Asmongold TV - This Game Is PoE2 + Dark Souls | Asmongold

Episode Date: July 2, 2025

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Starting point is 00:00:00 This game, by the way, is a convergence of POE 2 and Dark Souls. I played it. Name, it's called No Rest for the Wicked. So it's perfect? Yeah, it was really fun. Hey, everyone. I'm Thomas. And I'm Gennady. Welcome to our second Wicked Inside. Is it online?
Starting point is 00:00:34 Yeah, I think you can play with people. I don't remember, though. Since we shipped our last major content update. Right after early access launch, we spent weeks listening intently to your feedback, while putting out numerous hot fixes and patches. Then, after we felt that No Rest for the Wicked was in a good spot, we launched our first big content update. I remember being here.
Starting point is 00:00:56 I didn't do this. With the Crucible, we introduced fresh enemies, brand new systems, and a fun mode to keep everyone and the team. Oh, it's like a rogue light, like Torgas kind of. But it's been a while since then, and today we'd like to explain why. Our publisher for No Rest for the Wicked was private. division, a subsidiary of Take-Two Interactive. Take-Two decided to sell off Private Division, which was unexpected news for us.
Starting point is 00:01:22 After some deliberation, we saw an opportunity. After months of negotiations, we reached an agreement to buy the publishing rights for no rest for the Wicked Back so that Moon Studios could become fully independent. Wow. Oh, by the way, these are the same developers of Ori and the Wisp. I forgot the name, ORI and the Blind Forest or something like that? Yeah, these are the same developers. This legal process took time, and we couldn't say much while it was all happening. But today, we're excited to announce that it's all done, and that Moon Studios is now fully independent.
Starting point is 00:01:58 Wow. We believe this will give you even more confidence in our vision, because we're free to build an arrest for the wicket exactly how we want, without needing to ever go silent again. We've used this extra time to create something truly special. Let's take a look at the breach. Okay, let's take it. The breach represents the biggest content update we have ever shipped. That's pretty big. We have heard you loud and clear.
Starting point is 00:02:27 You wanted more out of our campaign. You wanted more story, more zones to play in, more enemies to fight, more bosses to test your metal against. In short, more of everything. It's like an upgraded version of the first boss? Holy shit. Our story continues immediately following elsewhere's return to Sacramento. I think that the biggest, like, point for a lot of people is that this game isometric. So it can be hard to get used to.
Starting point is 00:03:01 But I think that if you play the game, it's not as bad as you might think. He summons his daughter Odessa from her prison cell. The comment makes up for it. Yeah. Reveals more about their relationship. I don't know a lot about the story at all. Take the upper passage out. Then leave by the northwest gate.
Starting point is 00:03:27 What are you doing? God Bennett is often sleeps on juice. Play V rising, yeah, I did. And the ramparts above him will be unmanned. I think the camera in this game is better than V rising. Anywhere but here. So that's it then. I have to go.
Starting point is 00:03:52 As a serum, players will have to venture forth into new areas we're introducing for the breach. These are massive zones that essentially double the size of the world, players got to explore so far. Wow. A lot has changed in the Solar Sacra since you've last visited. Looks good. South east of Sacramento lies the lowland meadows, a once idyllic haven used by sacraman's hunters to gather food and supplies.
Starting point is 00:04:19 Ellsworth requests our presence on a secret mission, but a faction known as the harvesters has taken over the region. See? I told you this there. We come and here they are. He's at the base game. I remember him. Indeed. Your presence is welcome here. My friend is convinced that some threat awaits...
