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“Souls like”?
Anyone know or maybe community person for the game or developer hanging out here know if this is going to be yet another “soulslike” game? Please no soulslike
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1-15 / 60 のコメントを表示
it certainly looks like it
I mean it looks good though. It also looks doable. I think the new Demo showed him playing several ways. Using explosives. Dodging. And Parrying. I'm not saying I love souls like but this reminds more of an update to the hack and slash.

It looked more like a macabre Double Dragon, or a single player's dragon crown.
thomasmahler  [開発者] 2024年2月18日 4時22分 
What defines a Soulslike in your opinion?

There are elements from Souls and Diablo in Wicked - But all in all, we're trying to create our own, unique formula while standing on the shoulders of giants :)
thomasmahler の投稿を引用:
What defines a Soulslike in your opinion?

There are elements from Souls and Diablo in Wicked - But all in all, we're trying to create our own, unique formula while standing on the shoulders of giants :)

A game with relatively simple mechanics in the ARPG (excuse me, diablo-like/hack'n'slash/isometric ARPG) sense of things, focusing more on slower, methodical combat with dodge rolls, parrying etc.

Can't wait to see what you have to show in March in terms of actual ARPG mechanics, since you're claiming there are diablo-like elements in it.
thomasmahler の投稿を引用:
What defines a Soulslike in your opinion?

There are elements from Souls and Diablo in Wicked - But all in all, we're trying to create our own, unique formula while standing on the shoulders of giants :)

mainly thinking of the soulslike difficulty - way too difficult - I am hoping the difficulty caters to all types of players
This does sound good, the combination of souls and diablo. Hopefully no dodge rolls. I've never liked it and always thought it looked silly. I like the side step that you can do in Witcher 3 more. It just feels better and you can plan better in my opinion. I've sort of always hoped for a slower, more thought out combat in a diablo style game. After getting diablo 4 and getting bored with it, I realized that run into a room clearing it within seconds and moving on, I was bored out of my mind. I wanted something more engaging. I'm super stoked for this game and cannot wait to hear more.
thomasmahler  [開発者] 2024年2月19日 0時24分 
That pretty much described my experience, too, St_Winter! I always loved Diablo and many aspects of it, but the combat wasn't one. It just gets too tiresome at some point to just spam LMB all the time and occasionally firing off a skill - it's all just a numbers game and we thought that could be improved a lot, which we hopefully did :)

I think some people will still want the typical ARPG thing because that's what Diablolikes were doing now for the past 20 years. Just blow up tons of stupid mobs all the time, big explosions, huge damage numbers, but very little skill involved. My hope is that once people try Wicked, they'll see how juicy and satisfying this combat feels in comparison :D

I always thought the skill part is what's lacking, because overcoming challenge is inherently satisfying and then it doesn't just boil down to who had the highest numbers. Uprooting a genre by mixing multiple others together will get some folks upset though, hehe.
It absolutely looks like Soulslike through and through. What is Soulslike, you ask? A subgenre of ARPG, just like hack and slash diablo games are.
More slow, methodical combat with dodges and stamina management.
A particular level system, designed around shortcuts.
Hard bosses, where you learn and study the patterns, etc.

Hack and slash games have often way faster combat, way more monsters on the screen and straightforward level design. The only likeness this game has with Diablo games is isometric perspective. Everything else, like
UI, Consumables, Boss, Level Design looks like straight out of your standard soulslike game.

thomasmahler の投稿を引用:
That pretty much described my experience, too, St_Winter! I always loved Diablo and many aspects of it, but the combat wasn't one. It just gets too tiresome at some point to just spam LMB all the time and occasionally firing off a skill - it's all just a numbers game and we thought that could be improved a lot, which we hopefully did :)

I think some people will still want the typical ARPG thing because that's what Diablolikes were doing now for the past 20 years. Just blow up tons of stupid mobs all the time, big explosions, huge damage numbers, but very little skill involved. My hope is that once people try Wicked, they'll see how juicy and satisfying this combat feels in comparison :D

I always thought the skill part is what's lacking, because overcoming challenge is inherently satisfying and then it doesn't just boil down to who had the highest numbers. Uprooting a genre by mixing multiple others together will get some folks upset though, hehe.

With all due respect, I disagree with this mindset. The flashy combat only became standard with the release of POE1 and the likes of Diablo 3, any classic hack and slash game has way less faster, but still dynamic combat, like Titan Quest or Grim Dawn.

