No Rest for the Wicked: feedback and analysis

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No Rest for the Wicked: feedback and analysis

To start off: the Early Access version is a very good skeleton of an ARPG with almost excellent game design.

However, there are several crucial improvements needed from the gameplay and QoL perspective - and we are pointing at them below. Plus Keyboard and Mouse controls require a complete rework of the currently used method.

Keyboard and Mouse Controls

At its current state it is impossible to play the game with KB&M in the same way you can play it with a controller. The big culprit is the positioning of the character relative to the camera which leads to a lot of diagonal movements. Latest patches brought some QoL improvements for KB&M users, but still the movement system and the camera continue to be fully set for controllers and their directional stick in mind.

The game has two control methods for KB&M (WASD and following the mouse cursor) with the cursor method being the most comfortable for exploration, but totally uncomfortable for combat where it becomes confusing and often acts in contradiction with WASD controls. Granted, you provide three schemes to choose in between, but those are poorly explained and not well-thought (more on it below).

It’s a requirement (not to say an imperative) to set up the camera to be constantly behind the character’s back (à la Baldur’s Gate 3). For KB&M there is no other way around. First, it will provide the perfect controls over player movements, second, it will ensure proper character model alignment with intractable objects (like chests).

I think it’s totally doable and even if it could potentially “break” the visuals and the way the game “hides” its secrets in the world, the switch to that view will be invaluable from an Action RPG perspective.

To counteract the potential trouble of missing meshes (in case they were not set properly for those angles), you can make the camera closer to top-down point of view. To be honest, it can even be considered a requirement, because on more than one occasion while traversing the world (usually when you go directional to the bottom of your screen) your character ends up with a very uncomfortable viewpoint that severely restricts the player’s ability to notice and react to the enemies.

Don’t get it wrong: we’re not talking about getting rid of the current camera entirely. It works for controllers, so no need to change it. And KB&M players can have it as an option alongside the main PC camera discussed above.

In general, I’d say it is a huge mistake to prefer visuals over gameplay and controllability especially if you advertise your game as “soulslike”.

While Moon Studios did provide a decent way to rebind keys, they need to keep in mind that KB&M has far less restrictions than controllers and KB&M player can and want to have accurate settings for every action. There is no need to keep several actions tied to the same button for KB&M just because it’s required for controllers. Here are the examples:

  • Jump and Sprint share the same key which (combined with diagonal movement requiring to hold two keys simultaneously for WASD) leads to platforming sections being the biggest killers. Those must be separated (unless artificial difficulty through clunky controls is your goal).
  • Hug the wall and action keys are shared too which leads to unwanted moves in a lot of situations (because those chests are very often close to walls and when trying to open a door you don’t want to end up stuck to it instead).

Other keys like action confirmation in the inventory are set to spacebar while instead they should be tied to the player’s choice of the action key (E or F). You need to allow the player to set those too and to be honest, all the UI actions just need to be clickable with the mouse - currently the UI is very inconsistent with those.

Also, you should absolutely never use the same key for two opposite actions! Example: C is “give less” in town building UI, but “give more” in challenges UI!

We took time to test all three KB&M schemes you provide in the options. And we got the impression that those were never really actually tested. First off, they’re confusing: it seems from the description and the preview that those are just different key binding presets while in reality they also have different underlying logic which is most noticeable in how dodge works:

  • Mouse and WASD: direction key + dodge key when moving plus mouse cursor + dodge key when stationary.
  • Mostly Keyboard: direction key + dodge key when moving only, no stationary dodge.
  • Mouse and Keyboard: mouse cursor + move to cursor key + dodge key when moving only, no stationary dodge.

And second, those schemes have different options for controls customization when selected, for example, Mouse and Keyboard offering walk/run switch which is missing from the first two schemes.

Well, none of those three schemes are comfortable for PC players and the way you implemented them is confusing, rework here is a requirement:

  • Customize controls menu should always show all the possible key bindings, there should be no hidden ones (and no shared actions as explained above).
  • Instead of the three vaguely explained schemes there should be clear on/off options for different behaviors: dodge to mouse cursor direction, stationary backwards dodge (this is a default one for ARPG, to be honest), guard direction follows mouse cursor (right now it doesn’t present in any of the control schemes), sprint toggle, walk toggle, crouch toggle (the last three are the industry standard nowadays, it’s a wonder they are missing).
  • Inside the Customize Controls menu there should be three presets to choose from: KB&M, Keyboard mostly, Mouse mostly. They should not change the logic, just offer different key binding sets.
  • You should allow to unbind keys and keep them unbound - this way people who prefer the mouse mostly can either unbind them completely or can keep them for rare cases if they want to.

To sum this section up (and it’s very important!): basically, the game is currently set to be a controller-only experience with KB&M support being at barely playable (or even unplayable) level. Sure, you warn the players that the controller is a preferable device, but preferable and required are not the same thing! There is a perfect example: Brothers - A Tale of Two Sons, a game that indeed has its storytelling and gameplay tied to the controller, has a very clear notice put in red just in front of the “Buy” button.

Emphasizing to make it clear: if the controller is your artistic choice and you are absolutely sure your game must be played with it, then you must be clear about it and not hide behind “preferable” devices and “keyboard support”!