Starting point is 00:04:39 Paul, I heard of this game. Yeah, this game... As always at Moon... It was pretty popular on release. When it comes to level design, we deliberately craft every single inch of our world by hand. We do not rely on any procedural generation, and we believe that ultimately,
Starting point is 00:04:54 that will allow us to create an insanely expansive, interactive open world where every inch actually matters. Yeah, I think they did a pretty good job at the time. that, especially in like the first zone, that was the place that I have like the most experience with, is that in that first zone, it did feel kind of like Lordram, where there are like a lot of nooks and crannies, like Dark Souls 1, Wardram, like the Undead Berg. It did have that kind of vibe to it. It was good. Throughout your journey through the meadows, you will encounter all new enemies. We have also introduced two new weapon archetypes, gondlets and wants. Let's take a look at how those new weapons can be used
Starting point is 00:05:38 to take down all new foes that you'll encounter. The Timber White here will try to take your life with his ginormous great eggs. We know some of you already love being able to suplex enemies in wicked. Oh shit. With only appropriate, we introduced a drop kick. Damn. Gotcha bitch. Warm with wretches and limseed archers will keep you on your toes with brutal rage attacks.
Starting point is 00:06:18 Our tremor wave will make quick work of them. That's cool. Cool. Yeah, the animations are queen. A quick with two huge sores. Your best bet is to keep your distance and counter when you find an opening. That's the weapon I used, obviously. It's a big great sword.
Starting point is 00:06:42 It was really good. I would play magic in this game if I could. The cops treader will try to block your pair forward. The orange bars your magic. Study his movement patterns and keep a cool head. You might just reveal. It's like the godskin noble or apostle or something like that. Obviously, we are also introducing all new bosses for the preach.
Starting point is 00:07:14 But we don't want to spoil everything just yet. We know a lot of you already enjoyed how much love and care we're putting into all of these areas. But once again, we didn't shy away from really using verticality and hiding secrets everywhere. Yeah, the use of verticality and the camera being a little bit dynamic makes it like not as bad. add that it's isometric. Like, I would always prefer a game that's not isometric, but in terms of games that are, this is probably one of the least restrictive.
Starting point is 00:07:45 Even though you'll often fight for your life in all of these zones, every now and then, you'll get to enjoy a serene scene of beauty. Things have changed in Sacramento, too. Sacramento's the main city. Has arrived in town to plead for help, dealing with the blood. It's like a fireling shrine.
Starting point is 00:08:06 It's like a train station, destroying his home of Merring Village. Not really. It's more like Roundtable Holden. Is it true that Governor Ellsworth has already gone north with that madrigal? The guard said has much higher, but I wasn't sure. Many doors in Saccharacterians are linear? No, it's not linear. And if you exit Sacramento through its North Reston Gate, you will find yourself in the once majestic Marin Woods.
Starting point is 00:08:32 Oh. Recently, the Marion Woods have been befallen by the plight. It festered all throughout the woods, and players will have to find a way past it, order to advance. The Belak Tor are ferocious fighters. The stock in Chehir knows how to wield a club, and if you're not careful, they might just call in reinforcements. Our new Wands builds are surprisingly effective. We can cast ice darts to freeze our enemies. All right, let's see it. Cold sling is a powerful ice-o-it- Oh it's okay, uh a freeze bar. That's good.
Starting point is 00:09:22 For the heavy feather, we'll use some more powerful spells our ones provide. We have since learned how to perform the Riven Twins Plague explosion. That's pretty cool. And if you have enough focus, lightning bolt makes quick work of any enemy. Damn. Yo, maybe I should play magic in this game. You'll encounter Marin Village, a peaceful woodland community of Isola Sacra. Yeah.
Starting point is 00:10:03 First traveler I've seen in ages. I'm amazed you made it to our village at all, stranger. Hardly anyone comes here anymore. When does this come out? 10,000 blessings, Serim, for returning us to ourselves. The villages in Marin provide new services and sell different items than the ones in Sacramento. My clod of a cousin still hammering away in Sacramento. Figured they would have run them off by now.
Starting point is 00:10:32 Chase them out of town with their crooked pitchforks, In bed space. I might as well give it here. In Marin, we will also meet the Dessa's godmother, Armgard, a connection to her Dasha heritage. I remember when my mother used to sing me to sleep. You did too. Same lullaby. Will I see you there?
