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You cannot beat the final boss of No Rest for Wicked’s latest saga

A year out from its initial early access launch, I can finally see what Moon Studios wants to make with No Rest for the Wicked. It’s big in scope and scale, mashing conventions and mechanics of several genres into one world folded in on itself like its own intricately layered levels. And it invites much comparison: to Dark Souls and Diablo, namely.

And also fighting games. Monster Hunter Wilds. Even Animal Crossing. It’s an RPG with the action elements of an open world adventure like Elden Ring but an isometric perspective and emphasis on random loot. It’s a game about resource gathering and managing inventories and maybe farming, eventually. It’s a game about throwing yourself at the boss for days at a time as the shadows drift with the sun into night and back to day again.

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