Keep in mind that Steam stats show that 90% of PC users prefer native KB&M controls over console controllers, don’t fall into a trap of confusing the opinion of a vocal minority on the forums for the actual facts. Ignoring that and trying to push controllers by implementing bad KB&M input and spreading “suggestions” is counter-productive and, furthermore, even punishable: if you do not provide proper native PC controls and do not issue a clear warning similar to what Brothers have, the game is eligible for refund no matter the playtime!

Console controllers never evolved that much (apart from the PS4 dualshock touchpad which was very well used in Ghost of Tsushima) - and this is one of the reasons people prefer KB&M (and on PC we also have specialized gaming pads and mouses which are very comfortable!).

The combat system

The skeleton of the system is good, but I agree with the people who are complaining about the unfair (soulslike) difficulty. There is a huge difference between an actual enjoyable skill-based challenging combat system and an artificial one where the player is intentionally handicapped against boosted enemies who don’t have even half of the player’s restrictions and are moving, evading, attacking with speed and accuracy surpassing anything the player can ever have. It’s not the difficulty, it’s just a camouflage for a bad AI design.

To make it right and fair while keeping the challenge, you need to slow down all the enemies. Not much, but enough for the player character to be rewarded for tactical moves and not for hectic button-mashing.

Also, most of the time combat is taking place on terrain which is totally uncomfortable to move around (not to say impossible with the current KB&M controls). If you want your players to consciously parry and evade, you need to ensure they have a proper opportunity to read enemy moves and attacks.

And talking about evades. The moves you set are totally disconnected from the map design. Nowadays I’m absolutely sure that rolling evade is outdated - especially after playing Callisto Protocol which sets up a very good new evade move (not perfect, but largely superior to rolling) and that one is very much possible to implement from an isometric point of view.

So on the map 90% of the places are not set for evading. Only 10% are more or less proper and those are usually boss arenas. But even on those ones bosses are so big they take up the whole space, so yet again you don’t have room to evade. Yes, I got the idea, it’s so-called “git gud” thingy of soulslikes, which in fact is coming from 90s Resident Evil. But wait a bit, those mechanics only existed back then because developers were not having all those comfortable tools and technologies people have today.

Your decision about evade moves in relation to weight is counter-intuitive and even reverse to what you did: heavy character should be using slide (or sidestep) while light character should be using large/double roll.

The AI is quite easy to cheat by making it stuck on terrain and especially doors - same as many souls-likes where enemies don’t react properly to ranged attacks and being different elevation with the player. You may run into troubles if you don’t tweak your pathfinder. I’m not used to Unity (more UE) but it seems to be relying on voxel-based navmeshes (that’s what I remember from my work on proper AI navigation systems in the past - and it still seems to be the best one). You can check for beam search or use sub-volumes for optimization.

Bosses are a quintessence of all those problems in one big package: it’s a huge jumping unit with long and fast tracking attacks, dealing huge damage and stagger you can’t really interact with. You just need to wait for a very short opening which is usually enough for one hit and then you go back to evading. Be very careful here, because this is the design players did not like in the latest souls games! It makes the bosses more annoying than difficult and makes all the tools and special attacks the players have useless, because you easily get interrupted and damaged almost all the way down and can only rely on single hits because of it.

Such an unfair design of the enemies is also very bad for teaching your players the rules of your game (and teaching in general).

After playing the game and testing its progression it becomes clear that the difficulty comes from the wrong place: the game is hard at the beginning just because you don’t have good stats and equipment and the enemy behaviors described above don’t allow you to be tactical - you have to be cautions to survive, but it becomes easy as you spend points into stats and get better equipment - after that you can just bypass every fight with button-mashing and it’s not about skill at all. The base ARPG mechanics you have in the game like hit, combos, parry/riposte, block, dodge need to be reliable for the player to use at any time and any progression level (riposte is not implemented yet as far as I know, but it should be).

Be coherent with your game design

It’s very strange to move around the town with your weapon unsheathed. You should allow players to sheath their weapons at will.

Don’t reuse models of intractable objects for a generic clutter in the world (scrolls, etc). It’s confusing and because scrolls are rare, it amplifies the feeling even more.

Also, at the very beginning of the game you teach the players that they can open trap doors. And then the very first trap door that looks the same they find on the island is a non-interactable clutter! If it becomes active later (quest, maybe), then you at least should show an animation of the character trying to open it and failing. The general idea here is that interactable things should always be interactable to keep the world and the gameplay consistent.

Your world has different weather, so make it a part of the gameplay by tying meaningful gameplay mechanics to it!

The UI

KB&M users should be able to move the map with the mouse! Not with WASD keys (especially when the proper AZERTY switch is not set up). Marker descriptions should be shown when we point at them with the mouse, not when we move the central dot onto them. We should be able to place markers with mouse clicks.

Here’s a good PC control scheme for the map that feels natural for KB&M users: dragging the map with the right mouse button, placing the user marker with the left mouse button (click or double-click), selecting the icon with the left mouse button.

