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  • ✇The Game Fanatics
  • No Rest For The Wicked Launch TrailerJulian Harris
    Many people are most familiar with Moon Studios from their games in the Ori universe. Those games are filled with some of the best and most complex platforming mechanics and amazing art. With No Rest For The Wicked, Moon Studios is partnering with Private Division for a totally new experience. They will be applying their … No Rest For The Wicked Launch Trailer Read More »The post https://thegamefanatics.com/no-rest-for-the-wicked-launch-trailer/ appeared first on The Game Fanatics,.
     

No Rest For The Wicked Launch Trailer

15. Duben 2024 v 16:28
Many people are most familiar with Moon Studios from their games in the Ori universe. Those games are filled with some of the best and most complex platforming mechanics and amazing art. With No Rest For The Wicked, Moon Studios is partnering with Private Division for a totally new experience. They will be applying their …

No Rest For The Wicked Launch Trailer Read More »

The post https://thegamefanatics.com/no-rest-for-the-wicked-launch-trailer/ appeared first on The Game Fanatics,.
  • ✇IGN India Pc
  • Take-Two Is Quietly Killing Private DivisionRebekah Valentine
    How the Grand Theft Auto publisher's indie label is dying a slow death behind the scenes. In recent weeks, reports have surfaced that Take-Two is shuttering Kerbal Space Program 2 developer Intercept Games and OlliOlli World developer Roll7. Now, IGN has learned that not only are these closures imminent, but they are a part of a larger move by Take-Two to either sell …
     

Take-Two Is Quietly Killing Private Division

31. Květen 2024 v 21:30
How the Grand Theft Auto publisher's indie label is dying a slow death behind the scenes.

In recent weeks, reports have surfaced that Take-Two is shuttering Kerbal Space Program 2 developer Intercept Games and OlliOlli World developer Roll7. Now, IGN has learned that not only are these closures imminent, but they are a part of a larger move by Take-Two to either sell …

  • ✇Eurogamer.net
  • No Rest for the Wicked is Moon Studios' Lord of the Rings, says CEOEd Nightingale
    Moon Studios CEO Thomas Mahler has compared its new game No Rest for the Wicked to Lord of the Rings, stating there's plenty to come after the game's 1.0 release - so don't expect a third Ori game "any time soon". The dark fantasy action-RPG released in early access earlier this month, but after its forthcoming full 1.0 release Moon Studios plans to work on the game for "another five to 10 years" according to a post by Mahler on social media site X. "Folks, we're nowhere near done with No Re
     

No Rest for the Wicked is Moon Studios' Lord of the Rings, says CEO

29. Duben 2024 v 12:01

Moon Studios CEO Thomas Mahler has compared its new game No Rest for the Wicked to Lord of the Rings, stating there's plenty to come after the game's 1.0 release - so don't expect a third Ori game "any time soon".

The dark fantasy action-RPG released in early access earlier this month, but after its forthcoming full 1.0 release Moon Studios plans to work on the game for "another five to 10 years" according to a post by Mahler on social media site X.

"Folks, we're nowhere near done with No Rest for the Wicked. There is so much that we've already built that none of you even know about and we want to deliver this in a masterful way!" said Mahler.

Read more

  • ✇Eurogamer.net
  • No Rest for the Wicked: the spectacular evolution of Moon Studios' graphics techJohn Linneman
    No Rest for the Wicked is out now on early access, giving us our first glimpse at Moon Studios' latest project. The developer's prior offering - Ori and the Blind Forest and Ori and The Will of the Wisps - turned the Metroidvania style of game on its head, offering a powerful, fresh experience that is difficult to forget. And now, four years later, Moon looks set to do the same for action RPGs with No Rest for the Wicked. Simply put, No Rest for the Wicked couples a stunning visual design with
     

No Rest for the Wicked: the spectacular evolution of Moon Studios' graphics tech

18. Duben 2024 v 17:58

No Rest for the Wicked is out now on early access, giving us our first glimpse at Moon Studios' latest project. The developer's prior offering - Ori and the Blind Forest and Ori and The Will of the Wisps - turned the Metroidvania style of game on its head, offering a powerful, fresh experience that is difficult to forget. And now, four years later, Moon looks set to do the same for action RPGs with No Rest for the Wicked. Simply put, No Rest for the Wicked couples a stunning visual design with elements inspired by From Software's Souls titles, Blizzard's Diablo and even Animal Crossing - and yet the whole is greater than the sum of its parts.

