Exploring Moon Studios’ No Rest for the Wicked: Early Access Review and Gameplay Analysis

2024-04-29 09:03:13

When the creators of Ori and the Blind Forest release a new game in Early Access, you have to open your eyes with interest to see what they have to offer. Ori and the Blind Forest and its sequel Will of the Wisps are very, very beautiful metroidvania games, and I love their gorgeous graphics and personality – something sorely lacking in the gaming industry today. Almost only indie developers dare to be different and create games with heart, rather than just focusing on results. Moon Studios, as the developer is called, has now released an early access version of its game No Rest for the Wicked on Steam, and the studio is experimenting with a whole new genre. So I ventured into a world ravaged by plague to see what it could do.

Of course, it’s important to note that this is only the beginning of No Rest for the Wicked, and we’ll keep an eye on it as the studio updates the game. There have been three updates minor updates containing fixes.

The king is dead! His son Magnus now rules the country, but he believes his father was limited and wanted to do things differently. The only problem was that the plague had struck again and the young king was determined to do something. Your character is therefore sent to Isla Sacre, a contested archipelago where different forces compete for power.

Here is an announcement:

No rest for the wicked

You play as a so-called Cerim, who can be compared to a medieval plague doctor. You play a doctor sent to Isla Sacre to eradicate a plague, but the people are not happy to see you, which you will truly believe when you find yourself on the ship. However, the journey does not end as planned as the ship is attacked by monsters and after learning to control and play your role, the ship runs aground on the coast of Isla Sacre and you wake up stranded on the beach . You must then fight your way to the dangerous island capital, Sacrament. The only problem is that the island is overrun by an epidemic of prehumans transformed into monsters. Of course it’s embarrassing. The story of No Rest for the Wicked is bold and the atmosphere tense and uncomfortable. Luckily, a lot of the characters you meet are a little quirky and balance out the oppressive atmosphere, which I appreciated. Balance is important to me so that the game doesn’t become too depressing or crazy, and No Rest for the Wicked achieves that.

It’s also worth mentioning that the cutscenes are awesome. They are full of personality and have a magical visual design. The characters you see seem to come out of a medieval painting. I’ve never seen the style used by No Rest for the Wicked, but man, it’s cool. As a history buff, it’s especially cool to see a painting you’ve analyzed for so many years come to life in this way.

Here is an announcement:

The tone of No Rest for the Wicked is heavily inspired by FromSoftware’s Soulsborne series, and I got the same vibe from the game as the Dark Souls games. This intangible loneliness and decadence that most games in the series possess. So, if you are a fan, you will find yourself in No Rest for the Wicked. However, those who think FromSoft is a little too vague and allegorical in its storytelling will appreciate that there are characters, that there are dialogues, that there are interactions.

No Rest for the Wicked is an isometric Souls game with lots of added flavor. So you can see everything from above from an isometric angle, just like in the Diablo series. When you launch the game, the developers warn you that you should play with a controller instead of a mouse and keyboard, because the game is designed to use this control system. However, it is also possible to use a mouse and keyboard, but this can be a little imprecise since certain sequences require very precise control that the keyboard cannot provide. Yes, I know, it’s usually the other way around. This works well, although some parts of the game have controls that stab you in the back before jumping through the air and into the abyss. As such, Moon Studios still has some teething issues to iron out. This is a common occurrence in games. There’s huge potential, but that potential will only truly manifest itself if the game sits in the oven longer.

The main gameplay design of No Rest for the Wicked involves fighting the many monsters brought about by the plague. This is where No Rest for the Wicked stands out from other isometric RPGs of the same style, since the combat is very similar to that of Dark Souls. Not only will you slaughter hundreds of monsters like Diablo, but every opponent you face is deadly and you must learn their attack patterns in order to defeat them. If you don’t, you’ll get your ass kicked, like in Dark Souls, and be sent back to where you last saved your game. However, unlike Dark Souls, the monsters you defeat don’t come back when you restart. This was a big deal for me, and it really hit me when I got caught by the first boss of the game. Normally I grind a lot and get stronger, but it’s hard when the monsters don’t come back. not. I think this is something that will change because it’s illogical game design in my opinion.

No rest for the wicked

No rest for the wicked

The character system itself is also the same as in Dark Souls, as you level up you have to put points into strength, stamina, health, etc., and the weapons you find can only be used only if you have the appropriate and high skills. enough. What you invest your points in also affects how you play the game. I chose a regular dagger because it doesn’t require as much stamina to block enemy attacks, allows for dodging, and is generally more maneuverable. With a heavier weapon, it takes more stamina to move, but you do more damage. For an old Dark Souls veteran, this is all very familiar. It works well, but I can’t imagine how you would use a heavier weapon, because when you run out of stamina you can barely do anything. I think this is one of the areas that needed more testing from Moon Studios while the game was in Early Access. The same goes for monsters, which are sometimes very unbalanced.

My other complaint is that your character moves very slowly and you have to hold a button to run. This can make your character feel very heavy and clunky, and the precise controls required by the game can be of very inconsistent quality. These are things that can be changed and may be changed as Moon Studios receives feedback on the game. I hope so, because No Rest for the Wicked is a diamond in the rough that just needs polishing on some unedged facets to give it the shine it deserves. So keep an eye out for No Rest for the Wicked. There’s something special here that could reinvigorate the action RPG genre. I savored every moment, frustrations and all, because there is good, thought-provoking entertainment in No Rest for the Wicked.

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