Building mode for player house is uncontrollable with KB&M and needs a QoL rework. Currently you move the character trying to fit a station into a proper place, but instead you should fix the character where he is and just move the station itself (and do it with the mouse).

There is no need to have separate menus with a separate design. We strongly suggest using overlays with transparency (especially considering the fact that there is no pause anywhere, so the player needs to keep connection with the world).

Healthbar placement is not good for monitoring your life and focus in the heat of the battle.

There is inconsistency in using UI elements like health and stamina: health is top-left corner, stamina is tied to character and appearing and disappearing. Sometimes a red (health?) indicator appears close to stamina. And most of the time the stamina bar is not even visible in combat properly because it doesn’t stand out enough from the background and the effects.

You absolutely need to change the standard windows cursor to something fitting to the overall game style!

In-game information

Runes should have proper description with full information on their effects available directly in-game without an external website or any kind of those things that push young people to constantly have their smartphones near their console/PC screen!

In-game navigation

It is important to have a good navigation system in game. Don’t get me wrong, I’m not talking about markers for anything anywhere at any time, but about something to ease your way when you’re trying to find your owned house, for example, or a quest giver to return to.

Everything else

The fact that you need to each time go and manually accept daily and weekly tasks and if you didn’t whatever you do won’t be taken into account retroactively might be a teaching move, but to be honest it feels more like one of those player retention tactics aimed at increasing the time spent in game artificially. Look at how Conan Exiles handles those, for example.

Do be careful about setting up your streaming engine.

And last but not least: consider using DX12 instead of DX11. Stuttering troubles you’ve got currently should go away if your code is proper. Basically, adding sync for your game to keep the memory available until it’s no longer needed. There are many advantages I won’t list here, but in general DX11 underuses the modern hardware capabilities. Plus, with DX12 you can later decide to add HDRP with specific RT effects: RTAO could be good for the game (see The Ascent game use of reflections as an example).

The books and scrolls you can find and read on the map are almost useless as they’re not giving you valuable information, just some lore pieces. It’s totally outdated for a 2024 RPG where those should come with actual choices, locations of secret places, or tips about hidden chests or closed doors - once again, pointing here at the claim to reinvent the ARPG genre.

r457 and gh057

r457.ao2@gmail.com

Dunno where you got this but according to Steam “10% of daily game sessions being played with a controller”. But a) that number doesn’t tell us much about actual preferences and b) that number is about overall usage because, again, according to Steam, “most 3rd person adventure games see 40-50% of players using a controller”. That’s from February 2021 and I don’t see controllers decreasing in popularity.

Source: Steamworks Development - NEW: See Which Controllers Players Are Using In Your Game - Steam News

2 Likes

Not starting controller vs KB&M argument, because it’s not the main subject (it was just one note to keep in mind - can provide more information on that if you want). Main point is: the game is advertised to have KB&M controls, but in its current state those are unusable. So they either need to give up on those and mark the game clearly as controller only (following the Brothers example), or they need to fix the problems even if it means going for compromise in some areas.

The map design and the arts in the game are superb (remind me of Enki Bilal and some others), exploration is superb, but PC controls problems make it hard to enjoy fully.

Thanks for that detailed pov.
I want to comment on some of the things you adress.

Keyboard and Mouse Controls:
You are right that the game is obviously created with controllers in mind and KB/M not so much. However, “barely playable” or “unplayable” is a bit harsh I think. I play with KB/M and i can say that it works OKish. There are obvious flaws, but you definitively can play it.
If someone is interested in a Mouse/Keyboard setup that works, i described mine here: KB/M bugs (current as of PATCH 2) - #8 by anonymous87
That being said, several things that you list are valid flaws though.

Yes, that is where you come into play. :wink:
Afaik, they are currently working on the inputs right now.

Camera
In terms of the camera, maybe I am not getting you right here? You ask for a rotating camera? So its about the diagonal fixed perspective?

This perspective is totally common for various genres. (Diablo, Path of Exile, Leage of Legends, or Stardew Valley to name only a few.) I dont think that this needs to, should, or even can, be changed at this point. Am I understanding this correctly???

Combat System
Here you have some valid points.

However, also here I think you are a little too harsh. When you are used to the fightstyle, you can get a new character through the first boss naked. It is still not easy and needs some balancing though, but it is generally quite good in its basics.

Be coherent with your game design
Here I have to disagree stongly. This is a very early phase of early access. Having everything in the world interactable and with animations is a ****load of work. And it is not really something that I would consider central for the gameplay loop. I regard this as a very minor problem, if as problem at all. There are other things where action is much more required. Also… including weather into the gameplay is very very tricky in terms of balancing. I think the most important thing that pretty weather effects have to be, is pretty. This alone is often something that makes games unique (e.g. Valheim)

The other things here are all valid points. However the wording could have been a tiny little more friendly :wink:

  • The UI
  • In-game information
  • In-game navigation

Keyboard and Mouse Controls:

It’s barely playable because no matter the control scheme when using KB&M you will always lose precious time during the movement due to the diagonal adjustment. We’re deeply sorry, but that is not possible for a souls-like difficult game they advertise. The best example is the sewers (The Black Trench) which are full of small catwalks, bridges and mechanism that trigger elevators and you are required to do a fast timed platforming. Imagine Elden Ring with that “visual isometric vibe” point of view.