At its core, Wicked remains a game rooted in the Unity Engine but with a vast range of customisations transforming it into its own thing, hence the nickname - Moonity. This, however, is used only for the game's presentation layer - the graphics you see on-screen. Moon has also built a new simulation engine - built on top of Exit Games' Quantum Engine - to handle game logic, including a fully deterministic 3D physics system for networking, which No Rest for the Wicked will feature at a later date.

What makes this setup work well is the division between rendering and simulation - basically, input responsiveness is separate from frame-rate so, if you're playing on a lower end platform, like a Steam Deck, at 30fps, the game will still feel as responsive as a game running at a higher frame-rate. The visuals, however, are striking. First and foremost, Wicked supports HDR on day one - this is important as we have largely considered Ori and the Will of the Wisps to stand out as one of the best examples of HDR in any game released to date. The HDR implementation is superb and just as intense and engaging as Ori. It makes a gigantic difference if you use an HDR display.

Read more

  • ✇PCGamesN
  • How to respec in No Rest for the WickedChristian Vaz
    How do you respec in No Rest for the Wicked? In this punishing ARPG, you’re going to want to pay close attention to your stats when you level up. Your stats determine what type of equipment you can hold and what type of class you’re able to construct. If you put your stats into the wrong categories, you could potentially lock yourself out of a powerful build. In the No Rest for the Wicked early game, your first set of stats are practically determined for you based on the items you have
     

How to respec in No Rest for the Wicked

22. Duben 2024 v 18:19
How to respec in No Rest for the Wicked

How do you respec in No Rest for the Wicked? In this punishing ARPG, you’re going to want to pay close attention to your stats when you level up. Your stats determine what type of equipment you can hold and what type of class you’re able to construct. If you put your stats into the wrong categories, you could potentially lock yourself out of a powerful build.

In the No Rest for the Wicked early game, your first set of stats are practically determined for you based on the items you have in your inventory. That being said, if you’re looking to create the most optimal build possible for your favorite class, you can’t afford to waste any points in this RPG game. Here’s the latest information on whether you can respec in No Rest for the Wicked.

  • ✇Destructoid
  • Three games to scratch that action RPG itch during the wait for Diablo 4 Season 4David Morgan
    Diablo 4's fourth season got a hearty month-long delay, owing to the fact that it's spring-boarding a complete overhaul to the game's itemization, crafting systems, and endgame. Plenty of folks, myself included, are more than a little excited for a new start to Blizzard's powerhouse IP, but we're stuck waiting until May 14. So rather than sit on our clicking hands, I have a few suggestions to help pass the time: Grim Dawn Grim Dawn is my absolute favoritest-favorite action RPG. Not only is
     

Three games to scratch that action RPG itch during the wait for Diablo 4 Season 4

22. Duben 2024 v 19:24

Diablo 4's fourth season got a hearty month-long delay, owing to the fact that it's spring-boarding a complete overhaul to the game's itemization, crafting systems, and endgame. Plenty of folks, myself included, are more than a little excited for a new start to Blizzard's powerhouse IP, but we're stuck waiting until May 14. So rather than sit on our clicking hands, I have a few suggestions to help pass the time:

Grim Dawn

Grim Dawn is my absolute favoritest-favorite action RPG. Not only is it an absolute beast in terms of its content (if you cop the expansions on one of the game's regular sales, you're looking at 100+ hours of content at least), it's unmatched in class fantasy and build customization.

Image via Crate Entertainment.

Sure, it's not the flashiest action RPG in the world, but its gruff, high contrast aesthetic is a bit reminiscent of the gold-box RPG glory days, isn't it? The oversaturated hue of the spell effects mixed with the pitch black shadows gives it some real character.

Grim Dawn is a fair bit more complex than Diablo, but not nearly the impenetrable fortress that is Path of Exile. Think of it as sitting somewhere in the middle-complexity sweet spot that games like Last Epoch occupy. You can blitz through the campaign on the breezy Normal difficulty or crank things up a few notches and see if your build can stand up to Ultimate.

If you're worried about this game's age meaning it isn't receiving updates or content, you may be pleasantly surprised to hear that that's decidedly not the case. The latest mega-patch, 1.2, saw a whole slew of changes, including difficulty scaling, loot tables, and the addition of an evade button. There's even a whole new expansion on its way, and a second game in early development. So, if you're looking for something with a little grit, it's never too late to become a fan of Grim Dawn.