Starting point is 00:11:03 All of us at one table again. I'm not welcome in sacrament. And in a return to the Nameless Pass, we'll explore a new area of the area. within it, learning more about the forces of the mainland. Great any more doubt within your ranks, Primus. Oh, in his face. A discipline takes time. It's earned, not bought.
Starting point is 00:11:35 The born God disagrees. Discipline is forged. It is a tool molded in flame. Meanwhile, we'll continue the story of Madrigal Celine and her band. Yeah, his bit of the game. the lost city of Keel. Yeah, she's a crazy bitch. We're incredibly excited about this new chapter in our campaign,
Starting point is 00:11:58 but we don't want to spoil everything just yet. Our intention for No Rest for the Wicked was always to provide players with an insane amount of content, even after they finish the campaign. After the events that unfold throughout the breach, our spilled blood quest line continues, as any area within Isola Sacra can now be overtaken by the pest Yeah, that was one thing I was curious about too.
Starting point is 00:12:31 It's kind of like Dragons Dogma 1 or 2 with the unmoored world. You never encountered before in these areas. Yeah. Defeat these enemies and they might just drop all new torn resources. So it's like better gear. Torn resources can be burned at any fire in order to further increase the challenge within an infected area. Oh wow. You will need to heavily upgrade your gear and perfect your build in order to succeed.
Starting point is 00:13:06 Or probably just play magic. Damn. But greater challenge also means greater rewards. It's good that they're showing high-end combat, right, than just like the early game shit. Notice that with every enemy you slayed, the pestilence spread meter at the bottom of the screen reduces. Slay enough enemies, and you will have to overcome only one more obstacle. Getting rid of the infection means ripping it out at its root. If you manage to defeat the plague boss within the infected area, the entire zone will be cleansed of the pestilence once more.
Starting point is 00:13:49 Okay. Our alive system has also gotten a huge update. You will now find many more factions being able to take over the various areas within Isola Sack. Our goal with all of this is to change the way players think about retroversal in video games. We ultimately want to make every return feel as fresh and as exciting as it was the first sign. you played and as you can see we also introduced entirely new levels within the areas you're already familiar with okay in order to aid players in achieving the perfect build we introduced quite a few changes that will make progression a whole lot more streamlined and fun first off we have revamped the way
Starting point is 00:14:40 gear drops we replaced the tiered approach and came up with a formula that takes the player level the area level and the enemy level into account, which results in an experience where any gear that drops will be approximately within your level range. Okay, that's probably good. Now, the gear that used to only drop in earlier zones might just drop again, but at a higher level. We tried this out, and we ultimately see a much higher variety of gear throughout our play-throughs. We think it's a much more enjoyable looting experience. Yeah, this looks pretty good.
Starting point is 00:15:16 Another big aspect that defines your build is, of course, the enchantments. So far, if your gear didn't drop with the enchantments you needed, your item would never reach its full potential. Yeah, it's like secondary staff. If an item drop with less than maximum possible amount of enchantments, you can now use a fallen ember to add another random enchantment to it. This is like a fucking divine orb, or not divine, exalted orb. And if you have an enchantment on one of your items that doesn't quite fit your play style,
Starting point is 00:15:51 fallen embers can now be used to re-roll that particular enchantment. Oh, wow. That's actually really good. Follin embers are also still used for re-specking your character, which makes embers insanely valuable now. Okay. We also introduced a new weapon variety, Masterworks. Any masterworks starts out as just a common item. If you decide to forego the R&G aspects of Wicket, you can bank or so, on gems in order to fully customize your item. Yeah, this is like new world crafting.
Starting point is 00:16:21 James will show you exactly what effect they'll have, depending on which item you slot them into. In our case, you want to craft a build that heavily relies on and synergizes with focus. The benefit of common items is that we can completely customize them. Once we've fitted the maximum amount of champs into them, they now become a masterwork. Wow.
