Sometimes, you just have to appreciate a well-oiled machine, and Nobody Saves the World is exactly that. It's a game that reveals its entire hand to you in little more than an hour's time, but it's also a clever game that finds a way to make its transparency work in its favor. Though its presentation is very much modern (as long as you don't mind characters that are adorably and intentionally kind of hideous), its focus on maintaining an extremely consistent gameplay loop feels delightfully old school. You could easily call it a one trick pony, but it's a dang good trick!

The story provides a sufficiently interesting mystery to explore, has charming characters with humor that generally lands and visuals that do an excellent job of depicting genuinely disgusting things as a way of portraying a world covered in a calamity that seeks to warp it into something unhabitable. Ultimately, though, the crux of this game, what makes it truly stand out, lies with its transformation system and how everything you do feeds into it and other aspects of the game simultaneously. Your character is capable of using multiple transformations that allow him to take specific forms for the matter at hand. To give a few examples, you can become a knight and fight at close range, you can try becoming a mermaid to travel across water and find different approaches, or you can just turn into a slug and shoot tears from a distance while your sliminess slows your foes down. You can even become an egg and roll around if that's your thing! Combat on its own isn't particularly deep, with a basic attack and three skills being all you get per form, but the sheer flexibility you have in choosing your skills is what keeps things interesting.

As you use transformations and satisfy goals such as "kill x using this skill y number of times", you'll gain experience for that form that feeds into its rank. Ranking up gets you new skills that can be used on any form you have, which naturally leads to some wonderful combinations. Sick of having to turn around to use the Horse's kick attack? Give it the Ranger's arrow attacks and you won't have to bother! Want the minion-heavy Magician to get even more minions than just his rabbits and tigers? Give him the Zombie's ability to infect people and you'll be running with a small army of zombies in no time! Even with just three skills, the amount of options you have really adds so much room to express yourself and find creative solutions to the game's many quests.

Instead of grinding experience or brute forcing things with a single build, you're meant to shift around constantly and try new things. If you ever struggle with a quest, you probably have a skill that'll secretly turn it into a cinch! Those aforementioned challenges serve as a wonderfully elegant way of teaching players about potential combinations, too, which is very helpful for those not accustomed to the particular logic that "Job System" games run on. To give an example, one of the slug's challenges asks you to poison enemies using your basic tear attack. By dedicating one of your four passive skills slots to the Ranger's poison accumulation ability in order to solve this "puzzle", you'll end up learning that poison works extremely well on rapid fire attacks in the process. It's really a stroke of absolute genius how well this system works in both educating the player and providing them a canvas with which to express themselves however they please!

Completing quests and form challenges also earns you experience for your general rank that serves as a base power level to be applied to any form as well as Stars, which are required to unlock the game's main dungeons. These requirements may feel a bit arbitrary at first, but they encourage you to engage with the game in all sorts of ways without forcing you to do dungeons that you may not want to do. Depending on how you play, you can knock out sidequests to get stars, you can just buy some using money, you can try out different forms and complete challenges, or you can discover optional demi-dungeons and complete those for stars. You wouldn't think the dungeons would be the lowlight of the game, but they kinda are, unfortunately. Each one features an incredibly inspired design (like entering through the mouth of a corrupted whale or a weird creature) and modifiers that limit or tweak every combatant's abilities/stats, but they never feature any interesting gimmicks or design twists within the dungeons themselves, ultimately resulting in dull corridors full of enemies you've already fought a bunch of times before. Boss fights are incredibly underwhelming across the board as well, usually consisting of a bigger version of an enemy you've fought combined with infinitely respawning allies. Main story dungeons have all the same issues alongside a restriction that prevents you from gaining experience inside of them at all, which feels like a somewhat bizarre choice. The idea is for you to "choose a build and rely on it for the challenge at hand", but considering how reliant the game is on that constant feedback loop of completing tasks and unlocking new tools to keep your attention, stripping that away just exposes the game's magic tricks in an unflattering way.

Nobody Saves the World is an interesting one to talk about because it feels like the kind of game where words are guaranteed to undersell it a bit. Unlocking forms and experimenting with them is an absolute joy, but it's also a fundamentally simple game to actually play, perhaps to a fault. With only a few buttons needed to control it and a dearth of interesting foes or dungeon threats to navigate around, its core gameplay loop can feel like something you'd mindlessly grind through in a free to play gacha mobile game or something, and it's honestly hard to deny that or defend it against skeptics. But if you're open-minded, this is the kind of game that you should really try for yourself and see if you have the kind of mindset that it needs to really thrive. Even if you lose interest in the gameplay, I feel like this one is a great case study in how to make interlocking systems successfully. It's truly commendable how DrinkBox made everything come together in a way that encourages any and every option you have, which is absolutely ideal for any kind of job system game. Definitely something to take note of if you're looking to develop a game like this! If you enjoy optimizing character builds, enjoy Gauntlet-esque mob clearing, using a variety of goofy looking characters, or just appreciate a constant drip feed of dopamine, you'll be impressed by how much this game can sink its claws into you and capture your heart.

Reviewed on Jan 21, 2023


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