V Rising

V Rising is, unlike Grim Dawn, markedly not old. In fact, it's not even fully released yet. 1.0 is hitting just a bit shy of Diablo 4's new season, on May 8, but you can explore plenty of the game's content right now in Early Access.

Image via Stunlock Studios.

The elevator pitch for V Rising probably went something like, "What if Diablo, survival crafting games like Valheim, and old-school MMO's got thrown in a blender?" You'll hunt down treacherous bosses and collect bear asses both, all in service to your ever-growing castle. The game has the same sticky mechanics that all the great survival games do: you'll craft increasingly impressive and useful tools using workbenches, but you'll only find the blueprints after defeating some of the world's many, many big-bads.

By day, you'll likely be cooped up in your castle, rearranging furniture, stocking the furnace with ore, that sort of thing. But come nightfall, when the sun's rays won't cremate you, you'll be pushing further and further into the wilds, collecting resources and slaying foes.

If you've got a knack for building houses in The Sims or seeing how big you can make your Minecraft fortress, V Rising has a fantastic base-building system that's sure to satiate your lust for interior design. If you also enjoy skill-shotting folks in MOBAs, the game so happens to use WASD movement such that its combat plays like a frenetic mix of League of Legends and Lost Ark. It'll take some getting used to, but this weird combination of cozy homebuilding and action is surprisingly harmonious.

No Rest for the Wicked

And at last, we have Moon Studio's (makers of Ori) very left-field foray into the action RPG space: No Rest for the Wicked. I was embarrassingly excited for this game, which launched last Thursday, April 18 into Early Access.

Image via Moon Studios.

My recommendation of No Rest for the Wicked comes with two caveats: first, you'll need a pretty juicy rig to run it. With a "recommended" GPU equivalent to an RTX 3070, it isn't particularly optimized in these early days. Second, it barely qualifies as an "action RPG" in the traditional, Diablo-esque sense of the phrase. Its combat is slow, methodical, and heavy.

Those caveats out of the way, what's here is very good so far. The first act of the game is available to play, which should run you anywhere from 10 to 15 hours depending on your propensity for exploration and upgrading the capital city of Sacrament using resources found along your journey.

One of the more progressive features of No Rest for the Wicked is its ever-changing landscapes that are a joy to revisit. Starter zones level up alongside your progress through the campaign, and trekking back through previously explored lands may reveal new enemies, bosses, and loot. Loot rarity has had the script flipped a bit too - "common" items are the most customizable, while higher rarities may come with hefty drawbacks in exchange for their affixed bonuses.

It's early days for the game, but after two quick and beefy hotfixes (which went live over the weekend, no less), I think it's worth keeping an eye on at the very least. Jumping in early is always a bit of a leap of faith, but I haven't regretted a moment spent with the game.

The post Three games to scratch that action RPG itch during the wait for Diablo 4 Season 4 appeared first on Destructoid.

  • ✇Destructoid
  • Struggling in No Rest for the Wicked? Stop playing it like DiabloDavid Morgan
    No Rest for the Wicked, Moon Studio's new action RPG, is a little less Diablo than many players (myself included) were expecting. This dissonance between expectation and reality, no matter the quality of the game, is a surefire recipe for friction. A glance at the user reviews, currently sitting at a 65% "Mixed" rating on Steam, tells a story of... well, mostly performance issues. But if you look a little closer, complaints of a low stamina economy, plodding enemy encounters, and a high ear
     

Struggling in No Rest for the Wicked? Stop playing it like Diablo

22. Duben 2024 v 17:23

No Rest for the Wicked, Moon Studio's new action RPG, is a little less Diablo than many players (myself included) were expecting. This dissonance between expectation and reality, no matter the quality of the game, is a surefire recipe for friction.

A glance at the user reviews, currently sitting at a 65% "Mixed" rating on Steam, tells a story of... well, mostly performance issues. But if you look a little closer, complaints of a low stamina economy, plodding enemy encounters, and a high early-game difficulty start to peek through the usual Early Access culprits.

No Rest for the Wicked Combat Tips

Having completed the campaign portion of the Early Access content currently on offer ("Act 1" of what will be the full game), I feel well-versed in its weird blend of Dark Souls meets Diablo. And by "blend," I basically mean 100% of the combat stylings of Dark Souls, and 100% of the camera angle from Diablo.