We ask for an option in game’s settings for people who use KB&M controls (and want to use that option) to have “a camera placed behind the character”. In no way it will interfere with the current camera or remove it! It will be optional. You use it or not.

Camera:

The camera simply needs to be placed behind the character constantly. A la Baldur’s Gate, à la SeVeN (which is, BTW, very close to NRFTW… but with more mechanics). Unless they’re using tilemaps, the game is already 3D, it’s just a matter of camera placement, so it’s not impossible.

Combat System:

Yes, bosses are the only real challenge… little bit less when you’ve got “your good stuff” - this is why in most of the souls-likes that famous “git gud” is honestly just “grind gud”.

They need to be super cautious with items and stats, otherwise all the tactic (and skill) will be missing from the combat - even more, if they are not relying on proper parry/riposte/block/dodge. Players will finish hacking & slashing through 90% of the game’s content with 10% left for the bosses (taking into account what was said above).

Be coherent with your game design:

You are naive: what you see here is what you will get at the release (more or less). We’ve been doing lots of EA, QA and it’s always the same song. Maybe those developers will do better than usual - they’ve got talented graphic artists, animators, and map designers, but still, some other departments like UI, AI/navigation, controls and programming seem to be lacking.

Crafting:

We wonder about timers for crafting because while those make sense in MMO, here we are puzzled. There are many other ways to do it so it’s actually logical, fair, and has a proper cost. Tons of ideas to implement time-dependent crafting system: never used, never seen that much in games. It’s the beauty of game creation - we’ve got myriads of ways, there’s no need to stick to decades old patterns.

Don’t get it wrong:

Some people like jumping to words like “haters” in replies when we call that criticism, “too harsh” when we call that summoning people to think of other ways to do things and maybe come up with more appropriate ones.

When we bought the game, we were really amazed by the quality of the graphic arts, the map design, the animations (it’s rare to have the feeling of a proper weight with your character… something that is also tied to the world settings). So basically, since we really like the game it’s obvious to ask for more tweaks before it could be released (it’s the purpose of EA, no?).

Hey thanks for the time and dedication to this post. lots of great suggestions

We’re very happy to see such an answer from a developer - it means that you’re open-minded and it’s excellent news for us and a very good sign about the game and the direction it will move to.

We prepared this answer some time ago, but were hesitating on whether or not we should post it. Now we see that we should. Take into account we’re using direct style and criticism that is viewed by some as too harsh, but it’s constructive and we’re glad you can see it. Emphasizing once more: such feedback takes a lot of time and effort and if we were just haters, we would not have spent all that time to write it.

So here is that answer:

“No Rest for the Wicked has been a wild ride for all of us at Moon Studios, and we’re stoked to finally share it with the world through our Early Access launch,” adding: “As hardcore Action RPG fans ourselves, this project is super-close to our hearts. We’re all about pushing the genre’s limits and giving players an unforgettable experience like no other. We’re not just making another Action RPG with No Rest for the Wicked. We’re aiming to redefine the genre and create something truly unique and unforgettable. We’re pushing the boundaries and challenging ourselves to deliver an experience like no other”. - Thomas Mahler, Co-Founder and Creative Director at Moon Studios

Those are very bold claims and the game needs to be really innovative to warrant all that.

Right now in between two of us we’ve got around 100 hours of cumulative experience with the game, and we’re fairly sure we’ve seen if not all, but very close to all of the game’s mechanics, so we can judge how true the above claims are: whether or not those are commercial words or there really is something special to No Rest for the Wicked.

Some people in the comments say we’re excessive, but what about those words above from the creative director? Yes, we are direct, it’s our style. We go to the point, omitting all the pills-sugaring, because writing detailed feedback takes time and time is valuable! More than anything our willingness to spend time on all these comments indicates that we value the work done by Moon Studios and because of that it’s our duty to say what needs to be said. We participated in QA/EA multiple times, did a lot of feedback for Baldur’s Gate 3, for example, and were happy to see our suggestions taken into account - along with other valuable suggestions from other people.

And to start off on a positive side: arts and map design in the game are wonderful! We’re amazed by every new biome and every new enemy. Hats off and huge respect to the arts and map designers! Exploration is an enjoyment, the world is an enjoyment.

But the question remains: whether or not the game really truly fulfills the “redefine the genre” claims. Here’s a list of the game’s current features:

  • Verticality and climbing: can climb ladders (but can’t vault over fences and small obstacles which creates a bit of disappointment) and predefined flora assets (but there is no free climbing like in Zelda - though the game is using Zelda-like stamina indicator). Verticality exists in Baldur’s Gate 3 (and with no camera angle limitations) and was existing in older good games like SeVeN and Weird West.
  • Jumping: partial and unreliable mechanic (especially with KB&M because it’s automated and tied to running). Yes, Dark Souls games implemented it like this, but for a reason: there were not enough buttons on the controller. Still overused by numerous soulslikes to artificially limit exploration and simplify map design (which is not the case in No Rest for the Wicked).
  • Swimming: can swim, but can’t dive (Zelda games).
  • Combat system: Ă  la Dark Souls, but nothing never seen before, it’s the same in any other soulslike - “difficult” combat with NPCs not following the same rules as the player and being boosted on everything: speed, range, no stamina limits, no ammo limits, etc; “surprise” attackers who throw players down to their death after they climbed up a difficult path (brings nothing but frustration with all the KB&M problems); heavily armored/shielded enemies placed in groups blocking a narrow passage. Those are all very known cliches that have nothing to do with difficulty nor player skill, outdated methods of the past when there was not enough processing power to make AI good.
  • Stealth: is very basic (can’t make a specialized character), basically boils down to crouch behind and backstab (Elden Ring) with no variations (and with the same backstab detection issues) from what soulslikes usually offer - and it’s a real shame because here is where the system is lacking and you had a chance to be creative.
  • Range weapons: very limited, same as stealth, yet again following the cliches of soulslikes without attempts to make mages or archers separate viable specializations. In Souls they are broken and detrimental to the difficulty because AI can’t handle ranged, and here you’ve got the same problem as Elden Ring with “teaching” AI proper verticality - not easy, but doable and it could have been that twist to the genre.
  • Evading: a classic outdated Dark Souls roll with a bit of a variation on equip load giving dash to light armor users - it’s a real drama with no innovation coming and games being stuck forever with that heavily armored knight wielding claymore rolling around the battlefield.
  • Blocking & parrying: almost directly Souls with the same tight frames on parrying - but the transition to isometric perspective makes parrying even less reliable (and KB&M controls make blocking unreliable due to inability to move backwards while defending - unless you’re hard locked to the enemy which is counterproductive with KB&M controls).
  • Character progression: super standard set of stats to boost health, stamina, equip load + stats for weapon scaling - pure Dark Souls, nothing new. The only change to the system (points, not currency) simplified it and removed challenge from leveling up, because unlike currency in soulslikes, you can’t lose your points.
  • Durability: existing in many games (Souls, Zelda, etc). Durability tied to death is also nothing new (V Rising, a lot of other ARPG games both recent and old feature those survival elements).
  • Looting & crafting: those survival elements are in so many ARPGs nowadays the list would have been too long. No Rest for the Wicked tries to bring a flavor of MMO games into a single-player/co-op experience with quite large crafting timers, but yet again, there were such attempts before and they were never successful because those timers need to have actual gameplay value, right now it’s just delay for the sake of delay that makes people run the game in the background (and increases their energy bills). The amount of resources you can get from nodes doesn’t depend not on player skill (like fast reaction when fishing) nor on tool tier, it’s not teaching players anything and it’s a pure casino mechanic (especially combined with randomized loot and upgrades).
  • Randomized tiered loot: yet again - almost every ARPG out there nowadays features those MMO elements. Here it’s multiplied by adding randomness at every step: base stats, enchanting, infusing. With such a large amount of random factors, the chances of getting something good are very small, so the grind is endless. Having negative traits is not bad in theory (and again - it’s nothing new), but in practice pure randomness breaks the system: buffs and debuffs need to be balanced, so they need to be set manually (like Crow Ring with life leech but at a cost of reduced life pool), or the system needs to be very intricate and progressing with the player (Returnal).
  • Randomized terrain & enemy placement: minor changes to chest placement (which leads to some of them hard/impossible to open) and some other things like planks over gaps that might create passages - Remnant: From the Ashes did it and on a bigger scale and it’s not a sole example. It’s a roguelike element mastered by Returnal which is getting used more and more by non-roguelikes, ARPGs included.
  • World interactivity: players can cut trees (inconsistent with harvestable and non-harvestable ones sharing the same assets in some cases), mine ore nodes, open chests and break crates and barrels, unlock locked doors with keys (which sometimes feels inconsistent considering there are breakable doors that look the same) - V Rising, Dark Souls (excluding trees and ores - upgrade components are found, not mined there), Zelda (that one is the one on interactivity!), a lot of ARPG games incorporate world interactivity nowadays that goes higher than just picking up preplaced loot. Barricades are breakable, but it has no real impact - could have been used for events to add variation to subsequent “vacuum cleaning” of the same zone.
  • World traversal mechanics: breakable walls and other assets to access hidden areas (inconsistent sometimes because non-breakable assets can look like breakable ones) - Souls, Zelda, etc. Movable in-world items and mechanisms that give access to other locations when activated - typical very popular metroidvania elements that exist in Dark Souls, Elden Ring, Zelda, etc, etc. Unlocking shortcuts (opening doors, kicking down ladders, releasing bridges) - Souls (“find a way back to bonfire” design). Those aren’t bad elements and they are implemented well, but yet again - nothing new.
  • Quests: main quest + NPCs quest givers (Souls, V Rising, Ashen… you name it). Virtually every modern ARPG offers a quest system in some way or the other - cryptic like Dark Souls or Elden Ring, progression tied like survival ARPGs (V Rising, Conan Exiles), goals and quest logs like Ashen.
  • Bounties & challenges: Conan Exiles, Red Dead Redemption Online, every MMO out there - nothing new here, just adding more daily “hooks” for players to return regularly.
  • Cooking & alchemy: gathering, hunting, fishing (very basic one) - Valheim as an example of a well known fresh one, but it’s a basic survival mechanic coming to a lot of games nowadays, ARPGs included (and gathering of healing grass was actually a part of Demon Souls), so it’s nothing new - not in general and not for the genre. Same goes for crafting blade oils and bombs with alchemy (Elden Ring).
  • NPC vendors: very much standard for any ARPG.
  • Player house: can buy your own house ranging from a cheap shack to a nice mansion (Dragon’s Dogma), decorate it with items and build crafting stations (Valheim, V Rising, Grounded, etc, etc - basic survival element). The twist - item placement with KB&M is catastrophic and it’s not an exaggeration!
  • Upgradable hub: players can invest resources to restore the city bit by bit and upgrade traders and their crafting stations (New World and its Town Projects, Ashen with gradual rebuilding of the hub). Upgrades are done very nicely and the town is indeed changing, visually it’s quite good. But yet again - from the gameplay perspective it’s nothing new to the genre and even contradicts with the player house mechanic (unless giving the players the ability to overcome crazy material refining timers with x10 smelters at their own house was that innovation to the system).
  • Puzzles: mostly platforming ones and tricky (to say the least) for KB&M players with current controls. Those are very traditional to Souls games and some are even cliches (like double elevators or jumping down to platforms), nice touch, nicely done, but nothing to redefine the genre.
  • Lore items: scrolls and notes scattered around the world - traditional exposition usually skipped by players after the second or third one. Could have gone Baldur’s Gate 3 way here and tied those to actual quests and clues.
  • Emotes: we hope they at least have a purpose similar to Dark Souls and Elden Ring with some secrets tied to those, but you could have gone even further in making them useful.
  • Inventory & UI: same as always and blinking nice effects are not adding anything nor making it feel good. Sure, it gives that coherence with the game’s artstyle, but it should be well thought-out in terms of usability first. It’s not a proper one, but it’s largely better than any of the FromSoftware ones (still, it suffers from the same issues with KB&M controls like all the Souls games). QoL in general is highly required for UI as, for example, some chests are not openable, especially when they are close to another interactive object or close to walls (and it’s yet again a nightmare to open them with KB&M just in general); some vendors, like the blacksmith, are very hard to point to talk with, etc (but that part can be contributed to the EA status of the game).

