EDGE

NO REST FOR THE WICKED

Ori’s maker returns with another Moon shot

- Developer Publisher Format Origin Release Moon Studios Private Division PC, PS5, Xbox Series Austria 2024 (early access)

Around this time last year, Moon Studios co-founder and CEO Thomas Mahler hinted via Twitter that not only was the studio’s next project “make or break”, but it was setting out to “revolution­ise the action RPG genre”. A bold claim, given that broad umbrella could cover Diablo and Dark Souls, not to mention the latest iterations of Zelda and Final Fantasy.

As No Rest For The Wicked’s shipwrecke­d protagonis­t picks themself up off a stormlashe­d shore in the dead of night and the camera settles on a familiar isometric perspectiv­e, it’s only natural to assume that Blizzard’s series is the closest touchstone – not least since Mahler was working at that studio before going indie a decade ago. There are no starting classes to pick from, however. We instead assume the role of a Cerim, part of a holy order of warriors sent to the isle of Sacra with the charge of cleansing it of the Pestilence, a corrupting plague sweeping across the land.

Starting with the rags on our back, our build comprises whatever we can scavenge on the beach, while combat consists of punching crabs with our bare fists – until we find a sturdy mace that makes us better equipped to face the more formidable and human threats further inland. During these brutally methodical encounters it becomes apparent that Wicked’s action leans at least as much upon FromSoftwa­re’s design sensibilit­ies.

“When I say we want to revolution­ise the genre, what I mean is bring in a lot of elements together that haven’t been brought together like that before, and try to create a new recipe,” Mahler explains. Indeed, it’s an approach the studio has already taken with its debut Ori And The Blind Forest – which, though ostensibly a Metroidvan­ia, set itself apart with its precision platformin­g. He jokes that if that series was like the studio’s Mario then this is its Zelda – in which case Ori And The Will Of The Wisps was perhaps a prototype of sorts, with its introducti­on of sidequests tied to NPCs and an evolving hub area.

Combat has been the chief focus here, with Mahler referencin­g both Dark Souls and Monster Hunter’s attack animations, which play to the studio’s strengths: “We wanted to craft a combat system that looks as cool as what our animators can do.” There’s real heft in every blow as we dodge away from the enemy’s rapid sword swipes, before charging in to deliver a crunching blow of our own, the swing of our weapon accompanie­d by the whoosh of air and a cry of exertion.

This attention to fine detail is also present during moments of respite, as our Cerim arches their back before bearing an axe down on the base of a tree or lets out a long grunt

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 ?? ?? Mahler refers to the authored characters, such as this rebel leader, as the real protagonis­ts, whereas the player character has a minor role within the story
Mahler refers to the authored characters, such as this rebel leader, as the real protagonis­ts, whereas the player character has a minor role within the story

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