This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:16:47
In the video, Jake from "Before You Buy" reviews "No Rest for The Wicked," Moon Studios’ new isometric action RPG, known for creating "Ori in the Blind Forest" and "Will of the Wisps." Unlike its predecessors, this game blends elements from "Diablo" and "soulslike" games, featuring slow, deliberate combat and a short stamina meter. Currently in early access on Steam, the game has a promising foundation but suffers from performance issues, requiring balance adjustments in combat mechanics, equipment durability, and resource management. Players can expect vertical gameplay, weapon variety, and engaging character creation that influences gameplay through skill allocation. The narrative, set in the expansive and richly detailed castle town of Sacrament, centralizes around a young king combating evil forces manipulated by a religious clergy. Despite its early access status and optimization problems, the game’s art direction, immersive world, and intriguing storyline suggest significant potential pending further updates. The review concludes by advising players to remain cautiously optimistic and to wait for future developments before fully diving in.
00:00:00
In this segment of the video, Jake from “Before You Buy” discusses “No Rest for The Wicked,” the latest game from Moon Studios, known for “Ori in the Blind Forest” and “Will of the Wisps.” This new game diverges significantly as an isometric action RPG aiming to innovate within its genre. It’s currently in early access on Steam for $36, featuring only the first narrative chapter, with a full release expected later. Jake notes prevalent performance issues and frustrating gameplay aspects, advising viewers to wait for the finished version despite the promising foundation and exciting presentation. The game combines elements akin to “Diablo” and “soulslike” games, with a unique structure. Character creation is simple, and gameplay involves exploring, questing, and combat—which is slow, deliberate, and satisfying, emphasizing a careful management of a short stamina meter.
00:03:00
In this part of the video, the speaker discusses game mechanics including dodging, rolling, and using special attacks powered by a meter that fills through actions like attacks and parries. They mention the flexibility in weapon choices, allowing combinations such as sword and shield or sword and bow, each with unique abilities. Leveling up involves allocating points into health, stamina, strength, intelligence, and dexterity, influencing weapon proficiency. The speaker highlights issues with combat, such as difficulty in reading enemy attacks, executing parries, and the simplicity of the stealth system. They note the game’s verticality, enabling jumping and climbing, but also point out its flaws like unclear climbing capabilities. The segment concludes with a critique of combat against multiple enemies.
00:06:00
In this part of the video, the speaker discusses the challenges and frustrations faced in the game, such as handling multiple enemies and the need for better crowd control attacks. They express dissatisfaction with the game’s weapon and armor durability mechanics, which degrade quickly and become especially problematic upon death. This durability system feels tedious and reduces the fun of the game, despite the inherent challenge it offers. The limited fast travel system exacerbates this issue. Additionally, they note that balance adjustments are needed for equipment weight, as well as improvements to the healing system. The speaker acknowledges that while some may suggest simply getting better at the game, these issues feel like early access balance problems that need addressing.
00:09:00
In this segment of the video, the speaker discusses the game’s balance issues related to farming resources for crafting food, noting that the requirement for a specific herb makes it tedious. They highlight that areas do not reset upon hitting a bonfire, which means players must wait for the fog of war to progress elsewhere before enemies and treasures respawn. While the concept is appreciated, it interferes with gameplay, especially when resources are needed.
Additionally, the segment mentions the lack of gear and item stats comparison in menus, inadequate quest guide information, and the absence of key bindings, which could be problematic for players. Despite these issues, the speaker is optimistic about the game’s potential, praising its unique art direction, impressive lighting, and expressive character details. They voice concerns about the silent player-created character affecting the story’s emotional impact but remain hopeful due to the intriguing storyline involving a plague that turns people into monsters.
00:12:00
In this part of the video, the speaker describes the immersive and richly detailed world of a game where players assume the role of a newly crowned young king combating evil forces after the death of his father. The narrative involves an evil religious clergy manipulating events, making for compelling storytelling accentuated by impressive voice acting and presentation. The game’s environment, particularly the main castle town of Sacrament, feels expansive with numerous unique NPCs, vendors, and upgradeable facilities. Players can engage in various activities such as gathering resources, crafting, and upgrading shops and their base. Despite the joy of exploration and well-designed combat, the game suffers from performance issues like rough frame rates and poor optimization, and occasional crashes. The speaker advises potential players to try the game up to the first boss and explore Sacrament to gauge their enthusiasm, keeping in mind that it’s still in early access and performance might vary across different systems.
00:15:00
In this part of the video, the presenter praises the first boss battle in “No Rest for The Wicked” for its atmospheric elements like the stormy weather and destructible environments. They acknowledge the need for combat improvements but emphasize the potential of the game’s foundation. Despite some flaws, the presenter is optimistic about the game’s future after more updates. They express a desire to wait for further development before playing again to avoid souring their experience. The segment ends with an invitation for viewers to share their thoughts on the game, particularly given its early access status, and provides information on how to follow the presenter on social media.
