kingdoms, isn't it common to see a protagonist defeat an enemy officer and bring them under their command? We wanted to represent that concept in the gameplay as well.

Recruited officers can travel alongside the player, and after capturing an enemy base, you can assign your officers to that region. Through this, we wanted to create the feeling of gradually expanding your influence across the battlefield using the officers you've acquired.

Additionally, when allied officers are nearby, synergy effects trigger between them. Utilizing famous officers who share specific historical or narrative relationships can grant even stronger bonuses.

By leveraging these mechanics, instead of relying solely on top-performing officers, characters that players might not normally use can also shine in combat.

The Morale Rank in the previous game was a unique system, but hunting down flags felt virtually mandatory. Is this revamp ultimately intended to grant players more freedom of choice?

Hirayama: That's correct. We wanted to ensure that the effort invested by players who develop their characters over the long term is properly rewarded within the game.

In the previous game, entering a new stage required players to find flags all over again to build Morale, creating a loop where fixed processes had to be repeated regardless of how strong the character had become. This time, if your level is high enough, you can use that power to challenge tough enemies immediately. Conversely, if your level is lacking, you can explore the field to raise your Morale and bridge the gap.

We haven't dictated either method as the 'correct' answer. The goal of this system is to allow players to tackle the battlefield using an approach that fits their character's progression and personal playstyle.

Lastly, what kind of 'Chinese martial arts action' does Team Ninja hope to realize through 'Wo Long 2'?

Hirayama: That's a difficult question, but I believe there is still a tremendous amount of charm left to explore in Chinese martial arts action.

We have continuously pursued that style of action throughout the series. In this title, we are particularly challenging ourselves to evolve combat seamlessly from ground to air. However, there are still so many martial arts, movement styles unique to Chinese martial arts, and captivating traits of martial artists that we have yet to implement in the game.

We don't consider everything complete with this release. I believe there is still so much more that can be done with Chinese martial arts action, so if given the opportunity in the future, we want to keep taking on new challenges.

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©TEAM NINJA
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]