The main driving point of these games weren't combat, it's the deep building and mechanics of characters that people want to minmax the hell out of. Early games in the genre weren't of course, about spamming LMBs either, you have a vast variety of skills and tools at your disposal, sometimes even creating piano builds that require constant micromanaging.
And then we have games like Van Hellsing too, that manage to mix non-flashy, but more traditional hack and slash combat with good narrative.

In my opinion, the market is oversaturated with soulslike games, that's all.
And btw, this isn't the first game to try this approach either. There is Achilles: Legends Untold, that basically does the same thing.
最近の変更はAutentistが行いました; 2024年2月19日 0時56分
My impression is the game is pulling as much from Diablo / POE as it is Souls. Obviously the boss battle shown in the recent IGN footage is HIGHLY souls ish in how the enemy is moving and the strategy the player is utilizing. The big question is—are there iframes in that dodge move?
thomasmahler の投稿を引用:
That pretty much described my experience, too, St_Winter! I always loved Diablo and many aspects of it, but the combat wasn't one. It just gets too tiresome at some point to just spam LMB all the time and occasionally firing off a skill - it's all just a numbers game and we thought that could be improved a lot, which we hopefully did :)

I think some people will still want the typical ARPG thing because that's what Diablolikes were doing now for the past 20 years. Just blow up tons of stupid mobs all the time, big explosions, huge damage numbers, but very little skill involved. My hope is that once people try Wicked, they'll see how juicy and satisfying this combat feels in comparison :D

I always thought the skill part is what's lacking, because overcoming challenge is inherently satisfying and then it doesn't just boil down to who had the highest numbers. Uprooting a genre by mixing multiple others together will get some folks upset though, hehe.


Good info, thanks. I just hope it will cater to all types of players. The first boss battle shown looks very similar to a dark souls or Elden ring boss and if the difficulty of those bosses is the same with no difficulty level adjuster you’re gonna have a bunch of people that uninstall and request a refund right away.
That boss battle sold me immediately. Isometric looty rpg with skill based combat? Hell yes.
churchturd の投稿を引用:
Good info, thanks. I just hope it will cater to all types of players. The first boss battle shown looks very similar to a dark souls or Elden ring boss and if the difficulty of those bosses is the same with no difficulty level adjuster you’re gonna have a bunch of people that uninstall and request a refund right away.

What a stupidly bold claim. You cannot talk on behalf of other players because the difficulty won't suit your book, lol. You can see how every Souls game had charisma regardless of its "standard" difficulty.
[LWT]Karpiu 2024年2月20日 14時58分 
thomasmahler の投稿を引用:
That pretty much described my experience, too, St_Winter! I always loved Diablo and many aspects of it, but the combat wasn't one. It just gets too tiresome at some point to just spam LMB all the time and occasionally firing off a skill - it's all just a numbers game and we thought that could be improved a lot, which we hopefully did :)

I think some people will still want the typical ARPG thing because that's what Diablolikes were doing now for the past 20 years. Just blow up tons of stupid mobs all the time, big explosions, huge damage numbers, but very little skill involved. My hope is that once people try Wicked, they'll see how juicy and satisfying this combat feels in comparison :D

I always thought the skill part is what's lacking, because overcoming challenge is inherently satisfying and then it doesn't just boil down to who had the highest numbers. Uprooting a genre by mixing multiple others together will get some folks upset though, hehe.


You haven't played much of PoE or Grim Dawn then, so let's narrow your perception of diablo-likes to Diablo games specifically :D The part where you said there's no skill involved is absolutely bonkers, to say the least. That's probably also why maybe one digit percentage of for example PoE players beat the ubers and highest tier content, right ? Cause there's no skill involved in planning a build and then being good with the playstyle to complete the content.

Bizarre thing to say coming from a developer that claims to be "coming for PoE" and "reinventing" stuff if your game basically is an isometric soulslike.

As an ARPG fan, i just expected you to release an ARPG, not an isometric soulslike, which nothing you've said prior to releasing the trailers suggested. Don't know about being mad though, just disappointed about artificial hype creating using names of games from a different genre.

Will surely check out the "Diablo" part of your game in March though.
I’m honestly just excited to experience whatever vision it is Moon wants to create. Trying to market games is hard, you have to try to use shorthand genre, mechanic, and game references to try to paint a quick picture, but ultimately the game hopefully is just its own thing with its own soul and identity.

You all do your thing Thomas! We respect it. Also know we know that marketing is a gnarly and impossible task to get perfect :-)
Based on the recent vid on IGN of the first boss, this just went on my wishlist. Finally, a Soulslike isometric arpg where skill matters more than endless loot pinata grinding. Keep it up, Moon Studios :)
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投稿日: 2024年2月16日 14時48分
投稿数: 60