![]() Probably the best thing about this game is that it has a very long potential gameplay time, and if you have a kid or a casual friend you want to relax and punch some monsters with, Nobody Saves the World might be a really good game. ![]() Oh right, I was supposed to be talking about the positives. It’s just that the grind really sucks and it makes you grind from THE INTRO DUNGEON. The coat of paint is, without a lie, a really nice art style. To give this game some props though, the co-op is fun for a little while and the game plays well. It may sound harsh, but Nobody Saves the World really threw all my pet peeves into a barrel and gave it a nice coat of paint. At the very least, RPGs should offer creativity and expression, which this game lacks. And yes, I thoroughly believe breaking the game is one of the greatest joys of dungeon crawlers and, to a lesser extent, RPGs as a whole. There are some synergies here and there, but nothing really to reward clever players, nothing to break the game. Nobody Saves the World casts the player as a literal Nobody - a faceless (and pantsless) being who awakens in a nondescript shed with no memory of their past. The grand cherry on top is that, since there are no interesting upgrades and no items at all, there aren’t any cool combinations or builds you can make. When you eventually level up and unlock a new form, rather than being excited, you hate it because you’ve finally unlocked abilities for your current form, but rather than playing with it, it’s time to go back to playing something with a single button again. You have just your single, one button basic attack to grind with until you’ve completed more quests as that form. The process of unlocking them is such a hassle because when you first get a new form, they are given to you with no other skills unlocked. They all have unique abilities and attributes for you to switch into on the fly. ![]() Yes, the game has this interesting system of unlocking new forms. How about the progression? Unfortunately, it’s kind of rubbish as well. Okay okay, but maybe there is something interesting to spend money on? Nope, unless you find doing 5% more physical damage or taking 5% less physical damage interesting. No matter what dungeon you do, all you get is the same stuff, the numbers just increase. That’s the point, right? Yeah, but not when all I’m grinding for is gold and levels. Which should be fine, because I enjoy grinding in dungeon-crawlers. As we all know, procedural-generation is supposed to “increase replayability”. And you know what that means: they want you to grind. I mean, maybe I wouldn’t have a problem with it if the game had interesting dungeons, but oh boy, it’s the good old procedurally-generated slog. You can probably tell from my tone that for me, this is a complete turn-off. There is no interesting loot in this dungeon-crawling RPG.
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