If you, like me, expected to be able to eventually delete even a handful of enemies at once after finding some gear, you're sorely mistaken. Here are some quick tips sure to dispel the illusion that this is a "typical" dungeon-crawling action RPG.

Slow it down

If you find yourself relatively exhausted after each enemy encounter, this is by design. Every fight is a bit of an ordeal, since you're only going to be fighting upwards of five or six enemies total between rest points. Taking on more than one foe at once is a recipe for disaster, but if you do find yourself outnumbered, try to separate enemies by rushing down ranged units. More crucially: take your time. Trying to rush through fights is a guaranteed way to walk away poorer in resources than you ought to.

Spend your Focus, use your Runes

Your focus meter, indicated by the yellow-orange meter by your health and stamina gauge, is spent using Runes. Runes are essentially spells that attach to your weapons, and every weapon comes equipped with at least one. These are very powerful abilities, and can quickly turn the tide of a fight. There are even some Runes, available for purchase a little later on from Eleanor in Sacrament, that heal you on use. If you also have an aversion to resource-farming, these are a lifesaver when you run low on food.

Level Stamina (at least a little)

Stamina got a little bit of a buff in a recent hotfix, but it can still feel scarce in the early game. Since rolling is your most valuable tool for avoiding damage, be sure to put at least 2 or 3 extra points in Stamina so you can keep up with the relentless attacks of speedier foes. Remember: rolling or dodging grants invincibility frames, which means you'll be invulnerable for the duration.

If all else fails, make some room

Distance between yourself and the enemy has perhaps the highest impact on the flow of a battle. Some enemies have massive, far-reaching weapons with high recovery times. Some unleash flurries of short-ranged attacks in the blink of an eye. In both these scenarios, simply backing out of reach can create the perfect opportunity for a counter-attack. Because you can sprint at any time, in any direction, running literal circles around foes is a more than viable option in the heat of battle. Remember: sprinting into an attack is faster than swinging from a standstill. Use this to punish!

If nothing else, just don't try to play No Rest for the Wicked like Diablo. Of course, I can't stop you, but you don't want to end up like those poor souls in the Steam reviews, do you?

The post Struggling in No Rest for the Wicked? Stop playing it like Diablo appeared first on Destructoid.

  • ✇Eurogamer.net
  • No Rest for the Wicked: the spectacular evolution of Moon Studios' graphics techJohn Linneman
    No Rest for the Wicked is out now on early access, giving us our first glimpse at Moon Studios' latest project. The developer's prior offering - Ori and the Blind Forest and Ori and The Will of the Wisps - turned the Metroidvania style of game on its head, offering a powerful, fresh experience that is difficult to forget. And now, four years later, Moon looks set to do the same for action RPGs with No Rest for the Wicked. Simply put, No Rest for the Wicked couples a stunning visual design with
     

No Rest for the Wicked: the spectacular evolution of Moon Studios' graphics tech

18. Duben 2024 v 17:58

No Rest for the Wicked is out now on early access, giving us our first glimpse at Moon Studios' latest project. The developer's prior offering - Ori and the Blind Forest and Ori and The Will of the Wisps - turned the Metroidvania style of game on its head, offering a powerful, fresh experience that is difficult to forget. And now, four years later, Moon looks set to do the same for action RPGs with No Rest for the Wicked. Simply put, No Rest for the Wicked couples a stunning visual design with elements inspired by From Software's Souls titles, Blizzard's Diablo and even Animal Crossing - and yet the whole is greater than the sum of its parts.

At its core, Wicked remains a game rooted in the Unity Engine but with a vast range of customisations transforming it into its own thing, hence the nickname - Moonity. This, however, is used only for the game's presentation layer - the graphics you see on-screen. Moon has also built a new simulation engine - built on top of Exit Games' Quantum Engine - to handle game logic, including a fully deterministic 3D physics system for networking, which No Rest for the Wicked will feature at a later date.

What makes this setup work well is the division between rendering and simulation - basically, input responsiveness is separate from frame-rate so, if you're playing on a lower end platform, like a Steam Deck, at 30fps, the game will still feel as responsive as a game running at a higher frame-rate. The visuals, however, are striking. First and foremost, Wicked supports HDR on day one - this is important as we have largely considered Ori and the Will of the Wisps to stand out as one of the best examples of HDR in any game released to date. The HDR implementation is superb and just as intense and engaging as Ori. It makes a gigantic difference if you use an HDR display.

