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No Rest For The Wicked - Isometric Action RPG with Unprecedented Verticality from The Maker of Ori Games - now on Early Access

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137
Early-access, huh?

With No Rest for the Wicked, Moon Studios Is Moving From Its Mario to Its Zelda - IGN First​

The upcoming fantasy RPG sees the makers of Ori tackle a whole new genre.​

The Ori games have always felt like something of a big deal. That’s in part thanks to the backing of Microsoft Studios, which published both The Blind Forest and The Will of the Wisps initially as Xbox console exclusives. The shine of that exclusivity drew people to Ori’s quality, and by the time the games were released on other platforms it was common knowledge just how talented developer Moon Studios was. It’s a reputation that somewhat betrays the reality that the first Ori game was built by just a couple of handfuls of staff. The studio is small. Or it was small, at least to begin with.



Today, Moon Studios is pretty sizable for an indie developer, and currently at work on its most ambitious project yet: No Rest for the Wicked, an action RPG with striking visuals, precise combat, and online multiplayer. It’s a huge leap for the company, and so as part of this month’s IGN First we caught up with Moon Studio’s co-founders to discuss moving forward from Ori’s success and into the challenging waters of sprawling worlds, fantastical lore, and early access development.

“I always saw Ori as our Mario,” says Moon Studio’s co-founder, CEO, and creative director, Thomas Mahler. “Because, even though it was a Metroidvania, the platforming focus was so big in that game. [...] Then I was really excited about the idea of ‘What happens if Moon Studios, with our art style and all of that, would take on something like Zelda?”

That tantalising prospect is the genesis point for No Rest for the Wicked. Mahler and his team began working on it right after completing development on Ori and the Blind Forest: Definitive Edition, but quickly realised that it wasn’t the right time to make their RPG Moon’s next release.

“We didn't quite feel that we were ready to take on online multiplayer, PvP, a full-blown RPG in 3D,” recalls Gennadiy Korol, Moon Studios’ co-founder and its director of technology. “That is a very, very difficult thing to do as a studio, so we felt that we needed to grow a bit more. We needed to learn a little bit more.”

And so Moon went off to work on a sequel to Ori, the Will of the Wisps. Well, most of Moon. In the background, a very small group of creatives continued to tinker away on their epic fantasy project. And while they tinkered, Moon Studios grew. Ori and the Blind Forest was built by around 20 people. Will of the Wisps saw the studio grow to almost 60 staff. Today, it’s a group over 80 strong. “It's a whole new era for our studio, for sure,” says Mahler.

What happens if Moon Studios, with our art style and all of that, would take on something like Zelda?


Entering that new era meant that Moon Studios was finally ready to make its dream RPG. With the completion of Will of the Wisps’ Switch and Xbox Series editions, the entire company – with all its newly accumulated knowledge, wisdom, and experience – shifted across to No Rest for the Wicked. But while bigger, stronger, and wiser, this evolved version of Moon Studios still had plenty of challenges ahead of it. That began with the fundamentals.

“We built our own engine for [No Rest for the Wicked], for the networking of it,” explains Korol. “We had to re-envision all the art pipelines, all of the asset pipelines. Everything was basically redone from scratch in full 3D.”

Despite so much having to start again from scratch, Korol notes that there are many “interesting parallels” between Metroidvanias and action RPGs, meaning that much of what was learned making Ori was transferable to work on No Rest for the Wicked. Mahler points to Ori’s fully connected world, the philosophy for which also underpins Wicked’s level design. “We went through the paces on that twice,” he says. “We spent a decade working on the Ori games, and doing the really hard things to actually get us into the groove of how we now build a game like this.”

But things go deeper than just creative parallels. In one instance, Moon actually developed systems for Ori as something of a prototype for an idea it wanted in its forthcoming RPG. “We had this little metagame section [in Will of the Wisps] called the Wellspring Glades,” says Mahler. “There were NPCs there, and you could help them out. You could help them make the Wellspring Glades a nicer place. A lot of these things we, even back then, created because we knew we were going to do this in a much bigger way for No Rest for the Wicked.”
With that in mind, it’s clear that much of what fans loved about Ori will form the basis for No Rest for the Wicked, despite the change in genre. That will hopefully make for an action RPG that feels very different to its peers.

