Nobody Saves the World review – a shape-shifting treat

Nobody Saves The World might have the most accurate cats in any game ever. Imperious, judgey, capable of magic. I tend to kill them immediately when they appear -because of their area denial swipe storm attack – so I don’t get time to really study them, but this morning I found a trailer and paused it on a screen filled with Nobody’s cats: drawn up tall, ears nobly architectural with those straight lines and points, pupils contracted to the degree where they look like little nigella seeds standing on end. The cloak with its prog collar and elegant folds, the inevitable arcane medallion: ninety percent sure that if cats could dress, this is what they would choose to leave the house in.

I love the cats. But honestly, that’s just the start of things I love about this game. It’s a high-wire proposition: an ARPG in which the character you play as, the person chosen to save a fantasy world from a great calamity – it’s literally called the Calamity I think – is nobody. And they look like nobody: pasty and sketched in, eyes like railway tunnels disappearing into some pale mountain, a face gently lined by cubicle living and cubicle fretting, a slouch.

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