So basically, from the list above you can easily see there are no truly unique mechanics, no redefining of the genre, just reusing of the existing mechanics, so the same people who are saying that we are a bit excessive in comments (maybe, but we don’t feel like it because we’re remaining honest and pointing at things that have to be pointed at) should take a look and give a sincere answer if that advertisement is excessive and even a bit misleading with a lot of commercial arguments all boiling down to “never seen before” when in fact it’s not.

Look at the claims:

“We’re not just making another Action RPG with No Rest for the Wicked.” Is there anything to support this claim? “We’re aiming to redefine the genre and create something truly unique and unforgettable.” Arts and map design are unforgettable, but it’s a game, not a painting, so where are all the brand new creative mechanics? “We’re pushing the boundaries and challenging ourselves to deliver an experience like no other.” Deeply sorry, but we played your game almost to the end and did not feel like it was different from many other games we played before (Mage of Mystralia and SeVeN were much more innovative for their time). It’s an isometric soulslike game with a lot of mechanics we’ve seen everywhere, but with survival and MMO elements added - and even that is not new for the ARPG genre as those were used previously with the same purpose in other games.

If you redefine something, you cause people to consider it in a new way. But for so many games redefining the genre ends with simply reusing elements from other genres. It’s a very on the surface interpretation of the term.

Example: evade move (my beloved one). This generic roll has been used in games since the 90s with little to no variations. We’re almost four decades in the future, talking about “AI”, new technologies, realistic graphics and new animation techniques… but we’re still stuck with that one… c’mon, seriously…

Excessive claims have already done enough damage to our society, so maybe stop overadvertising, stop building up hype and go back to making good, honest, quality games - and if they are indeed so damn good, they will become unforgettable.

But DON’T GET IT WRONG! If the game is not redefining the genre it DOESN’T mean it’s a bad game! No Rest for the Wicked does have excellent map-design, arts, and animations. We were saying that in all of our previous posts, we started this feedback with that and we’re repeating it once more. It’s just… unbelievable for us that those real good elements are not complemented by equally good brand new gameplay mechanics. It’s close to the Cyberpunk 2077 story - brilliant people, wrong priorities, badly executed. Such discrepancy in quality is devaluing the work of the skilled people at the Moon Studios… though,we’ve got NO doubts they will have tons of new opportunities very soon.

