
From Moon Studios, the award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps, comes No Rest for the Wicked, a unique, visceral Action RPG set in a hand-crafted world with Souls-like combat. Featuring co-op for up to four players.
Most likely between $31.6M and $89.6M. How we estimate →
Checked against 8 developer-reported games
Reviews
Themes across 2669 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Frendly Fire in Narrow Spaces... what shi... design for a coop game
The positive review was postponed till the next year. Look at the announcements. They intentionally put a lot of hype around release date and then postpone it by 6 months. There are multitude of valid reasons to move release date. But do it like this is borderline scam.
Maybe performance will improve with the 1.0 release but I found myself frustrated a lot with sudden drops in performance
good animation, good artstyle, you can tell devs did not even playtest their own game before launching it.
垃圾厂商,一直跳票,简直诈骗行为
恶心你爹呢亏我还给朋友买了几份,把自己当大爷了说是,司马东西喜欢提纯一直延期,单机群里已经臭名远扬了狗东西
Despite some of the fun moments and stunning visual arstyle this game has, it fails to be a proper singleplayer or a coop experience. It has many flaws which feel like they are forcing the game into an MMO playstyle without the MMO market or players. So many mechanics are focused on grinding the resources and waiting for those resources to be converted into materials you need in order to upgrade your weapon and gain +1 damage bonus. Playing the game on harder difficulty feels like you shouldn't be walking into any area since any enemy you try to fight feels way above your power level. You can't upgrade your gear because it requires you to spend two hours running around the map collecting resources. Every encounter it feels like you are being swarmed by 5 enemies which can all one shot you from range or melee and also immediately close in the distance whenever they attack. Because of this every enemy feels the same to fight. There are no clear disadvantages to enemy types, if you are fighting them up close they can dash away and throw stuff at you. Or if you are fighting them ranged, they can jump to you instantly and perform a slam attack. Every enemy can seemengly do everything while the player has to struggle and choose a single fighting playstile which has very clear disadvantages. The game has potential but almost every mechanic was made to be very slightly annoying to the point where playing the game just makes you wonder why things are designed in such a way and not in a normal way. - Why do players have to wait for the shops to restock? Why can't available materials be purchased as long as they have money. - Why do players have to wait for resources to process? There is little to no point in idle mechanics in a single player game of this type. - Why can't players drop items on the ground and have others pick them up? The assets for item on the floor do exist but only if your inventory is full. Players can't interact with that system. Instead we are forced to use a clunky trading menu or completely destroy the item. - Reward scaling feels all over the place. Common chests might have amazing gear whilst bright glowy orange items that attract attention on the map have a single resource items like a piece of rock. - Players have very limited stamina in combat whilst enemies can keep attacking with little downtime, especially in a swarm of 3 or more enemies. - Parrying feels completely pointless and really unrewarding. Considering how hard it is to do the parry timing, all it does is stun the enemy which was parried. Whislt any other enemy around you can still jump on you and immediately attack you stopping you from even doing a followup heavy attack on it. - Why does every whisper have to be evoked in order to fast travel to it? It makes the game really sluggish to play because you have to walk all over the map any time you want to reach a certain area. Your only option is to throw your trash items into the whisper or find a shortcut which defeats the purpose of using fast travel. What should have been just normal waypoints have been overdesigned to make it annoying for the player. I want to enjoy the combat and story of the game but my progression is bogged down by an endless amount of chores before I can even start having fun.
please give players who bought this game on august a change to get the founders edition
Satisfying Swordplay and great environments turned into too much of a slog late. Not a fan of crafting and item stats in games like this.
差评送给正式版延期