Tapping a crystal on the world map saves your progress in an instant, with a clear clue telling you it went through. Mechanically, Nobody Saves the World is also streamlined in a way that’s expected of Drinkbox action. It’s a great way for Drinkbox to put their stamp on the game, as the whole “the entire game is random” motif doesn’t always stick the landing. But the big zones and the map itself are hand-crafted. So the micro-dungeons (demi-dungeons, using the game’s terms) are randomized every time you enter them. It’s really satisfying, as Drinkbox has created a deliberately-designed map to facilitate all of this. Many of these quests are like puzzles, where you’re expected to figure them out using a quick form change. Quests can involve turning into an authority figure to get out of a jam or talking to a different animal species as that species. The transformation aspect is baked into basically everything too. The animation is fantastic: like something straight out of a Cartoon Network show, with characters who have exaggerated, over-the-top emotive reactions. Nobody Saves the World injects a ton of personality into basically every facet of its being. You can see the bright Drinkbox pedigree as soon as the title screen. It’s a setup you rarely see often - shoutout to Lester the Unlikely on the SNES - and even if Nobody gets a magical transformation ability early on, you can still always go back to the Nobody slap-fight form. You star as the literal Nobody, who doesn’t have any latent powers (beyond a slow slapping animation). #Xbox nobody saves the world plus#Nobody Saves the World ( PC, Xbox One, Xbox Series X)Īs far as a quick rundown goes: Nobody Saves the World is kind of a take on a top-down Zelda, plus a mix of random dungeon concepts that have come into the forefront in the last five years or so. Nobody Saves the World plugs in a few safe notions of modern game design, but completely goes off the walls with it in a way that few game studios can truly muster. Guacamelee has pretty much cemented my love for them, and every project they’ve released so far has had some sort of unique hook to it that helps it stand out from the crowd. So too, an interest in Magic: The Gathering has persisted since William’s youth, and he can frequently be found watching Magic streams on Twitch and reading over the latest set spoilers.When I see a Drinkbox game, I turn my head to look at it: there’s no question. #Xbox nobody saves the world software#Now, William enjoys playing Super Mario Maker 2 on the Switch with his daughter and finding time to sneak in the newest From Software game when possible. This interest reached a height with MMORPGs like Asheron’s Call 2, Star Wars Galaxies, and World of Warcraft, on which William spent considerable time up until college. William’s first console was the NES, but when he was eight, it was The Legend of Zelda: Link’s Awakening on Game Boy that fully cemented his interest in the format. All the while, William’s passion for games remained. Upon graduating from the University of Southern California’s School of Cinematic Arts, William entered the realm of fine arts administration, assisting curators, artists, and fine art professionals with the realization of contemporary art exhibitions. William Parks is an editor at Game Rant with a background in visual arts.
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