Read more

  • ✇PCGamesN
  • No Rest for the Wicked patch notes address some of its top complaintsKen Allsop
    The first No Rest for the Wicked patch notes are here, following a troubled launch that has seen the new RPG game land to ‘mixed’ Steam reviews. The ambitious ARPG blending the perspective and loot of Diablo with Dark Souls and Elden Ring style stats and combat has been a long-awaited passion project from developer Moon Studios, best known for the fantastic pair of Ori games. Despite a mostly positive response to its setting and concept, early performance issues and balance concerns hav
     

No Rest for the Wicked patch notes address some of its top complaints

20. Duben 2024 v 12:20
No Rest for the Wicked patch notes address some of its top complaints

The first No Rest for the Wicked patch notes are here, following a troubled launch that has seen the new RPG game land to ‘mixed’ Steam reviews. The ambitious ARPG blending the perspective and loot of Diablo with Dark Souls and Elden Ring style stats and combat has been a long-awaited passion project from developer Moon Studios, best known for the fantastic pair of Ori games. Despite a mostly positive response to its setting and concept, early performance issues and balance concerns have troubled players, but the dev is already hard at work with its first post-launch update targeting some major complaints.

  • ✇DSOGaming
  • Here are 90 minutes of gameplay from the action RPG, No Rest for the WickedJohn Papadopoulos
    Eurogamer has shared a video that packs 90 minutes of gameplay footage from the upcoming action RPG, No Rest for the Wicked. This video will give you an idea of what the game looks like, and how it plays. So, be sure to check it out. In No Rest for the Wicked, the combat will … Continue reading Here are 90 minutes of gameplay from the action RPG, No Rest for the Wicked → The post Here are 90 minutes of gameplay from the action RPG, No Rest for the Wicked appeared first on DSOGaming.
     

Here are 90 minutes of gameplay from the action RPG, No Rest for the Wicked

8. Březen 2024 v 21:47

Eurogamer has shared a video that packs 90 minutes of gameplay footage from the upcoming action RPG, No Rest for the Wicked. This video will give you an idea of what the game looks like, and how it plays. So, be sure to check it out. In No Rest for the Wicked, the combat will … Continue reading Here are 90 minutes of gameplay from the action RPG, No Rest for the Wicked

The post Here are 90 minutes of gameplay from the action RPG, No Rest for the Wicked appeared first on DSOGaming.

  • ✇PlayStation.Blog
  • No Rest for the Wicked: Revealing new details on combat, crafting, town-buildingHeidi Kemps (she/her)
    You wake up as the survivor of a shipwreck, with nothing more than the ragged clothes on your back to your name. A short trek away lies the dying captain of the vessel, who mentions the place he was trying to reach– a place called Sacrament. And so, your long and difficult journey begins. No Rest for the Wicked is the newest game from Moon Studios, creator of the Ori series. First announced at last year’s Game Awards, this PS5-bound action RPG is as visually luscious as their previous work bu
     

No Rest for the Wicked: Revealing new details on combat, crafting, town-building

1. Březen 2024 v 18:30

You wake up as the survivor of a shipwreck, with nothing more than the ragged clothes on your back to your name. A short trek away lies the dying captain of the vessel, who mentions the place he was trying to reach– a place called Sacrament. And so, your long and difficult journey begins.

No Rest for the Wicked is the newest game from Moon Studios, creator of the Ori series. First announced at last year’s Game Awards, this PS5-bound action RPG is as visually luscious as their previous work but wrapped in a darker, mature narrative. We sat down with the team for an early preview of the game to discover more about its central gameplay mechanics and world design.

No Rest for the Wicked: Revealing new details on combat, crafting, town-building

In the harsh world of No Rest, suffering comes on two fronts: political maneuvering by well-connected royals and religious figures in the wake of the King’s death, and a horrific curse called the pestilence that transforms the humans it claims into unholy abominations. As all this happens, the populace is turning to more desperate and illicit means of survival.