Here’s a list of what we would appreciate to see in the game:

  • Better integration of puzzles, scrolls and other assets to tie up exploration and RPG elements. Even Elden Ring is doing that with its short and often cryptic texts, and Baldur’s Gate 3 excels at this!
  • Better support of the R (Role) in RPG: you can be a good warrior, but a mediocre thief, assassin, archer, mage, and so on to avoid ridiculous and gamebreaking combinations of a medium-equip plate armor (!) tanky character deleting everything with fast dual-wield knife attacks. Also, something needs to be done with the console controller tied pattern of four active skills (DPad, four buttons) - it’s limiting and there are multiple ways to go around those limitations (and for KB&M it’s not a problem at all).
  • Better implementation of what Remnant: From the Ashes was aiming at: variety through randomness. It’s OK with randomizing enemies and item placement, but the world is largely static with very minor variations (barricades and planks here and there - those need to be used much more along with other switchable assets). It will help with the feeling of redoing the same content over and over again.
  • City raids that can lead to buildings (shops included) being destroyed - it will bring more life and coherence to the world and add a challenge for the people to do proper defense not to lose their investments (and maybe more building projects?).
  • Gameplay impact from weather and night and day cycle - you’ve got a beautiful world, you need to use that beauty not just have it there for players to simply look at! Just an example: you can have different moon phases from brightest (full) to darkest (crescent, no moon) with the corresponding change in light level for the player to use an offhand torchlight or a light spell. Sneaky players can use the darkness to avoid the enemies… or to backstab them more efficiently. You can use rain to create slippery ground so jumping and grappling are not reliable and require additional balancing moves from the player (like additional press of an action key not to slide), but at the same time fire attacks are less effective. And you can also get a disease if being exposed to elements (especially in light armor). Is there snow in the mountains? It can also make you (and the enemies!) slide adding that twist to the combat. Using a cold-related rune or casting a cold-related spell can amplify the effect and make the enemies (and maybe the player too) frozen in place. Lightning storms. Can charge your weapon, but can also damage the player when in water and reduce durability of the items.
  • More natural terrain traps (those features are missing badly - and we’re in 2024 with all the tools to set up voxel areas on the map). Mud (slowing the players down or even killing them), slippery ground, unreliable ground/passages falling down under player’s weight, etc.
  • Better parry mechanic, more reliable and more reactive, not this learn all the possible animations way of soulslikes. For a normal player it’s way too random and unusable removing an entire gameplay layer. If you want to still have something “hardcore”, you can introduce three stages of difficulty for those: blocking an attack (easiest), parrying (harder to perform, but reactive and not too tight of a window) that staggers an enemy for a bit, and riposte - very tight (current) window with the immediate counterattack animation and good damage boost.
  • Proper evade moves that are usable anywhere on the map, even in tight spaces and on the narrow ledges. Something that is more… like an evade. Do you remember a scene from that excellent Galaxy Quest movie when the main character is rolling to make a shot? Pure sarcasm and next time I will do judo with a friend of mine, I will roll just for that. Please, be creative here and do fitting ones for all armor types.
  • The story: good people changed into something bad-but-not-bad with the church? I wonder, because it was used and reused so many times. Will we at least have a choice? Real one, at least some kind of an impact. For example, that prisoner: to steal the key and let him out or to find a way on your own (with those notes and clues we were talking about before)?
  • The casino: there are no loot boxes, but there is an overuse of randomness in the game which is not going the good way. There can be chances, alright. But it needs to be fair. For example, in between two of us one was having legendaries from each of the bosses and another one was having none. It smells like grind here and a bad one.

It’s up to you, Moon Studio people, to set up all the gameplay elements properly and to make that brilliant map design, arts, and animations shine even more with properly redefined mechanics.

And last but not least: co-op. It’s incoming, so please, redefine it and don’t just make it so it’s 2-3 players running around in the same world, add the actual gameplay tied to it! A simple example: co-op climbing with one player helping the other up (Ashen did it, but didn’t go too deep with cooperation moves, Army of Two is an old one, but still is one of the best examples of those mechanics).

r457 & gh057

It’s not so much that you’re harsh but a lot of the “cons” you listed aren’t cons they’re designs that just work and the explanations are tacked on with lots of random formats and bolding it’s written just weirdly like you want the attention. Listing tried & true formulas as bad design like parries & the evasion is just weird, asking for the parry to be reactive instead of a muscle memory thing is so strange given how the current design is. The current parry system IS innovative because any enemy is parryable and even if it doesn’t stagger it gives you focus. Listing there not being a diving animation is one of those things that just boggles me why it’s worth mentioning.

You guys have good points but you also are nitpicking that this specific tree doesn’t have the exact syrup you want. It’s again not harsh just really strange.

Surprisingly, emphasizing is designed to draw the reader’s attention to certain keywords, which is especially needed for long posts to prevent them from turning into an unreadable wall of text.

Are you even serious when talking about “muscle memory” here? It has nothing to do with actual muscle memory of driving a bicycle or doing martial arts. Muscle memory is built up when you repeat the exact same movement under the exact same conditions thousand times. Consider an equation with you, your hardware, your software and all the things it implies like input lag and lag spikes, fake 3D sound and perspective of an isometric game perceived through a flat screen. Do you realize that souls games are intentionally setting up animations of the attacks to be as less natural as possible to actually prevent players from parrying naturally using their muscle memory? It’s not your brain and finger, it’s much more your hardware, software, communications in between them, all the analytics going on in the background, even Internet connection - everything in between your brain, finger and that parry animation that happens… eventually. So please, do define what you mean by “muscle memory” here and with proper arguments, until then we won’t waste time to reply to commercial argument style posts.

