No Rest for the Wicked
Steam Description:
From Moon Studios, the award-winning developers of Ori and the Blind Forest and Ori and the Will of the Wisps comes No Rest for the Wicked, a visceral, precision Action RPG set to reinvent the genre.
Summary:
🎮 Introduction to No Rest for the Wicked: The podcast begins with the hosts Paul, Josh, and Ryan, diving into "No Rest for the Wicked," an action RPG developed by Moon Studios. The game, which is in Early Access, is discussed in detail, focusing on its unique mechanics, beautiful hand-painted art style, and challenging combat system.
⚔️ Combat and Gameplay Mechanics: "No Rest for the Wicked" features a blend of action RPG and Souls-like mechanics. The combat is described as slow, methodical, and heavily reliant on timing. Players must master dodging, parrying, and managing stamina to succeed. The hosts discuss the game's various weapon types, weight classes, and the impact these have on combat strategies. While some found the combat rewarding once they adapted to the slower pace, others felt it was too punishing and frustrating, especially when facing multiple enemies.
🛡️ Character Creation and Customization: The character creation system is criticized for being overly simplistic and lacking depth. The hosts express disappointment in the limited customization options, noting that the characters often look awkward or out of proportion. Despite these shortcomings, the game allows players to equip a wide range of weapons and armor, which affect their combat abilities and movement speed.
🌍 Exploration and Environment: One of the standout features of "No Rest for the Wicked" is its vertical exploration. The game world is designed with a focus on height and depth, requiring players to navigate complex environments filled with ladders, vines, and jump puzzles. Exploration is often rewarded with loot, which adds to the game's appeal. However, the inability to move the camera and the presence of fall damage are noted as significant drawbacks.
🛠️ City Building and Side Quests: The city of Sacrament serves as the main hub for players. The hosts discuss the game's unique mechanic of having to rebuild parts of the city by collecting resources and completing projects. While some found this aspect of the game immersive, others felt it was unnecessary busy work that detracted from the overall experience. Additionally, the game includes daily and weekly quests that some hosts found frustrating and tedious.
🍲 Healing System and Resources: The healing system is one of the most criticized aspects of the game. Players must cook food to heal, but can only hotkey one type of food at a time, leading to frustrating moments during combat. The lack of a reliable healing method, combined with the game’s difficulty, made the experience more punitive than enjoyable for some of the hosts.
🎭 Narrative and Storyline: The story of "No Rest for the Wicked" is centered around a plague and the player’s role as a mysterious figure called Aarum. The narrative is described as vague and difficult to follow, with the hosts comparing it to other RPGs like Dragon Age. The lack of a pause function during cutscenes further complicates the storytelling, leading to confusion and frustration.
🎨 Visual and Audio Design: The game's hand-painted art style is universally praised. The world of "No Rest for the Wicked" is described as beautiful and atmospheric, with dynamic weather and day-night cycles adding to the immersion. The audio design, while not heavily discussed, is implied to complement the visual experience.
🔄 Final Thoughts and Reception: The hosts conclude by discussing the potential of "No Rest for the Wicked." While the game has many strong points, such as its art style and exploration mechanics, it is held back by frustrating gameplay elements, particularly in combat and healing. The hosts express hope that the game will improve as it progresses through Early Access, but acknowledge that it may not appeal to everyone in its current state.