![]() Progression advances in a rather interesting non-linear fashion where the only way to accrue experience is through completing various quests. Every form thus has unique gimmicks and movesets to differentiate them, which imbues the otherwise rote hack ‘n’ slash action with a nice dose of flavor. ![]() Or, in another example, the knight has a few basic sword attacks, but each strike will do additional damage if your current health is below a certain threshold. ![]() The slug’s basic attack then deals substantially higher crit damage to any enemies that are slowed. The slug, for example, leaves a snail trail behind it that damages any enemies that cross it while inflicting the ‘slow’ ailment on any who linger too long. See, each form you can take has a distinct ‘flowchart’ for how to dish out the most damage possible. It’s a relatively mindless combat system at first glance, then, but things are made much more interesting with the integration of the various strengths and weaknesses of each transformation. If you’re overwhelmed by too many enemies or there are a few bigger ones thrown into the mix, you also have a few special attacks you can use that rely on mana generated from your basic attack. Regardless of what transformation you’re using, you’ll have a weak, but effective basic attack that can keep most of them at bay. The unpredictable and somewhat manic gameplay takes the shape of an action-RPG, as you’re accosted at nearly every turn by myriad monsters and wild animals. Whether you’re helping poorly disguised aliens find their way back to their mothership, finding a way to move up in the ranks of a mutant thief guild, or finding a horse’s one true love, there’s no guessing what goofy scenarios your character will be stumbling into next. Luckily, this proves to be consistently on point, as you embark upon an adventure that rarely takes itself seriously. ![]() It's hardly a deep narrative, but if you’re familiar at all with Drinkbox’s previous work ( Guacamelee!, Severed, Guacamelee! 2), then you probably already know that the humor is more of the focus here. To stick it to the annoying assistant, you decide to take the wand yourself-granting you newfound transformation powers-and set out on a quest to find Nostramagus and hopefully put a stop to the Calamity before everything is destroyed. Unfortunately, Nostramagus is nowhere to be found, and you quickly discover that he left behind his wand with a note asking his bumbling assistant to come save him. The villagers speak of a Calamity coming, and it can seemingly only be averted by a powerful wizard in the village named Nostramagus. Nobody Saves the World sees you playing the role of a pale, fleshy, zombie creature who wakes up in a small hut with no memory of its past. It’s gaming ‘comfort food’, plain and simple. This is a remarkably open-ended and thrilling action-RPG that constantly throws surprises and choices your way, enabling you to overcome its challenges on your own terms. For those that feel like you would be more in line with the latter group, Nobody Saves the World is absolutely designed with you in mind. Some enjoyed having that more ‘intended’ and consistent experience, while others didn’t like feeling boxed in to pre-made cutouts. For those of you who didn’t pick it up, progression there is almost entirely linear, with each character having a predefined class that remains rather rigid throughout the whole experience. The recent release of Triangle Strategy raised an interesting conversation about the role of customization in RPGs.
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