Very insightful posts here, had a lot of fun reading through it. I also quite liked the comparisons to V Rising, love the combat in that game.

The 2 things that I agree the most with here are the issues with randomized loot paired with randomized enchanting. More craftable white gear and more customization to enchanting should fix that.

And the other being able to bypass fights. One of the most discussed topics on the forums is about combat: Souls vs ARPG. This is also tied to the rune and focus system. Focus Neutral Rune Stagger Spam builds override the core combat loop.

Now, I have posted quite a lot about the Rune & Focus system. And, from your post, you two seem very knowledge people in terms of game reviewing. So, I would like to know your guys’ opinion on the current Rune & Focus System as you haven’t mentioned it explicitly in your post. To clarify, I am just curious about your opinion. I love V Rising, and have seen you guys mention it. And, I think this game can learn a lot from V Rising.

We currently default to 1 rune with most builds. Cone shot for bows, flurry for daggers and throwing for 2-handers. Why? Because focus is a shared resource and runes have no cooldown. Whilst a focus neutral state can be achieved. Some bosses don’t have stagger immunity after being staggered, or however you want to call it. The mechanical distinctions between runes aren’t incentivized enough through gameplay to matter. So people default to ‘meta’ runes.

To start off: we don’t pretend to be experts but we’re both having knowledge in design and programming, also making mods for different games trying to enhance player experience (PC controls, camera, gameplay when we can), so yes, it gives us a certain level of familiarity with those systems. Plus being gamers for 30+ years and being able to recall old forgotten features that some are trying to “reinvent” nowadays. When we like a game, we do such a feedback to try and summon the devs to get their attention and hopefully help make the game better.

We do like V Rising very much. It has a unique feature of light and shadows gameplay which works well with the top-down point of view. The game is using a combat system from an old MMO - WildStar: “hot spots” on the ground indicating attack zones players need to avoid. And it fits with the top-down view, in fact, it’s probably the best one to use for it. Combining those two features was totally coherent and logical. V Rising was also able to find its own unique and fitting way for the parry system and this is what we think NRftW needs to do - go away from the overhyped and overused souls mechanics and find its own way. In terms of exploration V Rising is not bad, but we think that NRftW is superior here with its map design especially.

Souls mechanics come from the old times when hardware was very limited and difficulty was created by making the player uncomfortable so he would make mistakes - Resident Evil was the first to do it. We’re past those times now and we’ve got computing power to use not just for the looks, but also for proper gameplay.

We’re playing V Rising since EA, never talked about it because of the lack of time, but we do have plans for it. If you’re searching for the games with similar perspective, take a look at (from interesting to OKish): Thunder Tier One (unfinished, but probably the best example on top-down UI, controls and camera), Red Solstice 2, Synthetic 2, Satellite Reign, The Ascent, and solo: SeVeN, Winter Ember, Gone Rogue.

We had different experience with runes, giving you both.

r457:
I was not using runes at all because I was having an armor with focus debuff, so I was at zero focus constantly. I found the game a little bit hard at the beginning, not that much challenge by the middle and easy by the end. I was using tactical positioning and trapping enemies by the terrain. I also do appreciate the fact that enemies have friendly fire and you can use it against them.

gh057:
I was using runes from time to time, but mostly relying on fast attacks with dual daggers and life leech. Yes, you can get focus in no time and spam the runes, which feels broken. But even without it the game becomes too easy by the end - and it’s coming from someone who was struggling at the start and even said “oh, I won’t be able to beat the first boss - too fast for me”.

You can see here we were having two different approaches, but came to the same conclusion.

And a very showing example from the internet on how the system is currently broken:

In our opinion the problem of the NRftW system is that RPG part removes A part of ARPG the longer you play and roll the dice on item generator. Character development can be described as a transfer from hard to easy mode when the player just overcomes difficulty with stats. It’s infinite power creep and it will only become worse if they leave it like that and start adding levels and tiers on top.

Rune system suffers from lack of descriptions and “choice paralysis” - the more choice you offer to people, the less they will be willing to choose, because they will be lost in all the options (huge respect to artists at Moon Studios for their work on items and the quality of that work, but wow, the amount is too much). Dark Souls can skip descriptions because the players touch a bonfire and get all the mana back, so they can try every weapon and every combo easily. Here it’s the opposite, you don’t have your mana regenerated, you need to go and get it, which might not be bad, but in this case they need to add clear descriptions to each rune, maybe short videos like many games do nowadays or a training room like in Monster Hunter games. Otherwise players will either stick to what already works for them, i.e. easy choices, or go to youtube and pick up meta.

Problem of meta comes from the lack of balance: the AI is not set to handle ranged combat properly, this is why devs limited the bow usage with mana. But at the same time for some strange reason they decided to add ranged attack to every weapon with throw runes and negate a problem of mana being limited and requiring direct enemy contact to get it (which means risking) with enchanting bonuses that literally generate mana. Instead of being creative with active skills (i.e. runes) they just give players more and more power that allows to bypass combat with one button click.

To sum things up: every aspect of progression currently makes it so the higher players go, the more and more combat elements they are allowed to bypass, which ultimately leads to no challenge left.

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