“There was always this unwritten rule that ARPGs needed to be procedurally generated, and I always doubted that,” says Mahler. “Because, if I looked at the results that we got, the worlds didn't really feel that different. To me, level design is really important.

“I worked for a decade on the Ori games, where everything was about level design, and it feeling super fun to be in that world. I wanted to apply the same thing for No Rest for the Wicked. I want to handcraft everything.”

While No Rest for the Wicked’s world isn’t procedurally generated akin to vast stretches of Diablo’s Sanctuary, Korol promises an endgame where the experience feels “varied, and different, and challenging, even though you're revisiting this handcrafted world.” It’s unclear what he means by that right now, but it’s easy to imagine repeated runs of areas that have been altered by varying parameters and remixed enemies.

Now let's do an epic fantasy saga with humans, where there's all these characters that have their own dilemmas.


But challenging and varied gameplay isn’t the only thing that keeps people coming back to ARPGs. As with any style of role-playing game, artistic design and worldbuilding are vital hooks, and Moon Studios takes this as seriously as any other part of the project. The trailer features a balanced mix of the fresh and familiar, from Soulsian horrors to strange new armour designs that encase its Inquisition soldiers. Running through all this is a believable sense of darkness – a visual tone that many will recognise from one of the best-loved fantasy book series of all time, plus its HBO adaptation.

“Song of Ice and Fire, I think, is the biggest inspiration,” says Korol. That much is clear from its cast of characters, who appear in shades of Cersei Lannister and Jon Snow. But this is also a story of dead kings and the war for succession, the same historically-inspired plot points that are the engine of George R.R. Martin’s tales.

Mahler points to a much older source of inspiration, though. “It was really about building this Shakespearean tale,” he says. “Because, with Ori, we already created these smaller, allegorical tales where we introduced these characters, and somehow still managed to make people really connect with those characters and feel emotionally attached to them.

“This time it was, ‘Okay, let's go from this almost Disney-esque, Ghibli-esque thing to now let's do an epic fantasy saga with humans,’ where there's all these characters that have their own dilemmas.”
“I think worldbuilding is hugely important for us,” says Korol. “It's also having these characters have interesting conflicts, and story arcs, and ambiguous moral questions that we're dealing with. Actually challenge the players, and have them think about what's right and what's wrong.”

No Rest for the Wicked is a story of significant shifts for Moon Studios. The shift from Metroidvania to action RPG. The shift from 2D to 3D. The shift from Disney-like to Game of Thrones-like. These shifts even extend into the way the game will be released; this time around, Moon Studios is heading down the route of early access.

“I think we knew that this was how we wanted to make games,” says Korol. He explains how creating the Definitive Edition of Ori and the Blind Forest allowed the team to respond to and build upon player feedback gathered from the original launch. The studio had the opportunity to do this again with Ori and the Will of the Wisps, implementing feedback-informed changes into the Switch and Series X/S versions that were released several months after launch.
“For us as creators, that really is fun,” Korol says. “This is why we wake up in the morning, is to see how other people play these games. It's to make them happy. If there's anything that we can improve, we are optimisers at heart. It's the process of optimization and constant improvement.”

With this in mind, it’s easy to see why Moon Studios has been attracted to early access as a development strategy. It’s currently unclear how it plans to implement it, though. Developers that have famously used the approach to great effect, such as Supergiant Games with Hades and Larian Studios with Baldur’s Gate 3, have used different strategies in the build up to a full launch. However, that full launch is typically always greatly benefited by months or even years of player feedback. We’ll learn how Moon Studios intends to go about that as part of Wicked Inside, which airs at 9am PT on March 1.

However it proceeds, it’s clear that Moon Studios has huge ambitions for No Rest for the Wicked. And while it’s a project that demands the team heads into uncharted territory, it appears that – at the very least – they have the right attitude towards this bold new swing.