A world of great beauty and unspeakable suffering

Moon Studios is well known for its ability to create compelling worlds and stories, and No Rest for the Wicked explores new territory for the developer. “After having made both Ori games, our next goal was to create our own huge fantasy universe,” says Thomas Mahler. “With Ori, we always relied on using allegory. We told stories that touched people, but we used fantasy creatures that, in essence, had to deal with very human problems. This time, we wanted to actually use humans and craft a Shakespearian tale with very strong human themes like family, trust, betrayal, comradery, and so on.”

To that end, No Rest offers up a very different feel from that of Ori’s warm, inviting natural environments: dilapidated, crumbling fortresses, barren, scarred landscapes, and vicious-looking foes — human and non-human alike — populate the tumultuous land of Isola Sacra. With each sword-slash, you see blood and viscera, illuminating the brutal, painful reality of life here. 

Yet among it all is a strange and compelling beauty, captured in the gorgeous stylized visuals Moon Studios specializes in, the studio seemingly not missing a step with the switch from 2D to 3D: every frame looks like a painting come to life.

“We’re just very much set in not being yet another studio that tries to go for a photorealistic style,” Mahler continues. “We think paintings age less quickly than trying to pursue photorealism. When I see a Caravaggio painting, I’m still amazed by what he was able to accomplish just using oils 500 years ago.”

Humble beginnings

Starting up the game, you have next to nothing on your person. That changes quickly as you discover a worn one-handed sword and some discarded tools, likely the scraps the nearby bandits didn’t bother looting from their victims. Taking up the blade and using some found materials to cook up a basic stew, you prepare to fight through the area under the bandits’ control to try and reach Sacrament.

There are many ways to engage foes–barging in head-first, or trying to get the jump on them with a sneaky ambush–but once you engage them, you’ll need to fight smartly, as your stamina meter makes sure your every move counts. A careless sword swipe, a bad dodge, a failed parry, or a broken guard can quickly get extremely painful. If you’re in a pinch, a well-placed Rune attack might help you turn the tables, but at the cost of focus.

Fortunately, you have a variety of gear on your side–which you’ll either find, buy, or craft– and a stat-building system that lets you invest points where you choose on level up. Unlike many action RPGs, which have you pick a class very early and restrict your gear based on that choice, you grow into a class in No Rest for the Wicked more organically. 

“We just wanted to give players an extremely diverse set of gear they can find to fulfill all their fantasies of the characters they’d like to play within an RPG,” notes Mahler. “We start the player out with pretty simple movesets, but as they progress further and further, they’ll be able to advance those movesets, and combine various combos, special attacks, and spells together. As for leveling and stat-building, in general, our methodology was that we wanted things to be as active as possible. We believe that players want all progress to be felt instead of just seeing some numbers go up that might not immediately affect your playstyle.”

Shaping your adventure

The overhead view of the action helps the environments in No Rest for the Wicked feel epic and atmospheric while also giving you subtle hints about out-of-the-way paths or hidden nooks and crannies. Background objects may be more destructible than first assumed, often yielding some precious loot as a reward for our experimentation. Pushing against odd-looking walls and bits of geometry that seemed a bit off may reveal passages filled with valuable treasures–and sometimes also their guardians.

Besides combat gear, there are plenty of other items to be acquired–bits of food for cooking, wood and ore for crafting, and assorted other sundries. With tools like an axe or pickaxe, we can chop down trees and harvest ore–though you’ll want to make sure the area is clear from hazards first. Otherwise, a flaming projectile to the face might interrupt your gathering session.

The harvesting and crafting elements become more and more pronounced as the game progresses, and eventually, you can choose to engage in the reconstruction of Sacrament. “We have so many different mechanics all mashed into this one game, which we then had to all make work together, “explains Mahler. “The idea is simple: We create certain needs for players and then we provide a lot of tools on how to fulfill those needs. For example, if players choose to farm and engage in housing, crafting, etc., they’ll then be able to take the outcome of those interactions back into the battle.”

“The ultimate goal here is once again to fulfill that RPG fantasy and ultimately craft a game that is not just about slaying enemies. We want you to have a diverse set of things you can do at all times. Tired of being in combat? Well, go and get some resources instead. Or go and help rebuild Sacrament. Or engage in housing and build yourself a dream home that constantly produces resources for you. Or go fishing. There should be no end of ‘Or’s’ in this game.”

