{"id":44030,"date":"2024-02-20T21:00:07","date_gmt":"2024-02-20T21:00:07","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/no-rest-for-the-wickeds-crunchy-combat-is-more-dark-souls-than-diablo-ign-first\/"},"modified":"2024-02-20T21:00:07","modified_gmt":"2024-02-20T21:00:07","slug":"no-rest-for-the-wickeds-crunchy-combat-is-more-dark-souls-than-diablo-ign-first","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/no-rest-for-the-wickeds-crunchy-combat-is-more-dark-souls-than-diablo-ign-first\/","title":{"rendered":"No Rest for the Wicked&#8217;s Crunchy Combat is More Dark Souls Than Diablo &#8211; IGN First"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>No Rest For The Wicked sees Ori developer Moon Studios building an action RPG for the very first time. But despite its familiar isometric perspective, the project is very different from popular ARPGs like Diablo and Path of Exile. Combat in No Rest for the Wicked is deliberate, tactical, and every swing of the sword counts. In short: if you like the nail biting experience of Dark Souls boss battles, then it looks like Moon Studios may be making your next favourite game. <\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>\u201cThe major goal for our combat was to make it feel super visceral,\u201d reveals Thomas Mahler, Moon Studio\u2019s co-founder and creative director on No Rest for the Wicked. \u201cTo make sure that we create a combat system where animations also really matter. That when you press a button, you get really satisfying swings, and that it doesn&#8217;t turn into spam.\u201d<\/p>\n<p>That last point is important. The term ARPG, at least in the isometric space, brings to mind high action-per-minute gameplay where you\u2019re hammering left-click and deploying abilities the moment the cooldown counter hits zero. No Rest for the Wicked is nothing like that. <\/p>\n<p>\u201cIt&#8217;s about making it feel a bit more personal, a bit closer, a bit more focused,\u201d explains Gennadiy Korol, co-founder of Moon Studios and its director of technology. \u201cIt&#8217;s not this overflow of sensory information where you just cannot really tell what&#8217;s going on onscreen. You actually feel every single action of your character.<\/p>\n<p>\u201cIt&#8217;s up close, it&#8217;s focused,\u201d he adds. \u201cIt&#8217;s not 20 enemies on screen all against you, it&#8217;s encounter after encounter. Every single move matters.\u201d<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"no-rest-for-the-wicked-exclusive-boss-battle-gameplay-4k-60fps-ign-first\" data-loop=\"\"><\/section>\n<p>With these goals, it&#8217;s unsurprising that Mahler namechecks Dark Souls and Monster Hunter as inspirations. While the team was set on a top-down, isometric camera, they believed they \u201cshould probably take a different direction\u201d to most other games using the perspective. That\u2019s resulted in a design document that promises something refreshingly new. <\/p>\n<p>\u201cWe definitely also took influence from fighting games,\u201d says Mahler. \u201cWe always liked the whole thing where you could do combos, like light punch, fierce kick, Hadouken. We wanted to infuse that a little bit, that you could do combo A, combo B, and then do a kind of overhead slam.\u201d <\/p>\n<p>That fighting game spirit is blended with something much more classically RPG \u2013 runes. They provide special abilities, unique to each weapon in the game, which can be weaved into patterns of strikes, dodges, and parries. Korol notes that the runes unlock \u201creally crazy moves\u201d that have been made possible thanks to the top-down camera, where the all-encompassing viewpoint makes certain animations much more readable than they would be with a lower third-person camera. <\/p>\n<section data-transform=\"quoteBox\">It&#8217;s not 20 enemies on screen all against you. It&#8217;s encounter after encounter. Every single move matters.<\/section>\n<p>Of course, all of these fight moves are rooted to your weapon. Moon aims to have a wide variety of armaments, from daggers to hammers to bows, and each will have its own unique moveset. And then, within each discreet weapon, there\u2019s a collection of variations that mean no two versions are quite alike. <\/p>\n<p>\u201cThe Blood-rusted Sword is one of the straight swords that we have, but yours could be a fire-enchanted one that gives you more Focus for every hit that you deal,\u201d Mahler explains. \u201c[Your friend] could have a cursed Blood-rusted Sword that deals more damage, but you also take more damage.\u201d<\/p>\n<p>As with all action RPGs, battle in No Rest for the Wicked isn\u2019t just a case of mindlessly holding the attack button. There\u2019s multiple character elements to take into consideration at all times, including health and stamina. The first is handled by what sounds like a robust cooking system that streamlines Breath of the Wild\u2019s buff-providing food mechanic, while the latter seems an effort to combat the attack cadence seen in Diablo-strain ARPGs.  <\/p>\n<p>\u201cThe idea is that it shouldn&#8217;t feel like you&#8217;re just running around and spamming all the time,\u201d says Korol. \u201cIt&#8217;s more strategic and tactical. That is where the stamina system comes in.\u201d <\/p>\n<section data-transform=\"slideshow\" data-slug=\"no-rest-for-the-wicked-4k-screenshots\" data-value=\"no-rest-for-the-wicked-4k-screenshots\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>There\u2019s a third resource, too, but it\u2019s not the magic points you may expect. \u201cWe don&#8217;t have a mana system,\u201d says Mahler, explaining that he wanted something more dynamic than a blue meter that depletes and then is topped back up with a potion. The answer was \u2018Focus\u2019, which \u201cincreases as you play better in combat.