Nobody Saves The World Review - Creature Comforts
About midway through Nobody Saves the World, I was getting wrecked. I had bashed my head against a dungeon using my best and strongest forms--switching my shapeshifting hero between forms like the burly Knight and the nimble Ranger--but none of them had Light-based abilities necessary for countering the dungeon's monsters. The Light abilities I could import from other forms were close-range and I was getting overwhelmed in the scrum. On a lark, I decided to switch to the Snail form, which had a signature Light ability. The humble, unassuming Snail was a form I hadn't really tried, figuring it was more or less a joke. Friend, let me tell you: That snail ripped through the dungeon like it was wet paper. I was a tiny gastropod avenger, cackling as I choreographed a ballet of monster carnage the likes of which had never been seen. And as I collected my reward, the experience made me appreciate how meticulously developer Drinkbox designed every form, every combat encounter, every moment of Nobody Saves the World to feel great.
The attention to detail in Drinkbox's take on the dungeon-crawler action-RPG is a quality that becomes apparent from the outset, when you skitter through a dungeon in the form of a Mouse, using your little chompers to shred through enemies. The combat feels fine-tuned and satisfying right from the start, and then builds from there with a host of options and impactful decisions that add layers of complexity while remaining perfectly understandable.
You become a scurrying little mouse after a run-in with Randy the Rad, the cocky apprentice of the powerful wizard Nostramagus. After waking up in a dingy shack with no memory or personality, you visit the Nostramagus' house for help. He's gone, but when his magic wand attaches itself to you, Randy takes it as a personal affront and locks you in the dungeon. Hijinks ensue.
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