The first few steps on a long road

The demo ended with a boss battle against the pestilence-infected Warrick, who has been warped and transformed beyond recognition. It’s not an easy struggle, but learning the parry cues makes the fight more manageable, turning the corrupted creature into a sitting duck for a precious few seconds. So ends the beginning of what’s likely to be a very, very long journey.

Thomas Mahler hopes players will enjoy the game his team has spent many moons crafting. “During development, we looked at what current ARPGs offer players. Our goal was to take all the aspects from all these games we love, mix that together, and create a new recipe that ultimately becomes the game we always wanted to play!”

  • ✇PlayStation.Blog
  • No Rest for the Wicked: Revealing new details on combat, crafting, town-buildingHeidi Kemps (she/her)
    You wake up as the survivor of a shipwreck, with nothing more than the ragged clothes on your back to your name. A short trek away lies the dying captain of the vessel, who mentions the place he was trying to reach– a place called Sacrament. And so, your long and difficult journey begins. No Rest for the Wicked is the newest game from Moon Studios, creator of the Ori series. First announced at last year’s Game Awards, this PS5-bound action RPG is as visually luscious as their previous work bu
     

No Rest for the Wicked: Revealing new details on combat, crafting, town-building

1. Březen 2024 v 18:30

You wake up as the survivor of a shipwreck, with nothing more than the ragged clothes on your back to your name. A short trek away lies the dying captain of the vessel, who mentions the place he was trying to reach– a place called Sacrament. And so, your long and difficult journey begins.

No Rest for the Wicked is the newest game from Moon Studios, creator of the Ori series. First announced at last year’s Game Awards, this PS5-bound action RPG is as visually luscious as their previous work but wrapped in a darker, mature narrative. We sat down with the team for an early preview of the game to discover more about its central gameplay mechanics and world design.

No Rest for the Wicked: Revealing new details on combat, crafting, town-building

In the harsh world of No Rest, suffering comes on two fronts: political maneuvering by well-connected royals and religious figures in the wake of the King’s death, and a horrific curse called the pestilence that transforms the humans it claims into unholy abominations. As all this happens, the populace is turning to more desperate and illicit means of survival.

A world of great beauty and unspeakable suffering

Moon Studios is well known for its ability to create compelling worlds and stories, and No Rest for the Wicked explores new territory for the developer. “After having made both Ori games, our next goal was to create our own huge fantasy universe,” says Thomas Mahler. “With Ori, we always relied on using allegory. We told stories that touched people, but we used fantasy creatures that, in essence, had to deal with very human problems. This time, we wanted to actually use humans and craft a Shakespearian tale with very strong human themes like family, trust, betrayal, comradery, and so on.”

To that end, No Rest offers up a very different feel from that of Ori’s warm, inviting natural environments: dilapidated, crumbling fortresses, barren, scarred landscapes, and vicious-looking foes — human and non-human alike — populate the tumultuous land of Isola Sacra. With each sword-slash, you see blood and viscera, illuminating the brutal, painful reality of life here. 

Yet among it all is a strange and compelling beauty, captured in the gorgeous stylized visuals Moon Studios specializes in, the studio seemingly not missing a step with the switch from 2D to 3D: every frame looks like a painting come to life.

“We’re just very much set in not being yet another studio that tries to go for a photorealistic style,” Mahler continues. “We think paintings age less quickly than trying to pursue photorealism. When I see a Caravaggio painting, I’m still amazed by what he was able to accomplish just using oils 500 years ago.”

Humble beginnings

Starting up the game, you have next to nothing on your person. That changes quickly as you discover a worn one-handed sword and some discarded tools, likely the scraps the nearby bandits didn’t bother looting from their victims. Taking up the blade and using some found materials to cook up a basic stew, you prepare to fight through the area under the bandits’ control to try and reach Sacrament.

There are many ways to engage foes–barging in head-first, or trying to get the jump on them with a sneaky ambush–but once you engage them, you’ll need to fight smartly, as your stamina meter makes sure your every move counts. A careless sword swipe, a bad dodge, a failed parry, or a broken guard can quickly get extremely painful. If you’re in a pinch, a well-placed Rune attack might help you turn the tables, but at the cost of focus.

Fortunately, you have a variety of gear on your side–which you’ll either find, buy, or craft– and a stat-building system that lets you invest points where you choose on level up. Unlike many action RPGs, which have you pick a class very early and restrict your gear based on that choice, you grow into a class in No Rest for the Wicked more organically. 

