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No Rest for the Wicked |OT| Sleep is for the week

You had it right at the start of the post. The guy mentioned the tower dungeon near the beginning, which will indeed be pitch-black as intended if you don't have a torch or a spell.
tower dungeon?

i don't think i ever entered any place that was pitch black so i probably missed this place.
 
tower dungeon?

i don't think i ever entered any place that was pitch black so i probably missed this place.
No? Interesting. You on SDR or HDR? I'm on a relatively good HDR calibration and color profile on a QD-OLED. Every cave or dungeon without a proper light source (there are not many of them, but there is one near the beginning of the game, on the beach) are pitch-black (or near) for me.
 
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No? Interesting. You on SDR or HDR? I'm on a relatively good HDR calibration and color profile on a QD-OLED. Every cave or dungeon without a proper light source (there are not many of them, but there is one near the beginning of the game, on the beach) are pitch-black (or near) for me.
I played the game both in hdr and sdr.
 
You can use the utility rune to make light.

R2 plus y or triangle.

Can't you just turn up the brightness?

Honestly i never had problems with the game being too dark but i heard this before.

You had it right at the start of the post. The guy mentioned the tower dungeon near the beginning, which will indeed be pitch-black as intended if you don't have a torch or a spell.
I had guessed that the area was extra dark and required a torch, but the game never explains this, so it feels like you should be able to progress(it shows level 15 danger but I could deal with those early enemies in there). The real issue is that the game is generally too dark for me(not just that dungeon). I increased the brightness and tried it with hdr, but it didn't help. It's probably an intentional artistic choice, but I didn't like it—it was tiring to play. Even though I liked the gameplay, I gave up.

I don't struggle this much with dark, close-camera third-person games like Dead Space, but sitting slightly farther from the screen and the game having an isometric camera may have made it extra difficult for me.
 
Yeah i never found the game to be dark either. Dont get that complaint. There is 1 area where you supposed to use your light spell, because its pitch black by design
 
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I had guessed that the area was extra dark and required a torch, but the game never explains this, so it feels like you should be able to progress(it shows level 15 danger but I could deal with those early enemies in there). The real issue is that the game is generally too dark for me(not just that dungeon). I increased the brightness and tried it with hdr, but it didn't help. It's probably an intentional artistic choice, but I didn't like it—it was tiring to play. Even though I liked the gameplay, I gave up.

I don't struggle this much with dark, close-camera third-person games like Dead Space, but sitting slightly farther from the screen and the game having an isometric camera may have made it extra difficult for me.

Sounds like a hardware/settings issue because it's really not that dark.
 
I had guessed that the area was extra dark and required a torch, but the game never explains this, so it feels like you should be able to progress(it shows level 15 danger but I could deal with those early enemies in there). The real issue is that the game is generally too dark for me(not just that dungeon). I increased the brightness and tried it with hdr, but it didn't help. It's probably an intentional artistic choice, but I didn't like it—it was tiring to play. Even though I liked the gameplay, I gave up.

I don't struggle this much with dark, close-camera third-person games like Dead Space, but sitting slightly farther from the screen and the game having an isometric camera may have made it extra difficult for me.
Try to take off the sunglasses.
 
The Brine Vault isn't meant as an area players should go to from the start. It's similar to the graveyard in DS1 that you can access early on, it'll lead to more stuff later on.

The enemies are level15 in there, which I thought would be clear enough for people to nope out of it. I'm guessing Easy Mode conflicts there cause on normal and hard, you should clearly understand that these enemies are too tough for you early on.
 
Will it work as couch coop on console?
We received a massive ton of outreach regarding Couch Co-Op ever since our Wicked Inside. So we're currently analyzing what's required to do it.

