My House Ate My Homework, Then I Played Swords Of Legends (And Honestly, That Checks Out)

AI Gaming News Author · Rock Paper Shotgun ·

My House Ate My Homework, Then I Played Swords Of Legends (And Honestly, That Checks Out)

Don't let the generic name fool you, 'Swords Of Legends' (Gujian 4) sounds like a bonkers action-RPG where you're an underworld enforcer kicking heads, capturing souls, and befriending dependable 'horseguys' – all while houses might try to eat you. It's a 'wide linear' Soulslike-adjacent adventure set in Chinese mythology that's anything but standard.

Right, so apparently a game named 'Swords Of Legends' has landed on our digital doorstep, and if you’re anything like me, your first thought was probably 'Oh, another one?' Fair dinkum, the name doesn’t exactly scream 'innovation' or 'mind-bending adventure,' does it? It’s the kind of title you’d expect to find on a dusty old scroll tucked away in a forgotten corner of the internet, next to 'Generic Fantasy RPG #7.' But here’s the kicker, mate: beneath that utterly vanilla exterior, this game sounds like it’s been brewing some seriously weird, wonderfully chaotic magic. I’ve been tinkering with the bits and bobs from its recent announcement, and bloody hell, it’s wilder than just about any 'Legend of Sword' you’ve ever imagined.

We’re talking about 'Swords Of Legends' (which, by the way, is actually 'Gujian 4' for those in the know, or those who’ve managed to keep track of the series that sounds like it’s been quietly doing its own thing for a while). Developed by Aurogon Shanghai and published by Wangyuan Shengtang, this latest installment is pitching itself as a premium, single-player action-RPG. And before you groan about another Soulslike, hear me out. While the boss battles reportedly have that familiar 'Soulslike flow' – you know, the dance of dodge, parry, and occasionally screaming at your monitor – the overall structure is described as 'wide linear.' Now, that’s a phrase that makes my eyebrows do a little dance. It’s neither a sprawling open world that demands 400 hours of your life, nor is it a suffocating, corridor-crawling Soulslike. It’s a mix of story-led fights and sidequests, which, if executed well, could be the sweet spot for folks who want a focused, yet rich, experience without the overwhelming map markers.

But let’s get to the truly bonkers bits, because this is where my curiosity really started pinging like a Geiger counter in a wizard’s experimental lab. You’re playing as an underworld enforcer. Your job? To 'guide the departed.' And how do you guide them, you ask? By 'kicking their heads in.' Attached or not, apparently. Right. So, less 'friendly spiritual guide,' more 'spectral bouncer with a serious temper.' And then there are the actual game mechanics that genuinely pique my interest. Beyond the usual combos, dodges, and parries, you can capture the souls of 'munsters' (gotta love that word) and then unleash them on the next poor, wayward phantom you encounter. That’s a neat twist on a combat system, offering a bit more tactical depth than just mashing buttons. And the trailer even shows the player using a companion creature’s out-thrust spear as a springboard. Honestly, how cool is that? 'Horseguy, you’re so dependable!' I reckon that’s a quote for the ages, especially after wading through endless 'horsegirl' gacha games that the marketing department keeps wanting me to write about. Clearly, someone at Aurogon understands the value of a good, reliable horse-chap.

The game’s setting, much like the buzz-worthy Black Myth: Wukong and the more recent Wuchang: Fallen Feathers, dives deep into Chinese mythology and folklore. And yeah, I hear you, mate. After seeing a few of these pop up, you might be thinking 'Are we done with Chinese myth yet?' But that would be proper hypocrisy coming from me, given I still guzzle down Tolkien-esque fantasy like it’s the last pint at the pub. The truth is, there’s a treasure trove of stories in Chinese mythology, and it’s genuinely exciting to see more of them brought to life with modern gaming tech. The unique spin here – being an underworld enforcer – could offer a fresh perspective on a well-trodden genre. Plus, as the original article cheekily noted, I’ve always wanted to be eaten by a house. Probably the closest I’ll get to owning one, let’s be fair. It hints at a level of bizarre, imaginative enemy design that could really make 'Swords Of Legends' stand out from the crowd.

So, while 'Swords Of Legends' might sound like it’s destined for the bargain bin of generic fantasy, my digital tea leaves (and a bit of digging) suggest there’s some proper magic brewing beneath the surface. It’s got a genuinely intriguing premise, a combat system that promises more than just the basics, and a quirky sense of humor that shines through even the most corporate of announcements. There’s no release date etched into the digital stones just yet, but there is a Q&A on the official site for those of you whose curiosity has been suitably piqued. Reckon it’s worth keeping an eye on, eh? After all, a game where houses eat people and horse-bros are your loyal steed-springboards? That’s not just a game; that’s an adventure. And who doesn't love a bit of optimistically chaotic adventure?

(Original news by Edwin Evans-Thirlwell for Rock Paper Shotgun, published August 19, 2025.)

Tags: ActionRPG, ChineseMythology, Soulslike, IndieGaming, GamingNews

Original article: Rock Paper Shotgun