No Rest for the Wicked feels like a bit of a missing link. In the same way that Salt and Sanctuary bridged a gap between Metroidvanias and the Souls series, No Rest exists as a stop on an imaginary evolutionary journey from Diablo-style action RPGs and the aforementioned Souls both Demonic and Dark. Taking the isometric view and randomised loot from the former, and the exploration and more measured approach to combat from the latter, No Rest attempts to craft something new from familiar ingredients.
At first, I thought it was a horrible mistake. After a brief tutorial, you’re shipwrecked on the island of Sacra and left to find your way to the nearest settlement. Almost immediately, the clash between the two disparate game styles becomes apparent, and the focal point of this dissonance is loot.
Dark Souls and Diablo have two completely opposing philosophies when it comes to loot. In the Souls games, almost every piece of gear is deliberately placed, and even randomly dropped loot comes from specific enemies. Your pool of healing items is small, but it refreshes on every death and checkpoint. There’s little guidance for building your character, but you can pick a starting loadout that is geared towards your preferred playstyle. You’ll probably be able to complete the game with that starting gear too, since it upgrades, and the combat is designed more around preference than any given sword being obviously better than another.