I wasn't a fan of how D4 and PoE2 did it since they tried to be clever by adjusting their UI screens so that they only take up half the screen, but that meant that only 2 players could play at once, which I think really stinks. I always used to play Couch Co-Op games with my two brothers and my best friend, so a 2 player only Couch Co-Op to me is MUCH less exciting than one that supports 4 players at once, even if we then have to do stuff like full inventory takeovers.

Also just tweeted this out:

 
We received a massive ton of outreach regarding Couch Co-Op ever since our Wicked Inside. So we're currently analyzing what's required to do it.

I wasn't a fan of how D4 and PoE2 did it since they tried to be clever by adjusting their UI screens so that they only take up half the screen, but that meant that only 2 players could play at once, which I think really stinks. I always used to play Couch Co-Op games with my two brothers and my best friend, so a 2 player only Couch Co-Op to me is MUCH less exciting than one that supports 4 players at once, even if we then have to do stuff like full inventory takeovers.

Also just tweeted this out:


Thanks for responding. I haven't played the game yet but those are some valid sounding concerns. Anyway best of luck grinding and shipping, I will be joining on playstation the moment it drops, hopefully with the wifu bearing the second pad
 
I'm sorry if i'm a broken record but basically the only problem i have with the game right now is how fucking fast chest and resources spawn again.
(Well and not having tooltips to check what an ability does on the fly)

You can explore a zone for like 40-50 min, pick everything, die and almost everything respawn again, the internal timer for respawning feel too short.
I didn't measured the exact time, but if you die more rarely and not every 5 min, it really feel like at every death almost everything respawn.



I can understand that the diablo crowd get literal seizures if they don't pick loot every 3 sec :lollipop_squinting: , but it make feel picking\finding stuff way less special and it make exploration even a bit confusing at times (also it fill the inventory super fast forcing you to return to the city for selling)

They probably have their balancing reasons to do this but i just don't like it, i'm more for rarer loot that feel more earned than just picking the same chest 3 times in a relatively small amount of time.

No problem with the enemies respawning timer, just the loot.
 
Copped it too.

I remember watching a streamer play this, but I couldn't recall the title. I've tried tracking it down a few times without any luck.

Lets Go Sport GIF by ALL ELITE WRESTLING
 
This game is a beautiful work of interactive gaming art. :messenger_heart:
I'm an OG owner and bought a copy right when this initially went up for sale on Steam.

As a proud Nintendo Switch 2 owner, I'd love to be able to play it on there as well.
Also, the addition of pets/companions(if too intensive for hardware, maybe pet ownership confined to your
housing complex(yard and inside house).

So glad to read the game is doing well and I hope for continued success for the Moon Studios team!


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Just passed the 4 hour mark and beat the first boss. Sacrament is amazing, what a brilliantly designed settlement. NPCs actually feel alive and the fact that you can pet cats and cancel the animation is such a small but appreciated detail

This game is insanely dense but in a very good way

I'm having a ton of fun and if the quality stays this high, this is shaping up to be an absolute banger. My only real gripe is readability: it's sometimes hard to tell where you can safely go, and I've died more than once just misjudging drops

Either way, I'm 100% diving back in tomorrow
 
Just passed the 4 hour mark and beat the first boss. Sacrament is amazing, what a brilliantly designed settlement. NPCs actually feel alive and the fact that you can pet cats and cancel the animation is such a small but appreciated detail

This game is insanely dense but in a very good way

I'm having a ton of fun and if the quality stays this high, this is shaping up to be an absolute banger. My only real gripe is readability: it's sometimes hard to tell where you can safely go, and I've died more than once just misjudging drops

Either way, I'm 100% diving back in tomorrow

Yeah, it's a banger for sure. I'd even dare say it's close to deserving a spot among the greats. Just a few more rounds of tuning and polish, and it'll be there.

...It sometimes (but only sometimes) feels weird not being able to rotate the camera I'd give it another point it that was possible.
 
