“You can make custom builds and you start to discover that abilities from one Form synergize really well with the abilities from another Form,” says Smith. Over time, you can have a Knight that uses the Horse Form’s ability to gallop around, a Knight with a poisonous bite lifted from the Rat Form or a Horse with the Ranger’s bow, among other combinations. One of these unorthodox classes is, rather amusingly, an egg whose quests revolve around “trying to find things to sit on you in the world.” This could be a bird whose nest you jump into that, once it lays on you, ranks up your Egg Form and teaches you a new healing ability called ‘Incubate.’ From there, you can use your new curative powers with all other Forms, not just the Egg. “When we were in the exploratory phase and doing a deep dive into our ideas, our concept lead, Augusto, made a really cool image of the ‘Form tree,’ and he was just making things up - like really silly things - combined with more standard fantasy genre classes and sci-fi genre classes to ‘games don’t have these’ kinds of classes.” Essentially, Nobody can use Nostramagus’ wand to change into a variety of Forms, which can range from the more traditional like a sword-wielding Knight and bow-equipped Ranger to more whimsical roles like a Robot and Mermaid. The team’s solution? Tying progression to rather unique riffs on RPG classes - known as “Forms” in Nobody Saves the World - with their own individual quest lines. “You find something that works and you kind of stick with it, and often, it’s like, ‘oh, okay, these enemies are too hard for me, I’m gonna go back to this area and just kill things for a while, level up, go back and do it again.’ So we were trying to try to figure out ways to get away from that.” In general, those games can be almost 80 hours long, and for me, I don’t play them very often because at a certain point, it starts to lose the fun when you’re just kind of doing the same thing over and over,” says Smith. “That’s one of my biggest complaints about RPGs. Most notably, the game tackles the sometimes-frustrating concept of “grinding” - performing repetitive tasks over and over, often to level up or acquire a useful item - by doing away with traditional character levelling systems entirely. This forces a “baby-thing” named Nobody to step up, “borrow” one of the sorcerer’s wands and venture out to save the world.īut there’s a lot more to Nobody Saves the World than that, says Smith. When a threat known as the ‘Calamity’ begins spreading monsters everywhere, the wizard hero Nostramagus is nowhere to be found. And I think when you see Nobody Saves the World, you’ll see what we were going for there.” Playing with conventionsĪt face value, the game has the same kind of premise that one might expect from an RPG. “One of the goals that we always try and set for ourselves is that we don’t want to just be similar to anything else that’s out there we do want to try and push things in a little bit of a different direction. And we worked on that for like two years, so it really felt like we wanted to do something completely different,” says DrinkBox co-founder and producer Graham Smith. “The team really likes to try and stretch our creative muscles, especially after working on, Guacamelee! 2.
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