No Rest for the Wicked feels like a bit of a missing link.
Dark Souls and Diablo have two completely opposing philosophies when it comes to loot.
Your pool of healing items is small, but it refreshes on every death and checkpoint.
Diablo is the exact opposite.
No Rest’s opening few hours offers the worst of both worlds.
Dying in No Rest is a bit odd.
You don’t lose any experience, but your equipment takes a durability hit.
Yes, the game has a huge gathering and crafting component.
It’s all familiar stuff, mining ore, picking herbs, that kind of thing.
The biggest impact, at least initially, is on healing.
Resources do eventually respawn, thankfully.
It doesn’t help that the combat itself takes some getting used to.
In a way, that’s the elephant in the room here.
No Rest doesn’t make a good first impression, then.
The story being presented doesn’t give you much reason to persevere either.
There’s a terrible plague, which will come as a shock to precisely nobody.
Would you be surprised to learn that the old king has died?
Or that his son has thrown his support behind an especially overzealous and murdery religious order?
Didn’t think so.
Thankfully, it gets better.
There are numerous vendors and a guard captain who hands out daily and weekly bounty quests.
Fast travel is unlocked, but only between the city and the last checkpoint you visited.
A lot of obstacles that I thought were impassable just took a bit of thought and some careful jumps.
There’s also plenty to do in the city itself.
Yep, someone slipped a little Animal Crossing into your dark fantasy ARPG.
No Rest for the Wicked accessibility options
Subtitles, controller vibration adjustment, screen shake adjustment.
After playing No Rest for the Wicked for a few days, I’m cautiously optimistic.
Review code for No Rest for the Wicked was provided by Private Division.