![]() After leveling the Rat to rank D, I acquired a talent that let me detonate poisoned enemies, with attendant damage to bystanders. For example, the Rat deals dark damage with its Gnaw (and more powerful, chomping “Consume”) attack, and an enemy may become poisoned after taking enough damage. The quirky forms and their signature talents notwithstanding, combat in Nobody Saves the World unfolds under a familiar system of health, mana, and cooldowns, with light and strong attacks and perks adding to their effect. All those things are just trying to force people to keep moving around the tree, and discover and use these things.” I’m just going to be the rat all the time.’ So then we put in a lot of the systems, like the wards, and the shields, and put more of an emphasis on customizing. But then, the first play testers are just like, ‘Well, I like the rat. “We have 18 different forms, and we’re putting a lot of effort into them, and making them very different. “I think forcing people outside of their comfort zones,” was a big obligation and challenge to tackle, said Ian Campbell, the game’s lead designer. Incubate can be applied to any form thanks to the mix-and-matchability of the perk system, and DrinkBox very much wants people to use it that way. But it has one unlockable talent that is worth taking a few quests as the Egg to level up: “Incubate,” which recovers health (a cozy-looking heat lamp even pops up over the player while it’s active). It’s actually as fragile as you’d expect, taking damage if it rolls too hard into a wall. The Egg, for example, is not secretly some kick-ass combatant. But the bigger “legendary” dungeons are gated by having a certain number of stars, and stars are earned by completing various sub-quests and lodging other milestones.Īll of this is meant to keep the user shifting forms, using different talents, attacks, and damage types (blunt, sharp, and dark), and seeing all of what Nobody Saves the World has to offer. For example, my first form, the Rat, was surprisingly effective in the clicky, Diablo-esque combat awaiting me in the dungeons. That said, DrinkBox developers were scrupulous about building a game that required players to see everything the progression tree has to offer. It really doesn’t matter who the world’s savior is at any given time, thus the main character’s name, and the game’s title.Īs players get deeper and deeper into Nobody Saves the World, though, they’ll be mixing and matching their perks into a loadout that suits their playing style. To do this, Nobody will use the only magical power they’ve acquired - a wand, which allows them to assume something else’s form, and derive helpful offensive or defensive talents from it. Nobody is the understudy to a powerful magician who has gone missing, leaving it to the player, on the first day of their apprenticeship, to clean up a world overrun by monsters, brutes, and likeminded threats. ![]() In the game, which will launch on Windows PC, Xbox One, and Xbox Series X, players take on the character of Nobody - a featureless, mostly expressionless human (“this little white baby thing that has no clothes,” as Smith put it). Slug, bodybuilder, ghost - and 15 more forms await in Nobody Saves the World’s bizarre progression tree. The Zelda-like motifs may give the game an immediately recognizable appeal, but the progression through a bizarre tree of 18 different “forms” - involving a horse, a ranger, an egg, a stage magician, and a bodybuilder - and acquiring and combining their perks, is what most distinguishes Nobody Saves the World. And after spending about an hour with Nobody Saves the World, I do see a reason for the comparison with Tactics. “So, the initial pitch was talking about ,” Smith said, “and, also, dungeon crawling.”Ī decade after its founding, DrinkBox has done well at distilling winning gameplay loops from eclectic ideas and screwball humor. “I haven’t played myself, but I think they have some kind of a jobs system,” Smith said, “where you can assume the role of, like, a fisherman, or a mage, or a mime, and whichever role you assume, you can gain progress toward that role, and gain new abilities from that. It doesn’t sound like Smith was, either, when a DrinkBox developer originally pitched the concept a couple of years ago. The top-down, overworld/underworld environment of Nobody Saves the World, coming later this summer, instantly communicates you’ll be playing an action RPG, even if this doesn’t have the puzzle-solving for which Zelda is known.īut I was not expecting to hear Final Fantasy Tactics as the game’s other spiritual parent. Asked for the creative inspirations behind his studio’s next game, DrinkBox Studios co-founder Graham Smith first nodded to The Legend of Zelda, and that makes perfect sense.
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