No one to save the world is a satisfied Zelda-like

No one saves the Hero of the world holding a magic wand.

Image: Drinkbox Film Studio

No one saves the world is a game about filling meters, leveling up and seeing bigger numbers. At first, I didn’t think it worked quite well for me, but like the video game equivalent of an earworm wriggling into my gray matter, it wasn’t long before hours passed without me even realizing it. . It’s a testament to how fine-tuned the game’s combat and exploration is that it never lasts more than a few minutes without something new to discover, kill or upgrade, even if The overall experience can sometimes feel like eating in empty calories.

In 2013, Toronto-based indie developer Drinkbox Studios released Guacamelee!, a Metroidvania with a vivid side-scrolling display that resembles a button-beating like a brain maze navigator. Drinkbox had released a few games before that, but it was the lucha-libre-inspired platformer that put the studio on the map. Then Drinkbox spent most of the following years stuck by its own success, releasing ports, fixing up, and a sequel (although swipe-festival action adventure Was cut is a welcome roundabout). With No one saves the world, launching January 20 on Xbox, Game Pass and Steam, the studio’s 10-year history has been channeled into an ambitious new structure that excels in new areas without sacrificing charm and style. Drinkbox’s own way.


No one saves the world online sports two-play co-op. Despite some major downsides — player two can only be a clone of the host player and don’t progress in their own game — the game handles it well and is more fun with companionship.

You will be surprised to play a strange meat puppet named No one has the special power of a wand that he can use to change shape. Need to fit into tight spaces? Become a poisonous rat. Need to swim on the water? Transform into a mermaid shooting bubbles. Evil Calamity™ threatens the world, and you are the only one who can stop it, traversing dungeon after dungeon in search of new powers and special gems that can save the land from its woes. untold horror. Most of the time you kill hordes of monsters, earn cash and level up, and use them to find ways to increase your power in a seamless cycle of killing and progression.

A donkey confronts a vampire as it crosses a bridge.

Screenshots: Drinkbox Film Studio

This feedback loop is built on three pillars. Each form, like the bow-wielding Ranger or the rabbit-spawning Magician, can level up, unlocking new forms and new powers. These powers can be combined and combined in different forms, so you can, for example, give the Knight’s crowd control to the Ranger or the Ranger’s poison damage to the army. Magician’s Rabbit. Finally, some enemies have color-coded fences that can only be broken by certain types of damage. It was a mechanic pulled from Guacamelee! the game adds some much needed depth and difficulty to the battle. You can also change forms on the fly, expanding your options for how to deal with waves of enemies and further boss battles. Just when you think you’ve become too much, a new combination of enemies and shields will force you to get creative again and find a new strategy.

Instead of leveling up just to kill stuff, you do so through completing specific challenges like killing 50 enemies with poison. Like a well-calibrated battle afterwards, No one saves the world Continue shifting your aim sophisticatedly alongside your growing arsenal. But instead of walking away in exchange for cosmetic trinkets, you’re working to open up more fun and effective ways to progress in the game, not unlike the purgatory of a serving treadmill. direct feedback.

Nobody Saves The protagonist of the World takes down a mob of enemies inside a pink dungeon.

Screenshots: Drinkbox Film Studio

If you enjoy filling meters and experimenting with new and creative builds to effectively maneuver hordes of enemies, as I do, it’s a recipe for a few long nights of fun. Drinkbox has tried to keep boredom to a minimum by creating new milestones that come quickly and often. The dungeons you might have to rummage through a few times before taking down a bigger boss subtly each remix themselves in roguelite fashion so they feel more like amusement park rides than amusement park rides. prison.

No one saves the worldIts map is also filled with side quests and NPCs to distract you and take you on short excursions deeper into its strange world. None of the dishes I came across felt particularly remarkable (I was almost halfway through the game) but they added variety to the all-you-can-eat buffet. And that has nothing to do with the reimagining of an old school image The Legend of Zelda: Link to the Past-style overworld, and excellent soundtrack by composer Jim Guthrie.

No one saves the world It can sometimes feel like it’s overwhelming you. In addition to how dense and repetitive it is, every enemy you kill explodes into coins and health recharges, and every new challenge you complete has a shiny stamp of approval. Binging works when you never feel full and with No one saves the world I get annoyed from time to time, but after having some time to settle down again, I always want to come back to learn more. I just wish some of my favorite blockbuster RPGs could closely contribute to their development. No one to save the world is a satisfied Zelda-like

James Brien

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