“I'm a big believer in allowing the art to tell the artist where it wants to go,” says Mahler. “It just became really clear to me and to the rest of the team that, ‘Man, if we do this right, if we actually take all these things and put them together, this could become pretty incredible.’”
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,137

How No Rest for the Wicked's Gorgeous Art Direction Was Found - IGN First

For a second time, Moon Studios is aiming for a truly timeless visual style.


When No Rest for the Wicked was first revealed at The Game Awards last year, its painterly art style was unsurprisingly a big topic of discussion. Simply put, it was the most striking trailer of the show. While it looked akin to Dungeons & Dragons sourcebook artwork in motion, the gorgeous art also made it somewhat obvious as to who was behind the images.



“This is almost like our DNA,” says Gennadiy Korol, co-founder of Moon Studios and its director of technology. “That's the trademark of Moon, we want our games to look timeless. We want them to look like a painting that is animated.”

That much was obvious to anyone who played Moon’s Ori games, but No Rest for the Wicked seems to take that idea and push it into the next dimension. By transitioning to 3D, Moon has left the ‘illustrated’ vibe of Ori behind for something that looks like a painted reality. It’s hard not to draw parallels to projects like Netflix’s Arcane or the Spider-Verse films, which make their 3D animation appear like 2D, hand-drawn artwork. Those projects will likely prove timeless, and Moon Studios hopes the same for No Rest for the Wicked.

Achieving art design immortality requires an approach that bucks many industry trends. Aiming for higher visual metrics than that used in other games simply won’t cut it. “I think it's always about art direction and art style more than just ray tracing and polygons,” says Thomas Mahler, Moon co-founder and No Rest for the Wicked’s creative director.

“We definitely make a conscious choice to always go against the trend, because the trend right now is doing physical-based rendering and all of this stuff,” he explains. “My problem is that a lot of these games that do that start looking the same.”

Mahler also notes games that chased huge technical innovations a decade ago haven’t all stood the test of time. Technology continues to evolve, and what was astonishing back then can look old today. “But, if I go into a museum and I look at these paintings that are literally 500 years old, I still think, ‘Oh, my God, that looks amazing,’" he says. “That's the path that we are going down.”

Physics doesn't matter, it's what people feel when they play that matters.


On one hand, abandoning the tech race is liberating. You don’t need dozens of people solely focused on squeezing the most polygons out of your engine, or implementing photo realistic ray tracing. But freedom from those problems creates another equal challenge. Korol notes that there’s no “handbook” for a painted art style. Where developers chasing photorealism can turn to literal science for the answers on how to recreate light and reflections, No Rest for the Wicked’s art direction is entirely based on Moon’s own creativity. That can be somewhat mentally exhausting, but it allows the team complete control over the game’s look and feel.

“With the way we approach it, it really doesn't matter what the physics is if the end result is boring, if the end result is not exciting,” says Korol. “Because physics doesn't matter, it's what people feel when they play that matters.”

While Moon had learned a huge amount about crafting a painted art style while creating Ori, the shift to three dimensions for Wicked required a whole new way of thinking. “I think the big challenge was to find something that works in 3D, that works with all of these 3D pipelines,” explains Korol, “but that still gives you this really direct artistic control and allows our artists to really create something that feels like a painting, as opposed to more of this ray-traced or normal-mapped 3D look.”
Creating a set of rules and principles for this art direction ensures that No Rest for the Wicked looks striking in every shot. But the direction ultimately fails if the characters, creatures, and world are bland and forgettable. As such, the project relies as much on its design as it does the digital brush strokes they’re painted with. That’s why Moon has tried to craft a fantasy setting that feels believable and relatable, while also being fresh and unusual.

“We don't want our games to look like stuff that you've seen before,” says Mahler. “Obviously we take inspiration from historical stuff, and so on. We look at armor designs, like crazy stuff that was done hundreds of years ago, but then we always try to give it our own touch.” The result of this can be seen in the golden suits of armour featured in the trailer, with their bizarre coin-like headpieces and an unnerving lack of eyes.

