The article is dedicated to what No Rest for the Wicked does to put a spin on the soulslike genre and deliver something unique.
One of the latest soulslike games is sure to become No Rest for the Wicked , a title that will keep people on the edge of their seats launching later this year. No Rest for the Wicked is your classic top-down ARPG to give you a one-of-a-kind soulslike experience that would be definitely burned into your memory no to mention a difficulty level that is hard enough to make you throw that controller across the room.
What Makes No Rest for the Wicked Unique
No Rest for the Wicked has for its player and this soulslike game will be hitting Early Access in less than a month, on April 18, 2024. Early impressions of the game were made by numerous streamers and content creators, and it is safe to say that we like the product. While the art style and the top-down camera perspective might make you think of Diablo with the slightest oversight, in reality, the two have almost nothing in common.
A top-down perspective
It’s safe to say that No Rest for the Wicked is more soulslike than APRG. It has all you’d expect from one but takes the formula to deliver in a way unique to the players. It has the weapons, the hard enemies, the mysterious world that could have you coming back to the same place over and over again to unlock new paths and secrets, the levels, the loot, the atmosphere. Moon Studios took all of that and turned it into a top-down game yet No Rest for the Wicked by no means lesser thanks to it.
The game gives the player a somewhat fun world you can spend minutes in just dashing to the bosses but hours, even, poking into all the nooks and crannies, all the tricks and traps Moon Studios hid in. Thanks to its top-down view No Rest for the Wicked is not bound to expand only left, right and up. It can expand down too. And it does freely.
Without any ceremonious passing, Moon Studios definitely make the most out of the top-down view with having the players go through a series of intricately woven levels, which are divided into layers upon layers.
This makes the players feel as if they’ve crossed several maps, whereas in fact they haven’t moved an inch to the sides, but have only been going up.
It is rather evident that Moon Studios have had the best use of the top-down possibility, hiding content in ways players would never suspect.
The imagination that has gone into No Rest for the Wicked is something we have yet to see, and only got a glimpse of in the demo handed out to the various content creators.
Replayability
No Rest for the Wicked offers a loot system that is quite unlike what we’ve seen. The game works by giving players a ton of loot through the various chests hidden around the world. However, the uniqueness that comes into play here is that the loot in these chests changes each time you start a new playthrough. The loot in the chests is entirely randomized which makes it so that you will not get a run that is the same as the previous one.
Despite the world, environment and chest locations being the same, the items that you get from each chest or drop are always different making sure that you won’t have the same experience no matter how many times you start a new game. We think that this uniqueness is something that will incentivize players to continue trying out new runs, new builds and will overall shape each person’s experience in an interesting way, which is bound to lead to tons of hours of fun.
Conclusion
In terms of what we’ve found out, No Rest for the Wicked looks like a game that we’d love to pour hours into, and is something we imagine most soulslike fans will adore. Base simply on what we’ve seen, we can confirm that we’re excited to get our hands on No Rest for the Wicked first-hand come its April 18 release, and will have more concrete information to report on whether it lives up to its potential in due course.