Starting point is 00:16:53 In general, we've introduced. produced a whole slew of new weapons, runes and armistets. We've also iterated on our list of enchantments in order to enable the creation of entirely new builds, while ridding ourselves of the enchantments that led to overpowered builds. Given that and the new loot drop algorithm, the sky is the limit when it comes to build variety. Yeah, at least the characters look cool too. We also conducted a major balance pass on our stats, and we noticed that quite a lot of you didn't use shields all that much. So we changed the way they work. Instead of training stamina, shields are now
Starting point is 00:17:38 based around poise and stagger, and we try to ensure that each shield archetype feels unique. So we can't wait to see all your new sword and board builds. The thing is, though, he's taking damage. That's the problem. So we have to get a 100% block. If you became a master playing no rest for the wicked, you should try our new hardcore characters. Uh-oh. Permadef is enabled for these. So once these characters die, they get downgraded to non-hardcore characters that can only be played on regular realms.
Starting point is 00:18:15 Damn. I wonder who will be the first player to slay the Econite with a hardcore character. Yeah, that's like the last boss, apparently, in the current game, I'm pretty sure. Naturally, we also spent quite some time introducing a wide range of quality of life features and polished up what you've played so far from the West for the Wicked.
Starting point is 00:18:43 For example, we've noticed that a lot of your houses looked similar to this one. Yeah, sure. Storage has always been incredibly important in any RPG. On our current live builds, players can stack all that many items, and sorting hasn't been ideal yet. Yeah, this is a big issue that a lot of games have. I think that every single game, like, you should just have one storage chest that has pseudo-unlimited
Starting point is 00:19:10 like space having different things in different chests and then having to like min-max or not min-max micromanage between the different chests is just not fun gameplay, in my opinion.
Starting point is 00:19:24 Like it's not fun in Valheim. It's not fun in like Rust. In Rust it makes more sense because it's like the game's different. But like I just don't like it. Let's switch over to our breach update. How's this work? We fix that right up and now allow players to stack a whole lot more items through their chests.
Starting point is 00:19:45 Thank God. And items now also get sorted in a beautiful way. Yeah, that's way better. While we're in our home, we can show off another cool feature we added. We've added whisper stones, which enable fast travel to and from your house. So if you just want to quickly drop off items in gear while you're out and about, Instead of having to first warp to sacrament and then run to your home, you can now save that one step.
Starting point is 00:20:17 Yeah, again, this is just like super good quality of life, like improvement stuff, yeah. Remember that you can place one whisper stone per house, so if you own multiple ones, you can even fast travel between them. Our next change regards food cool downs. We've removed the classic cool downs entirely. Now you can consume meals instantly. Jesus, crap, look that guy. However, your stomach is no longer a bottomless pit.
Starting point is 00:20:54 You have a limited number of meals you can eat during combat. Okay. You'll be able to upgrade this limit through plague Eicher, letting you extend how many times you can heal or buff yourself in battle. Okay. This new approach aims to make combat more engaging and dynamic rather than forcing players to just wait for a timer. Yeah, I think that makes sense, right?
Starting point is 00:21:24 Like flasks? Time takes ever forward. We know timers and project wait times have been a major discussion point. Yeah, people complained about this a lot when the game first came out. We added a new feature so you can contribute food and ingredients to make Adanas's workers, speeding up whichever building project they're currently tackling. We are always listening to your feedback, and we will keep iterating on the system. If you have thoughts, please keep sharing them.
Starting point is 00:21:56 And of course, we've been hard at work meticulously optimizing. performance. If you notice any poor performance in a machine before, the breach update should drastically improve your experience. Speaking of improvements, our DLSS implementation has been updated to a newer version, which results much crisper image and even better performance. And these are just a few highlights. Okay, this is no rest for the wicked. 11,000 changes since we shipped the crucible update. Before we dive deeper, we'd like to clarify how you'll access the breach. You will need to replay in Orestraway get to fully experience this update. All saves remain in the game.
