{"id":1124405,"date":"2024-04-27T12:13:55","date_gmt":"2024-04-27T16:13:55","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/uncategorized\/no-rest-for-the-wicked-review-in-progress-xboxera\/"},"modified":"2024-04-27T12:13:55","modified_gmt":"2024-04-27T16:13:55","slug":"no-rest-for-the-wicked-review-in-progress-xboxera","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/progress\/no-rest-for-the-wicked-review-in-progress-xboxera\/","title":{"rendered":"No Rest For the Wicked | Review In Progress &#8211; XboxEra"},"content":{"rendered":"<p><p>    After twenty or so hours I    think No Rest For the Wicked might be the most frustrated Ive    ever felt. As a Cerim, a fighter of myth, you visit a    plague-filled land to try and stop the rot that your ancestors    did a millennia ago. The game is drop-dead gorgeous, with    some of my favorite art styles of all time. Combat    attempts to elevate the Action RPG into something smarter, and    harder, and succeeds often. The game launched into early    access on PC and Im glad it did because most of the parts    around that great gameplay framework can be a dreadful slog.  <\/p>\n<p>    No Rest For the Wicked begins upon a ship as you head to a    secluded island nation. Your ship is attacked and you    barely make it ashore alive. First things first, holy    shit is this game beautiful. Moon Studios has upped their    games from the fantastical Ori franchise into something like    Diablo-Dishonored. Its dark, murky, dreary, and it looks    incredible in motion. Cutscenes show off some of the    coolest-looking character designs Ive ever seen. Voice    acting and music are great when they happen, though the music    is a bit sparse in this early stage.  <\/p>\n<p>    Immediately youll notice that this is no turn your brain off    and go nuts ARPG. While not a Soulslike the game wants    you to think about every action you and your enemies may take.    Utilizing the genres tried-and-true  perspective you have a    punishing stamina system, an equally punishing poise system,    and will need to forage for and cook food to heal. The    game has durability, though its been made far less burdensome    in a recent patch, and when Im at an equal level with my    enemies I adore its combat.  <\/p>\n<p>    That has rarely happened for me though, as the games    progression seems completely broken at this early stage of    early access. So far Ive had a handful of major quests,    most of which are routinely set in zones 5+ levels above my    character. This means that even when I go and grind    earlier areas to catch up the moment I finish them the next    quest is again 5+ levels above me. Enemies take a dozen    hits to kill and I can die in two or three. It has been    incredibly frustrating because the short spurts in which Im    equal level have featured brutal but fair combat and rewarding    exploration.  <\/p>\n<p>    Moon like elevating genres and I think theyre on the right    track here. As much as I love the Diablo series it has    always been a bit mindless in practice. The fun is    building up a set of gear and skills that lets you tear through    content you couldnt before. NRFTWs approach is a    slower, more methodical combat system. You can dodge,    block, and parry but every system is limited. Eventually,    youll be able to gear up to lessen these burdens but the    games enemies will power up as well. I focused on a    sword and board setup that featured an incredibly powerful    parry. Parrying requires you to wait until the last    second and then actually hit your enemys weapon away with your    shield by pressing the left trigger.  <\/p>\n<p>    X is your main attack button while the left and right bumper    can access special abilities for your main and off-hands.    Those weapons are selected via socketable runes that go into    said weapons and its an interesting take on the system.    Im not the biggest fan of it so far, preferring to choose a    class and have things unlock in a steady path, though as Ive    only seen a small handful of abilities and spells in my nearly    two-dozen hours with the title so far.  <\/p>\n<p>    Healing is another issue as the game has a few survival style    elements to it. Food is found in the environment and some    can be eaten raw. Most require you to cook it via recipes    that youll procure from vendors, get through bounties, or find    in the world. Im not against it but compared to Diablo    IVs potion drop system it is far too time-consuming and    cumbersome. Ive had to spend upwards of an hour farming    up the food and herbs needed to cook the better meals as I    attempted to take on bosses and I simply didnt find it fun.  <\/p>\n<p>    As you progress youll reach a main city which starts massively    spread out, though you can slowly build shortcuts into all of    it as well as places to further empower your gear. These    places seem like they can break and youll need to repair them,    level them up, and there are ample systems to encourage a lot    of grinding. Much like the rest of the game, I see where    it can eventually be fun, its just not there for me yet at    this early stage. You dont have enough    inventory space and have to run back and forth repeatedly as    fast travel is pretty shitty.  <\/p>\n<p>    There are checkpoints you must activate dotting the    landscape. Theyll bring you back to the city, and using    the city one brings you back to the last one used. It    means unlocking new areas and checkpoints dont mean anything,    as youll need to run back every time you activate a checkpoint    anywhere else. Its tedious to the point of driving me    insane. It may be a system that gets better at some    point, but Im this far in and it still feels like a massive    chore to ever go to any quest marker or have to return to town    to try and sort through my drops\/repair\/etc.  <\/p>\n<p>    While the gear side of things is early and will go through a    lot of iteration over time the graphics are out of this world    gorgeous. While playing the game from the main    perspective most ARPGs can look good. The camera is so damned    far out though that theres no reason to go all out with the    textures. Diablo IV was the first truly gorgeous ARPG and    it has now been outclassed by the art style of No Rest For the    Wicked. Moon are wizards with Unity, and going for a more human    look for the first time theyve knocked it out of the park.  <\/p>\n<p>    Characters have a distinct look, not only in their faces but in    their proportions as well. Everyone has long, ape-like    arms and sharply defined features. The voice work is    mostly damned good with the occasional annoyance of    repetition. Running to a boss in the sewers had me hear    the same few lines a dozen times as I passed one of his    henchmen who had been crucified. The music is OK when it hits,    but that isnt very often. Its a mostly quiet game right    now and runs in stark contrast to everything else. It    feels like the most early access out of everything so far.  <\/p>\n<p>    Bug-wise I have seemingly run into a few major ones, all tied    to progression. I had a distinct lack of    level-appropriate quests after only two hours in. The    moment I hit town I was given only two objectives, both of    which were level 12 whereas I was only level five. I had    to run around the same area I had started the game in, killing    enemies for bounties before I finally reached level 9 and could    try and progress in one of the only two quests I had.    After beating those two quests I was level 15 and then the    entire game world jumped to level 22. At this point I    have nowhere I can go where Im not killed in a few hits, and    it takes me 10-20 to kill most mobs. It is miserable and    outside of starting a new realm for my character, Im not sure    what to do.  <\/p>\n<p>    This is a review in progress and Ill be checking the game out    constantly as it progresses through early access. Right    now Im not having nearly as much fun as I was hoping.    Gorgeous visuals, occasionally stellar combat, and an    intriguing narrative have been held back by progression issues,    and far too much busywork in-between runs. I have confidence    that Moon Studios will figure things out, though, and that by    version 1.0 this game could be an all-timer.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the original post here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow noopener\" href=\"https:\/\/xboxera.com\/2024\/04\/22\/no-rest-for-the-wicked-review-in-progress\" title=\"No Rest For the Wicked | Review In Progress - XboxEra\">No Rest For the Wicked | Review In Progress - XboxEra<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> After twenty or so hours I think No Rest For the Wicked might be the most frustrated Ive ever felt. As a Cerim, a fighter of myth, you visit a plague-filled land to try and stop the rot that your ancestors did a millennia ago. The game is drop-dead gorgeous, with some of my favorite art styles of all time <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/progress\/no-rest-for-the-wicked-review-in-progress-xboxera\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187725],"tags":[],"class_list":["post-1124405","post","type-post","status-publish","format-standard","hentry","category-progress"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1124405"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=1124405"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1124405\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=1124405"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=1124405"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=1124405"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}