r/Games • u/OinOfMoria • 1d ago
Preview No Rest for the Wicked | Wicked Inside Showcase | Class System | 1.0 Launch Preview
https://www.youtube.com/watch?v=9M236rDAfgQ100
u/Pwn11t 1d ago
im so tired of waiting for 1.0 but i just dont want to get tired of the game before its even complete.
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u/Vesuvias 1d ago
Yeah I completely stop playing once I know ‘yeah I’m gonna love this game at 1.0’ NRFTW and Valheim are two such games I did this to lol
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u/JasonDFisherr 1d ago
I'm with you there. I had the same issue with Hades both 1 and 2. I just can't do early access because i know i wont come back once the full game is out lol.
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u/MaitieS 1d ago
The overall Class System in No Rest for the Wicked will make 1.0 release still a brand new experience. They even confirmed a much better loot from exploring.
For once I feel like playing a early access game won't burn me out at all, cuz release is almost a completely new game, but when I saw this preview I was like: It looks very complete already. So why are they delaying it?
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u/Soul-Burn 1d ago
They said 1.0 will have twice the content as the early access, which isn't that much to be honest.
However, the new class system will make things fun to replay.
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u/MaitieS 1d ago
Yes, I saw that, which seems huge but they didn't add anything new since pretty much last big update which was a year ago? So it makes sense that it will be twice as big when other early access games are constantly adding new content each new version.
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u/Soul-Burn 1d ago
Remember that Baldur's Gate 3 early access was just Act 1 out of 3.
The game as it is isn't tiny, but when I finished it, I felt it was hardly enough.
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u/asmallercat 13h ago
How much is resource gathering still a main part of the experience? The game looks great but I've realized any game that wants me to chop down trees or mine ore veins as a core gameplay loop isn't for me, and I know earlier builds had it. Is it necessary for progression and is there a lot of it?
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u/thrilldigger 3h ago
IIRC from playing it early this year, it was pretty minor. More of a "chop down trees occasionally as you go" instead of being a major focus like in survival games.
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u/marcangas 1d ago
Interesting build system, the cores seem like Hollow Knight charm systems which I really liked.
Wonder how an stealth build would do to Bosses?
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u/Zak_The_Slack 1d ago
To quote one of the developers from the Discord server:
“You can go back to the Wicked Inside and check out the dragoon + assassin moment, where the Assassin goes in stealthed. Might see something ^^”
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u/Soul-Burn 1d ago
They copied the HK charm system also for Ori 2.
The system works - dynamic, with limits. This seems like a nice refinement over that.
I'm glad they went against the classic stat system. I like the more chunky charm system better. Each choice feels more meaningful.
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u/marcangas 1d ago
Oh thats interesting, havent tried the Ori games but are on my list to do it.
Yeah exactly maybe we will know how much this works when the game release but having a diferent system to try is what makes it fun also
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u/Soul-Burn 1d ago
They are excellent. They were like $5 for both last week. And like Wicked, have amazing music and HDR support.
No idea if it will be good, but I'm glad they're trying something different.
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u/Grundlage 1d ago
This looks more than worth the wait. Seems like a more advanced version of some ideas from Dragon's Dogma, plus the faction system will be a really nice addition.
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u/Luciious 1d ago edited 1d ago
Alright well now im glad they delayed it cause they absolutely cooked with this. Looks incredible and my excitement is immeasurable
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u/Rileyman360 1d ago
this game was already a pretty stacked package with base buildings and the bounties and all, but now getting set classes and allowing abilities to cross into other classes? I really just can't wait to be stuck in the equipment inventory for like an hour just seeing what bullshit combo I can come up with.
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u/ManOfJelly147 19h ago
I wouldn't have ever expected what they did here, but I'm even more excited they overhauled what was a terrible imitation of the souls level progression. There wasn't a real choice in your character, you just picked you main damage stat then picked your breakpoints in focus and stamina while deciding how much health vs dmg you wanted. There was NO benefit to doing anything outside of these lines.
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u/thysios4 1d ago edited 1d ago
Not sure how I feel about having your class tied to the weapon type, but it's interesting to see them trying something different.
Throwing the spear and having a new one just appear in your hand looked a little jarring. I wouldn't mind seeing an animation that calls the original spear back to you or something.
Edit: Wiat, so you unlock stuff depending on your class, but you can change class and keep using stuff you've unlocked from other classes? If I understand that correctly that should be pretty fun.
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u/Zak_The_Slack 1d ago
Exactly. You’re never locked into a class and can mix and match any traits that you’ve unlocked
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u/Hardyyz 1d ago
Looks great, the cores are from Hollow Knight and the traits feel like PoE unique effects but not baked in your gear. And I like how you unlock them by playing that weapon.
I've been holding off but the next time it goes on sale I'm probably getting it, playing for a few hours then waiting for 1.0
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u/ejdebruin 1d ago
cores are from Hollow Knight
Hollow Knight is definitely not the first to have capacity based passive builds.
I'm not positive it was the first, but I know FFT and FFV had a system like this. Then later, FF9 and Paper Mario.
