The major draw of No Return, the new roguelike game mode added to , is being able to use character players have heretofore been unable to control. Abby, Ellie, and Joel are all unsurprisingly among the No Return roster, joined by Dina, Jesse, Tommy, Lev, Yara, Mel, and Manny. While randomized gauntlets of encounters are sure to keep the game mode dynamic, it's made all the more varied by each character also having their own playstyle, complete with different starting equipment and traits.
No Return has players start with only Ellie and Abby unlocked. Completing a certain number of encounters with Ellie will unlock Dina, and using Abby will eventually make Lev playable. Using each subsequent character puts players through two tracks to eventually make all 10 characters available. There aren't any outright bad characters in 's No Return game mode, and personal playstyle will certainly be a factor in choosing favorites, but each character's starting items and traits definitely help slot them into a loose hierarchy.
Mel's kit would suggest she's built for longevity, but the Health Kits alone don't necessarily help in completing encounters. With a tremendous amount of luck in Trading Post items and the order of encounters, Mel's penchant for healing might help on higher difficulties, where enemies dole out more damage, but without a particularly strong route to upgrading offensive abilities, practically every other character choice in No Return is better.
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Dina can be quite fun if players like to use 's craftable items, but she doesn't stack up to most of the other playable characters. Starting with some crafting components in hand is nice, and Trap Mines definitely come in handy for encounters where enemies start in combat (provided players can get them set quickly enough), but more crafting isn't liable to carry through the later encounters without some good pulls from the Trading Post.
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Tommy starting with his Custom Sniper Rifle is
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