“We just wanted to give players an extremely diverse set of gear they can find to fulfill all their fantasies of the characters they’d like to play within an RPG,” notes Mahler. “We start the player out with pretty simple movesets, but as they progress further and further, they’ll be able to advance those movesets, and combine various combos, special attacks, and spells together. As for leveling and stat-building, in general, our methodology was that we wanted things to be as active as possible. We believe that players want all progress to be felt instead of just seeing some numbers go up that might not immediately affect your playstyle.”

Shaping your adventure

The overhead view of the action helps the environments in No Rest for the Wicked feel epic and atmospheric while also giving you subtle hints about out-of-the-way paths or hidden nooks and crannies. Background objects may be more destructible than first assumed, often yielding some precious loot as a reward for our experimentation. Pushing against odd-looking walls and bits of geometry that seemed a bit off may reveal passages filled with valuable treasures–and sometimes also their guardians.

Besides combat gear, there are plenty of other items to be acquired–bits of food for cooking, wood and ore for crafting, and assorted other sundries. With tools like an axe or pickaxe, we can chop down trees and harvest ore–though you’ll want to make sure the area is clear from hazards first. Otherwise, a flaming projectile to the face might interrupt your gathering session.

The harvesting and crafting elements become more and more pronounced as the game progresses, and eventually, you can choose to engage in the reconstruction of Sacrament. “We have so many different mechanics all mashed into this one game, which we then had to all make work together, “explains Mahler. “The idea is simple: We create certain needs for players and then we provide a lot of tools on how to fulfill those needs. For example, if players choose to farm and engage in housing, crafting, etc., they’ll then be able to take the outcome of those interactions back into the battle.”

“The ultimate goal here is once again to fulfill that RPG fantasy and ultimately craft a game that is not just about slaying enemies. We want you to have a diverse set of things you can do at all times. Tired of being in combat? Well, go and get some resources instead. Or go and help rebuild Sacrament. Or engage in housing and build yourself a dream home that constantly produces resources for you. Or go fishing. There should be no end of ‘Or’s’ in this game.”

The first few steps on a long road

The demo ended with a boss battle against the pestilence-infected Warrick, who has been warped and transformed beyond recognition. It’s not an easy struggle, but learning the parry cues makes the fight more manageable, turning the corrupted creature into a sitting duck for a precious few seconds. So ends the beginning of what’s likely to be a very, very long journey.

Thomas Mahler hopes players will enjoy the game his team has spent many moons crafting. “During development, we looked at what current ARPGs offer players. Our goal was to take all the aspects from all these games we love, mix that together, and create a new recipe that ultimately becomes the game we always wanted to play!”

  • ✇DSOGaming
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Moon Studios has announced that its upcoming action RPG, No Rest for the Wicked will be coming to Steam Early Access on April 18th. To celebrate this announcement, the team also shared a 20-minute gameplay showcase that you can find below. In No Rest for the Wicked, the combat will be deliberate and tactical with … Continue reading No Rest for the Wicked Hits Steam Early Access on April 18th, Gets a 20-Minute Gameplay Showcase

The post No Rest for the Wicked Hits Steam Early Access on April 18th, Gets a 20-Minute Gameplay Showcase appeared first on DSOGaming.

  • ✇IGN India Pc
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No Rest for the Wicked seems to be a cool mix between Diablo 4 and Dark Souls

21. Únor 2024 v 12:50

IGN has shared a new gameplay video for the upcoming action RPG from the creators of Ori games, No Rest for the Wicked. And, from what we can see, No Rest for the Wicked appears to be a cool mix between Diablo 4 and Dark Souls. From what we can see. the combat in this … Continue reading No Rest for the Wicked seems to be a cool mix between Diablo 4 and Dark Souls

The post No Rest for the Wicked seems to be a cool mix between Diablo 4 and Dark Souls appeared first on DSOGaming.

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No Rest for the Wicked's combat is more like Dark Souls than Diablo. Join us as developer Moon Studios reveals how tactical games like Dark Souls and Monster Hunter have influenced its refreshing new take on ARPGs, in this No Rest for the Wicked interview.Keep it locked to IGN for the rest of February, as we'll have plenty more to show in our exclusive IGN First with behind-the-scenes features, No Rest for the Wicked gameplay, and interviews directly from the team behind Ori and the Blind Forest and Ori and the Will of the Wisps.

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