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u/Hardyyz 1d ago
Sure but the way they are presentent and widely known from, and where they most likely found their inspiration is probably HK, The way they did Ori games too they are big fans of Hollow Knight and have mentioned it before
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u/GiantGrilledCheese 1d ago
Eh, Thomas Mahler said he got the inspiration for the class system from Final Fantasy's job system, so it's just as likely he got the stat system from there as well
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u/TJHookor 20h ago
It's 30% off now. I grabbed it cause I'm expecting future me to thank current me once 1.0 launches and I install this thing. It looks sick.
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u/WeCanEatCereal 1d ago
Watching this game go through early access has been nerve-racking. The gameplay and art direction are outstanding, but the overall direction of the game can seem scattershot and the promised features just keep ballooning. I think this class update seems like a huge improvement over the current system, but it is a little concerning how they are completely overhauling the RPG systems in their action RPG for the 1.0 release when they had years of EA to test this.
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u/hereticx 1d ago
EA gave them the feedback that the current system is boring, kind of awkward and ultimately too simple... and then they spent most of the last year adapting a new vision.
Its also as if EA was used exactly as intended... to test things and make changes. lol
Dont get me wrong, the MASSIVE overhaul coming SO close to planned 1.0 with not much additional testing... THAT is kind of a bold/brave move... i'll agree there 1000%. But "pivoting" a major system because its very poorly received is kind of what EA is FOR.
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u/ejdebruin 1d ago
they had years of EA to test this
They have been. A lot of what he's showing exists in some form in the game as it is. They're just reworking how things can be utilized through a new progression system.
To me, I see them creating puzzle pieces (level design, weapon combat styes, enemies, etc) throughout EA. They're just changing the glue that was holding them all together, and applying a gloss finish (optimization) at the end.
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u/HaydenCanFly 1d ago
The game looks very fun, but is the main dev still a loser? That's the key bit stopping me from wanting to support it
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u/BuggyVirus 1d ago
So I played through and really enjoyed the game about a year ago.
I wish instead of perfecting the game systems, they would just release more content for the existing systems. Like finishing the game? Releasing more content you can play?
Instead of slowing down development to tinker with the perfect diablo style builds system when you already have a stellar action adventure rpg, with a perfectly fun and good progression system.
Like the reason the game is good isn't it's reinventing the arpg wheel, it's because of its good arts and moment to moment gameplay.
And I wish they would pump out more good art and moment to moment gameplay instead of the designers trying to recapture how they felt playing diablo II when they were younger
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u/hyrule5 20h ago
Maybe you should watch the video because they mention a near doubling of content and big changes to gameplay
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u/BuggyVirus 20h ago
My comment wasn't meant to imply that they haven't also moved forward on content, but I can see how it reads that way. Like the 1.0 release is finally coming, and I'm excited to see more of the story.
I was more expressing how it feels like the game has been in a great playable state for a long time, and it's a head scratcher that they did a gigantic overhaul of functional systems, rather than devoting development resources to getting it out the door sooner.
And I guess I'm also expressing that although people like to fixate on how progression works in these games, I feel it's pretty secondary to playable content after you've got a functional progression system. So any trade offs between them trying to redesign the arpg progression versus pushing more playable content I guess I'm arguing doesn't make sense to me. And you can say the game is shipping content complete, but where a studio decides to dedicate their resources means they chose not to expand some other features (of course the people at any company aren't perfect fungible units of labor and if your bottleneck on new environments is literally only your 3d artists, then your guys working on progression aren't going to speed up shipping the game, but usually resourcing is not so perfectly non-fungivle in terms of work that needs to be done)
While I'm writing a way too long response, I feel like the old model of games where games generally weren't designed to be a game that you play forever and they maybe released multiple games as a series of smaller sequels where they experimented with mechanics across the different games had a lot of value to it. And there are a lot of reasons outside of the choices studios can make these days why games aren't made that way (it's not that I, random Internet man, am smart and have the correct answer and everyone else is dumb and are making the wrong decisions), but I think there was a lot of value in that structure that's been lost these days, and how games have grown very monolithic.
(But yeah, obviously making a game is hard and takes a lot of time and effort, and No Rest For the Wicked needed a bunch of time to cook to finish the necessary content for the 1.0 release, and it's unlikely this overhaul was the main thing that caused the release date to not be earlier. But at this point I'm just watering down my real argument for the sake of agreeability and hedging that I don't feel what may be a bad take too strongly. And that's lame. I should stick to my guns if I'm going to attempt to take a side in a discussion. So, I take it all back. I'm furious the game didn't release back in 2024 in a complete state, and am certain it would have had they not spent any time on the progression overhaul!)
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u/Defrath 1d ago edited 1d ago
It's good they delayed it. Anyone who played the game would know how much potential the game had, with it's visual fidelity, engaging combat, and system potential. But many elements were half-baked, and could use much more attention.
People complain when games release unfinished or buggy, but videos like this explain exactly what a delay can buy you. If you are anticipating this game, as I am, you should be happy for the wait. Everything I've seen from this game is filled with highly competent and intentional game design, as the Ori games were before. Thomas Mahler may be divisive to some, but he and Moon Studios clearly know what they are doing.