No Rest For The Wicked is a dark and dangerous addition to the action RPG genre
20.04.2024 - 23:09
/ thesixthaxis.com
Accompanied by strains of vocal-led orchestral music, the Moon Studios title rises into view. For many, this is reason enough to sit up and take notice of No Rest For The Wicked. For the studio behind the sublime Ori series, a visually arresting and emotional pair of platformers, this is the tricky third album: a new IP, a new direction, and a launch into Early Access along with it. Taking a swing at the action RPG genre, there’s echoes of From Software alongside Diablo here, and yet, Moon Studios’ enigmatic outlook shines through. On first impressions alone, there’s nothing to be worried about for fans of the studio – excusing the decadent horrors that lie within.
You’re a Cerim warrior. Bound for the dark shores of the island of Sacra, your first experience of this world is the brusque conversation of the crew of the ship that’s taking you there. They’re none too happy to be doing so, and that is played out when the craft is beset by raiders. These fearful warriors, led by Odessa, are there to teach you to leave Sacra alone, and in doing so you get your first taste of No Rest For The Wicked’s combat.
This is where people will find the Dark Souls and Elden Ring comparisons clearest, with heavy, taut, stamina-based combat that can leave you battered with a few misplaced steps. Initially, you’re granted a sword and shield, and you learn how to parry, block, and swing devastating charged attacks at your foe. Parrying is particularly difficult to time, and I hope that during the Early Access they see fit to expand the window a little. Or, it’s just meant to be that tough and I need to get better at it. Probably the second one.
Having fought your way through the invading hordes, the ship is dashed upon the rocks of Sacra, and you wash up on a bleak and rain-drenched shore. No Rest For The Wicked is dark fantasy at its finest, and there’s a loving sense of decaying hostility running through the landscape and the creatures populating it.
The tale centres around the rise of The Pestilence, a malady that takes hold of people and turns them into monsters and savages. That said, those who retain their sanity seem pretty hell-bent on murdering you and anyone nearby, so at times it might be hard to tell who’s afflicted and who’s not. The new king, in league with the church, sends his holy knight Seline to dispatch the plague-ridden denizens, and you get caught in the middle.
The visuals are so characterful and, in some cases, explicitly grotesque, and I found it immediately captivating from the off. There’s a painterly touch to everything here, and an amplified vision of its characters that is just the right side of the human/inhuman spectrum.
Through exploration, you start to get a handle on both combat and the need