I went into No Rest for the Wicked completely blind, and that absolutely worked in its favour

I haven’t spent more than a few hours with No Rest for the Wicked yet, but it already feels like something special, and I wholeheartedly believe Moon Studios made the right call with an early access launch.

Looking at the Steam reviews, this may be a bit of a hot take, but I’m not afraid to say it: No Rest for the Wicked could very well be the ‘big refresh’ that Soulslikes (we’re in dire need of a proper name for these) have been needing for a while. Mainly because it’s both a ruthless follower of FromSoftware’s teachings and an isometric action RPG with crafting elements that isn’t just another riff on Diablo.

I’d only really paid attention to No Rest for the Wicked’s striking reveal trailer, which painted a far more traditional (despite the unique visuals) picture of the game than the previews released in the lead-up to the big early access launch which I unconsciously avoided. The thing is that, despite the firm isometric view and some surface-level similarities, I never expected Moon Studios’ post-Ori project to behave like a fast-and-furious action RPG.

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