In its early access state, No Rest of the Wicked is already full of surprises. Mostly those are great, like how one moment I found myself marveling at its slow and precise combat (all but unprecedented in the action RPG genre) and the next I found myself decorating my home like I was in an M-rated Animal Crossing. On the other side, although it’s certainly to be expected from a game that’s clearly labeled as unfinished, there were also some not-so-fun surprises, like various technical issues, a loot and inventory management system that needs some serious tweaking, and some levels that can be a headache to navigate from an isometric perspective. There’s nothing there that feels unsolvable, though, and all of those problems are eclipsed by just how exciting and special this genre-blending pioneer felt throughout my 30+ hours with the content that’s already available.
The setting doesn’t rock the boat too much: You play as a magically imbued warrior and generic chosen one, sworn to fight back an ancient plague that seems to be a pretty serious problem for folks, since they absolutely cannot stop transforming into Lovecraftian horrors at every opportunity. After arriving in the land of Sacra by boat, you immediately set to the task of helping these poor souls out by slaughtering all manner of ghoulish, feral wildlife, infected humans, and murderous bandits, all while suspiciously side-eyeing the zealous, militant church that will almost definitely become the bad guys in the back half of the campaign. It’s not exactly a peachy world to explore, but the compelling characters with top-notch voice performances and depressing vibes of a beautiful world gone terribly wrong are both exceedingly well done and quickly become an extremely alluring reason to press on through each harrowing area and lethal boss. As of now, this story is cut short 10 hours in, just as things are getting interesting, so time will tell if it delivers on that front. So far, though, it’s off to a very
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