playcevrimicicasino

playcevrimicicasino

The next adventure from the developer of Ori and the Blind Forest is a gripping soulslike action-RPG

By Dr. Eleanor Vance | Published on January 01, 0001

From its opening moments, No Rest for the Wicked is dripping with atmosphere. Literally, a lot of the time—during my 90 minutes with the game, its grim setting is perpetually damp, a clouded island where bandits and worse lurk among sodden ruins. 

Its inhabitants—including my created character, a mystic warrior known as a "Cerim"—have a wonderfully gangly, grotesque look, like classical portraits whose paint is running in all that rain. And that's just the normal humans—when I run into the enormous mutant that serves as this build's boss fight, I get to see what ugly really looks like. But I'm getting ahead of myself. 

No Rest for the Wicked is a soulslike action-RPG—expect the deadly, methodical combat and careful exploration of Dark Souls, with the top-down perspective and loot customisation of something more like Diablo 4. But I didn't want to lead with that, because to just waffle about genres and inspirations would be the most boring way to talk about a game that immediately yanked me into its world and refused to let go. 

You'll know developer Moon Studios from its breakout debut Ori and the Blind Forest, and though that goes some way to explaining its arresting visuals and effortless sense of place, the island of Isola Sacra feels a million miles away from that game's enchanted wilderness. With talk of kings, heirs, dogmatic religion, and unholy plague, it's a bigger, grander story—but also a more human one, concerned with the plight of common people caught up in horror and cruelty beyond their control. 

As a Cerim seemingly shipwrecked on Sacra's shores, dressed in rags and wielding the first big stick I come across, it falls to me to stand against the rising darkness. Or at least against the local gang of brigands, to start with. 

(Image credit: Moon Studios)

As you'd expect, given the Soulslike influence, battles against this unpleasant lot are all about caution and precision—dodge-rolling, blocking, and parrying at the right time, looking for opportunities to launch slow but powerful strikes in retaliation. But here again the game stands out on its own terms. 

Fights occupy space in a really exciting way—perhaps thanks to those low-hanging arms everyone seems to have, attacks have long reach and wide swings. Rolls really cover ground, and most enemies either have special attacks that hurl them towards you, or devastating ranged attacks that force you to keep closing the distance. I have to not only stay aware of my surroundings, but use them in interesting ways—leaping over gaps, luring foes into chokepoints, at one point even swimming to safety before hurling a fireball from a nearby sand bank. 

That's the other piece of the combat puzzle: runic attacks. As you strike with your weapon, you charge up your focus, and once you have enough you can spend it on special strikes. With a dagger, that might be a charging strike, whereas with the staff I wield for most of my hands-on, it's a selection of three fiery spells. The result is that each weapon has its own in-built rhythm—get basic strikes in until you're charged up, then look for a perfect moment to unleash hell, whether that's dashing back to an elevated position to rain down fire from, or interrupting a foe's stumbling charge with a sudden skewering strike. 

(Image credit: Moon Studios)

It's clear there's a lot of depth still to come in these combat mechanics. Tantalisingly, many of my weapons have empty slots which more runic attacks could be dropped into—the thought of customising my own preferred set is very enticing. I'm similarly keen to experiment more with the game's unique twist on Dark Souls' weight system; instead of simply slowing you down, heavier gear actually changes how your character moves. Near-naked characters can make quick side-steps instead of rolling, while heavily armoured warriors can use their slow dodges to shoulder charge into enemies. I'm sure each ทางเข้า winner55 ผ่านโทรศัพท์มือถือ​ will prove useful in different situations.

But one of the things that most surprises me in my time with the game is that the thing that saves my life more times than anything else isn't a weapon or a piece of armour, it's a mushroom soup. Rather than relying on auto-refilling healing flasks, here your best way of recovering health is by eating food. That means gathering up ingredients as you explore—mushrooms, herbs, rat meat, crabs—and boiling them up at campfires. It's a hint at another of No Rest for the Wicked's big inspirations, that becomes increasingly clear as I find more and more crafting resources and even tools for mining ore, digging up roots, and chopping down Yono all app trees. It's… kind of a survival game. 

(Image credit: Moon Studios)

Gathering and crafting does feel secondary to the core action and exploration, and though I don't get to dig too deep into the systems in my time with the game, the implication seems to be that most of these resources will go towards making, upgrading, and enchanting your loot rather than building settlements. But that hint of Valheim to it all, especially in the reliance on food prepared with your own hands, does make me feel more connected to and reliant on the world than I do in the endlessly hostile worlds of most Soulslikes and action-RPGs. My demo stops just as I reach a major settlement, but the promise is once there you'll be able to buy and customise a home, farm the land between excursions, and help rebuild, expanding on these systems further—hinted at by items I discover such as wood planks and clay. 

My final skirmish before my time is up is a duel with that great, grasping monstrosity I mentioned, as it lurches around a rain-soaked field. Rolling through its wild swings and sprinting through the mud to slash at its fleshy bulk, I feel like I'm just getting started on a truly unique journey. These days, it takes a lot for a Souls-inspired game to stand out, and believe me that I'm more cynical than most when it comes to FromSoft's many imitators. But No Rest for the Wicked refuses to stand in anyone's shadow, combining a rich tapestry of expertly-wielded influences with a world that just begs to be explored. It may always be cloudy on Isola Sacra, but Moon Studios' future is looking brighter than ever. 

Reader Comments

GameAddict3632

I appreciate the themed slot games, especially those based on movies and TV shows. They make the gaming experience more engaging and immersive. The combination of storyline, visuals, and bonus features makes each game feel unique. The payout process is generally smooth and reliable, though occasionally it takes longer than expected. Overall, I feel confident that my winnings are safe and will be credited properly.

GameAddict3411

I love the overall aesthetic of the platform. The animations, visual effects, and sound design make the gaming experience more dynamic and immersive. It's one of the reasons I keep coming back. The variety of games is excellent, including table games like blackjack, roulette, and baccarat, in addition to slots. This keeps the platform interesting and allows me to switch games depending on my mood. The promotions and bonuses offered are very generous. I especially love the daily free spins and deposit bonuses. They make playing even more enjoyable and increase my chances of winning big. The platform keeps me engaged for hours every day.

SpinQueen4640

The payout process is generally smooth and reliable, though occasionally it takes longer than expected. Overall, I feel confident that my winnings are safe and will be credited properly. I really enjoy playing the slot games here. The variety is amazing, from classic reels to modern video slots with interactive bonus rounds. Every spin feels like an adventure, and the graphics and sound effects are top-notch, making the experience immersive and exciting. Sometimes I wish there were more ways to earn rewards through loyalty programs or frequent player bonuses. Adding seasonal events or special challenges could enhance the excitement even further.

Recommended Reading

Corsair's Frame series of PC cases is testing a modular DAC_amp accessory prototype, and I'll be the

Abstract: I have many interests, and about half of them involve my PC in some shape or form. But I moved country a few years ago, and this meant having to rebuild a decent chunk of my collection of [[link]] tech. Corsai...

The Half-Life vibes are intense in the free Steam demo for co-op survival game Abiotic Factor

Abstract: You think Gordon [[link]] Freeman had it tough? Dude never had to stop what he was doing and run to the bathroom to poop while fighting his way through interdimensional monsters and psychotic marines in the Bl...

Even with smart tools like this indie GameHDR app, HDR gaming on PC is still an absolute clown show

Abstract: I wouldn't blame you if you didn't bother with HDR. While the effect can look spectacular in the right game and on the right monitor, anyone who's regularly tried to [[link]] use the feature on PC over the yea...