\u201d Focus is used by all character classes, and powers those aforementioned powerful rune attacks. <\/p>\n<p>\u201cIt creates this push-and-pull dynamic where you can build up your Focus, then you do a cool special, then you have to build it up again,\u201d says Korol. <\/p>\n<p>For ARPG veterans, Focus is recognisably No Rest for the Wicked\u2019s alternative to Diablo\u2019s second resource globe \u2013 the Necromancer\u2019s Essence, the Barbarian\u2019s Fury, or the Druid\u2019s Spirit. And by having a similar dynamic approach to how it replenishes, Moon Studios has been able to craft a mage class with which you don\u2019t \u201cjust hang back somewhere and poof fireballs and be able to do that infinitely.\u201d <\/p>\n<p>\u201cWe wanted to do something where every class always has to be engaged,\u201d says Mahler. <\/p>\n<section data-transform=\"quoteBox\">We want to get your heart rate as high as possible. We want you to feel like, \u2018How am I going to do this? How am I going to beat this?&#8217;<\/section>\n<p>Health, Focus, rune attacks, and weapon choices all coalesce in No Rest for the Wicked\u2019s boss battles. The first major foe is Warrick the Torn, a man twisted into the form of a grotesque, spider-like monster by a plague ravaing the world. He\u2019s a frantic attacker whose speed defies his enormous size, galloping across the arena and launching himself high into the air for dive-bomb like attacks.  <\/p>\n<p>\u201cWe want to get your heart rate as high as possible,\u201d Korol says of the battle\u2019s design. \u201cWe want you to feel like, \u2018How am I going to do this? How am I going to beat this? This is relentless. This is impossible.\u2019 Then, little by little, it&#8217;s like a puzzle that you figure out, and you feel empowered.\u201d<\/p>\n<p>Warrick\u2019s relentless strategy is to create distance between himself and you, something that\u2019s made all the more clear by that isometric camera \u2013 inches of screen separate him from your hero. In the video above, you can see moves like a forward lunge being deployed to quickly close that distance.<\/p>\n<p>\u201cMy favourite part is when he gets angrier and he gets even more relentless, and he starts jumping,\u201d Korol says. \u201cYou have this really powerful fantasy thing where it&#8217;s not just a creature that&#8217;s on the ground, but he also has this crazy mobility to get to you. I think that&#8217;s just terrifying.\u201d <\/p>\n<section data-transform=\"ignvideo\" data-slug=\"no-rest-for-the-wicked-reveal-trailer-game-awards-2023\" data-loop=\"\"><\/section>\n<p>Warrick may be terrifying, but as with all bosses of his kind, he has a weakness. \u201cHe doesn&#8217;t like fire,\u201d reveals Korol. \u201cHe really doesn&#8217;t like fire, this Warrick guy. Fire is bad for him.\u201d That hatred is clear in the video; we can see the hero setting his sword alight and using it to spread flames through Warrick\u2019s flesh. <\/p>\n<p>\u201cI have an amazing tip,\u201d says Mahler. \u201cYou meet Filmore the blacksmith early on. When you talk to him, he will actually sell you some stuff. The scrap bombs that he sells &#8230; They&#8217;re very good.\u201d<\/p>\n<p>I\u2019ve yet to go hands-on with No Rest for the Wicked, but what I\u2019ve seen so far gives me a good feeling about its ruthless, bloody combat. As someone who grew up with the late \u201890s era of computer RPGs, the isometric camera of Baldur\u2019s Gate and Diablo is something I really value, and seeing them return last year in new versions of those games was a treat. But No Rest for the Wicked\u2019s Soulsian combat looks to set itself apart, and the way Moon Studios seems to be building something that captures the thrill of Elden Ring\u2019s greatest scraps from a whole new perspective really excites me. <\/p>\n<p>It remains to be seen how that promise will play out \u2013 as any fan of deliberate combat systems well knows, what can look great on video doesn\u2019t always feel good in the hand. But we\u2019ll soon learn much more about combat as part of Wicked Inside, Moon\u2019s developer stream taking place on March 1. And then, hopefully not too long after, we\u2019ll be able to actually take on Warrick ourselves when the game launches in early access. <\/p>\n<section data-transform=\"divider\"><\/section>\n<p><em>Matt Purslow is IGN&#8217;s UK News and Features Editor. <\/em><\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/no-rest-for-the-wickeds-crunchy-combat-is-more-dark-souls-than-diablo-ign-first\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>No Rest For The Wicked sees Ori developer Moon Studios building an action RPG for the very first time. But despite its familiar isometric perspective, the project is very different from popular ARPGs like Diablo and Path of Exile. Combat in No Rest for the Wicked is deliberate, tactical, and every swing of the sword<\/p>\n","protected":false},"author":3,"featured_media":44031,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,6,31],"tags":[168,2203,822,719,671,3211,541,1324,619,12692],"class_list":["post-44030","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-pc","category-popular","tag-action","tag-building","tag-despite","tag-developer","tag-moon","tag-rest","tag-sees","tag-studios","tag-very","tag-wicked"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>No Rest for the Wicked&#039;s Crunchy Combat is More Dark Souls Than Diablo - IGN First | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View No Rest for the Wicked&#039;s Crunchy Combat is More Dark Souls Than Diablo - IGN First for free, here on XtremeServers. 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