In these modern times, everyday we get games that are almost a copy of the old version, or with a lot of bugs, or incomplete, full of DLCs and absurd prices. But luckily, we have indie developers who always come up with surprises: good or bad. And to our surprise, we commissioned a review of No Place For Bravery. Now we’ll see if the game is a good surprise or a bad one. Follow us to check it out.
Enjoy and also watch the announcement trailer of No Place For Bravery:
This review is only made possible thanks to a digital copy of No Place For Bravery, Powered by Glitch Factory, For the PC version, via Steam.
About No Place For Bravery
No Place For Bravery is an indie adventure game in the best Soulslike style with a good RPG feel. Also, its graphics are all pixel art, so I was very surprised.
The story of the game is quite long, because like a good RPG, a lot of the story is built during the adventure, but I will make a short introduction:
You will be Thorn, an old and experienced warrior, living a quiet life, a tavern owner. However, Thorne is haunted by a terrible past trauma: the loss of his daughter. Your mission is to help Thorne on his odyssey, solve the nightmare of his past and discover a great story that can change the whole world.
Last but not least, the game was developed by a Brazilian studio: Brazilian studio Glitch Factory. And that’s great because I’m always happy to see BR work. However, I just want to leave a minor “ear pull”: the game does not start with PT-BR subtitles selected by default. It is necessary to go to the settings menu and change, or follow the menu that opens when starting a new game. Of course, I totally understand choosing English as the default language, but it’s still worth commenting on.
First off, I’m not a big fan of pixel art games. I know there are tons of great pixel art games out there, but I can’t play many pixel art games. Sure, there are some good exceptions like Celeste and Momodora II, but this game has some of the best pixel art I’ve ever seen in an indie game. The fact that the game is entirely pixel art was completely irrelevant to me because the game is so beautiful.
The HUD of the game is very clean and does not obstruct the player’s view of the screen, reminiscent of the traditional menu of the Dark Souls series, with the difference that the health, energy and stamina bars are located in the left corner of the screen. The pause menu left me a little confused, but in less than 10 minutes I was comfortably navigating through the game’s options.
Because it’s in pixel art, some elements were more “basic” on screen, like blood spreading from enemies, shadows and lighting effects, and even the ground. However, they are very detailed, so much so that we can easily distinguish what is blood, a leaf, grass, a mountain, and we can easily even have the concept of being in higher or lower places (ie if we are at ground level. or on a hill).
It cannot be denied that this game has a style similar to the spirit of the game. However, the difficulty I found in the game, on its normal mode, was not as hard and complex as the games in the Dark Souls series. In fact, I felt pretty comfortable playing the game, and even though I didn’t know the monster patterns, it wasn’t hard to learn their patterns. It was like I was playing some Soulslike-Light.
Thorn’s movement, combat system and game controls are very fluid and easy. Some of the platforming challenges aren’t difficult to accomplish, and even the skill and item shortcuts respond quickly to the command executed. At no point did I feel like the game was unfair or a challenge that required pinpoint accuracy.
The game tutorial is a show apart. In a very direct and objective way, the tutorial explains well how the game works, leaving a good margin for each new mechanic that is introduced to the player. And the way the tutorial is presented is in a very subtle way, as if it were a page of a book that opens to the player.
I can’t say for sure if this was the developers’ intention, but I had a very strong feeling that I was playing The Legend of Zelda: A Link to the Past on the Super Nintendo, only enhanced and adapted to the Soulslike system.
Finally, I have nothing more to add: No Place For Bravery has one of the best gameplays I’ve seen in 2022. Or I’ll go further: One of the best experiences I’ve ever had in my life. And to prove it, check out the first 20 minutes of gameplay I did in the game:
Sounds and sound effects
At first No Place For Bravery has the expected sound effects: very simple. The game’s sound effects are pretty basic, but that’s not bad. The sounds of movements, attacks, screams of enemies, destruction of objects, among others, are nothing new.
On the other hand, the soundtrack of the game is something surprising, it’s so great. The soundtrack brings a Scandinavian effect that will make anyone happy. The music in the game is so good that sometimes I “forgot” to play it, just to enjoy playing it as much as possible in that moment. And, especially, I look forward to a game’s soundtrack on Steam to buy, or find song titles on my favorite music streaming app to listen to whenever I want.
Final thoughts with no room for bravery
At first the No Place For Bravery review was a pleasant surprise. And in a way, even simple, because almost everything that was offered to the game was praised. The game’s pixel art is remarkable, but I feel that even with delivering the most beautiful pixel art I’ve ever seen, the developers could try something more 16-bit style, like The Legend of Zelda: A Link to the Past, which I cited .
I’d like to take this space to leave a suggestion here: port this game to mobile devices. Even if the game has a more soul-like style, I don’t see any difficulty in playing with touch controls. In addition, with touch control, quick access elements were used more intuitively.
No Place For Bravery will be released on Steam and Nintendo Switch on September 22, 2002.
This review of No Place For Bravery follows our internal guidelines. Click here to check out our evaluation process.