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Somehow I must have overlooked that there's an official OT about the Early Access version.
I'm going to copy-paste my early feedback from the past free weekend and then I guess I have some catch up to do with what people posted in the past 11 pages of the thread:


________________________

This is a game that feels this close to be a masterpiece in the making, but I have to say that for all the great things it does (stunning art, amazing level design and maps layout, top quality cinematics, compelling narrative, fun combat and exploration, etc) the more hours I spend on it the less fond I become of some of its more obvious shortcomings.
They seem to work to actively undermine what good there is in it (and yes, as I said there's a LOT of good).

The itemization as a whole is an abomination.
For a start, you are constantly fighting the inventory and its limitations (and that's AFTER you already unlocked extra slots and store upgrades, because it's borderline unbearable at first) and spending way more time that you should navigating menu rather than enjoyin the game.
Even putting the "juggling against limitations" aside, every single item you find FEEL like generic vendor trash (even when it may be an upgrade compared to what you are using).
Consequently the reward for every accomplishment (i.e. finding a secret spot, defeating a powerful enemy) is more of the same generic trash.

On top of it most stat requirements feel honestly insane.
The equipment comes with BOTH level requirements and stat requirements. As a result, you are, say, level 15 and you stumble constantly in items that seem to expect that up to that point you had to spend the TOTALITY of the stat points you gained in a single stat. Sometimes you even stumble in items where "the math doesn't seem to math properly", since there's no way in hell at that point in the game you could have the DOUBLE stat requirement as high as it's expected to be.

Long story short, you are constantly drowning in items, the overwhelming majority of which are completely pointless to even attempt to use, because you are out their basic requirements and they are there just to keep you busy and fill your inventory.

The crucible is another... mixed bag to put it mildly. I get that like these daily bounties this feature is basically here just to "pad" content a bit, but I sure as hell hope to see it revamped in the final release.
Going through ten levels where you can die at any point (even just by falling off) only to get ONE single try at the final boss -one rather challenging and with TWO phases- and be back to the "lobby" if you die is beyond annoying.
It doesn't make me feel "challenged" as much as it makes me want to avoid the thing in its entirety.

Last but not least, the grinding of crafting materials for all the building upgrades is BOOOORING and it feels like an attempt to turn what should be a fun game into tedious work.

I also hope they'll prioritize making the single player campaign the best it can be and that "end game" repeatable game loops will remain mostly an extra/side dish, because the former is where the game truly shines.
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P.S. As a corollary to this post I'll add that since I wrote that I learned about the respec statue, put the Crucible (well, what's currently there about it) in farm status and then pretty much inished the content of this current build and tried to plague outbreaks.
This made some of the things I originally complained about a lot more manageable (i.e. stat requirements aren't a big issue when you can move them around freely and inventory gets a lot better once you get access to a few large chests in your house) but in terms of general vibe playing the game I'm more or less sticking to that first impression.

I still think they should tune down the itemization flood/spam, ideally. If it was up to me I still would be in favor of replacing the entirety of this randomized crap with a lower number of more rare and meaningful "uniques".
Also, still think that levesc-scaling/level-gating equipment is a dubious choice, and that's being diplomatic about it.

P.P.S. I said it elsewhere, but this game is a fucking stunner on my new OLED monitor. At times It looks incredible in motion. Cutscenes in particular are almost at the level of a professional animation movie.
 
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Just passed the 4 hour mark and beat the first boss. Sacrament is amazing, what a brilliantly designed settlement. NPCs actually feel alive and the fact that you can pet cats and cancel the animation is such a small but appreciated detail

This game is insanely dense but in a very good way

I'm having a ton of fun and if the quality stays this high, this is shaping up to be an absolute banger. My only real gripe is readability: it's sometimes hard to tell where you can safely go, and I've died more than once just misjudging drops

Either way, I'm 100% diving back in tomorrow
Yeah sometimes the camera fixed angles hide some pathways or it's not clear if it is safe to proceed.

I know that fixed camera has its own reason but i would kill for a rotable camera.
 
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