Starting point is 00:22:44 But this approach ensures the breach is integrated as seamlessly as possibly into the game. We realize this might be a surprise for some. Ultimately, the scope of the breach and the underlying changes led us here. But don't worry, you'll discover plenty of fresh content, quests and loot to make restarting your journey worthwhile. Let's discuss our roadmap next. It goes without saying that we will heavily support the breach for the upcoming weeks after launch. You will once again CS React incredibly quickly to all of the feedback you guys might provide. But we're also already hard at work on our next content drops. We've received hundreds if not thousands of fleas begging for the co-op update,
Starting point is 00:23:31 and we know that our original roadmap... Yeah, that's what a lot of people want, is to be able to play with other people, especially in a game like this. Before the breach. Yeah. Rest assured, it will be the next thing we launch after this up. after this update. Damn. The reason we ultimately decided to switch these updates was because we wanted people to have
Starting point is 00:23:51 more content to play once co-op releases. With the breach update, there will be now a lot more content to explore with your friends. After the co-op update, we'll be following up with more improvements and new systems. We'll expand Sacramento, improve housing, introduce farming, expand the crucible, and of course, finish the campaign with more story and more quests than bosses. They're very much aware that a lot of you finally want to play No Restful Wicket on all major consoles. We have a ton of things planned to further improve
Starting point is 00:24:25 on the foundation that we've laid so far, and we're excited to keep discussing all of these new releases and changes with you as we go along. Also, today marks the 10th anniversary of Ori. We released Ori... Yeah, this is the other game they made before him. 2015. It's been a wild ride for all of us here at Moon. So today, we'd like to use this opportunity to just say thank you. Thank you to all of our fans who have supported us the whole way through.
Starting point is 00:24:54 We would not be where we are today without you. We're now hard at work on the final bug fixing and polishing stages of this massive update. We want to make sure we get it just right. But before we wrap up, there is one more thing. And this one is near... indeed to our hearts. All right, let's see it. Hello, everyone. I'm Gareth Coco. My story with Moon Studios began more than 15 years ago
Starting point is 00:25:19 when I received a message on an internet forum from them, asking me if I'd be interested in composing the music for a small indie project. So they just, they just recruit this guy off an internet forum? Nice. Four years later, that small project blossomed into Ori and the Blind Forest. Now, we were all very young and just getting started. So for our second release, Ori and the Will of the Whisp, We set out to perfect everything about the original,
Starting point is 00:25:43 and I couldn't be more proud of what we were able to create together. But our journey is not yet over. Yeah, I never played either of these games. I'm happy to announce that I've been hard at work crafting an unforgettable score for the story, the characters, the locations, and the boss fights of no rest for the wicked. And you will finally be able to hear some ambient music
Starting point is 00:26:03 without exploring in the world, too. I can't wait to see where this journey leads us once again, It leaves me to invite you to experience the all-new music in No Rest for the Wicked with the Breach update. Launching on April 30th, it will be well worth the wait. So it's a month and a half from now. Yeah, I probably play this one that whenever it comes out. I'm just trying to decide if I'm going to play a, like, a caster or like Big Sword. You know, I could also try and play a wall build.
Starting point is 00:26:37 I'm not sure. Yeah, Big Sword. Yeah, I don't know yet. No, I think it might just depend on what weapons I get, too. Double halibaldos. I don't think you can do the dual wheel, go to the wall. Yeah. No, this was good.
Starting point is 00:26:52 I was going to watch this. I just haven't really had time to, so I'm glad that I finally did. No, it looked good. I'll link you all the video. This looked really good. It actually bought it. Yeah, yeah. No, it is, it's fun, man.
Starting point is 00:27:04 And let's see here. Money doesn't grow on trees. Yeah, yeah, I guess so, right? And, but yeah, no, the game, I think it's like 20 bucks or something like that. on steam i'm not really sure but yeah i will probably i'll probably play this whenever it comes out or at least like within a couple of days of it coming out for sure

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