“I think it goes back to world building,” adds Korol. “It's exciting to build a world that people have never seen before, that we have never seen before, and go through that creative process of exploring and imagining it, and see what it can be.”

As technology evolves and we could potentially do photorealism, I still hope there's going to be a part of the industry that does not just do that.


Part of Moon Studio’s approach to creating this exciting new world is a strict attention to detail. Like the paintings that inspired it, each frame of No Rest for the Wicked is filled to the edges with flourishes and carefully placed elements.

“Despite it not being photorealistic, we do like detail,” says Korol. “We didn't go for this more simplistic, cell-shaded look. You will see a lot of detail in the reflection and the specular, in the way the materials react, because we did want this game to feel immersive.”

While it had to be adapted and evolved for 3D, much of this philosophy is the same as what powered the Ori games. Unsurprisingly, Moon hopes for similar results. “A lot of people would say that Ori [and the Blind Forest] still feels and looks great to play, and it's eight, nine years later,” says Korol. “We hope the same thing happens with No Rest for the Wicked.”

That hope doesn’t just come from looking inwards, though. “I think it's very interesting how people react now to games like Zelda: Wind Waker,” says Mahler. “Here's cell shading, and even 20 years after, it still looks pretty good.”

“As technology evolves and we could potentially do photorealism, I still hope there's going to be a part of the industry that does not just do that,” he continues. “That actually also just makes sure that, ‘Here's this really unique looking game that looks unlike anything else in the market.’"

Of course, it goes without saying that Moon Studios will likely always be a part of that industry segment that holds the torch for unique art design. But as for the here and now, I look forward to seeing even more of No Rest for the Wicked’s strange creatures and beautiful landscapes in action, both as part of Wicked Inside on March 1, and when the game releases in early access later this year.
 

Terenty

Liturgist
Joined
Nov 29, 2018
Messages
1,471
Looks good, but man, fuck early access, crybabies will demand their easy difficulty and handholding
 

Sòren

Arcane
Joined
Aug 18, 2009
Messages
2,561


"pay attention to your surroundings that reward you with precious items!
....
they are randomized"


yeah, okay, i'm out for now. there is not a single game with (100%) randomized loot i like. it kills exploration for me.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,489
Too bad about the randomized rarity-tiered garbage loot system. Everything else sounds pretty great except for that shit.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,919
GHmn2uOXcAARfty
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,596
I wonder if the pestilence mentioned in the trailer is the same corrupting force from Ori 2. It could happen in the same world, or perhaps have an Easter Egg somewhere.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,047
Oh wow, this is dropping way sooner than I expected. Did they say how much content would actually be in the EA?
 

Softgels

Scholar
Joined
Jan 5, 2017
Messages
141
Oh wow, this is dropping way sooner than I expected. Did they say how much content would actually be in the EA?

  • A rich first chapter of the narrative campaign
  • Additional quests that reveal more about the world and its inhabitants
  • Intense boss battles against plague-ridden creatures
  • A large variety of weapons, armor, skills, and crafting options
  • Gear can be upgraded, enchanted, runed and gem-ed to create your ideal character build
  • Purchasing and furnishing of a modifiable home
  • Daily and Weekly bounties and challenges
  • Replayable Cerim Crucible dungeon
 

Spike

Learned
Joined
Apr 6, 2023
Messages
1,074
Loving the art style and how the combat looks. Unfortunate about le epic random loot but oh well. Maybe my youthful Diablo II addiction will brainwash me to like it.
 

samoilaaa

Educated
Joined
Nov 24, 2020
Messages
83
is it always online like diablo 4 ? i cant find that information anywhere
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,507
Loving the art style and how the combat looks. Unfortunate about le epic random loot but oh well. Maybe my youthful Diablo II addiction will brainwash me to like it.
They cannot compete with Dark Souls so they went another route and combined it with Diablo.
PoE2 is doing something similar.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
'Verticality' is a shitty unproven gimmick that in no way improves gameplay.
Wander about the witcher 3 main map then visit the blood and wine expansion and see what difference utilizing the z axis makes over gently rolling hills as far as the eye can see.
 

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