When I went to my date to preview No room for bravery, I had only a small idea of what to expect. I knew it as an action RPG with an aesthetic reminiscent of indies like Super Light Wanderer. Speaking with Matheus Queiroz, the game’s executive producer, I realized that this was a deeply personal story about the lack of fathers for the Brazilian developers working on the project. During my time with the demo, I found a brutal and harsh but fair thrilling adventure.
A dangerous search for your child in No Place for Bravery
No room for bravery threw me into a forest area. My character, Thorn, was about to go hunting with his daughter, Leaf. After walking around a bit, I encountered a scary demon. This is where you learn the basics of combat: you can lock onto a target, attack, defend, and dodge. Enemies can retain life in a fallen state after defeating them, so you have the option of executing them once that moment arises. After the tutorial was completed, a huge monster appeared. Worried about her mother, Leaf left me. Then Thorn chased after her but was struck by lightning, and a mysterious figure then captured his daughter. So the rescue was on.
I finally enjoyed the short gameplay preview in the demo for No room for bravery at PAX East. There’s a parry mechanic that’s extremely satisfying to pull off, and the key to winning battles is switching between playing defense and taking risks to attack. Checkpoints replenish your health and potions like in dark soulsand they’re placed meticulously so they don’t feel too sparse or too plentiful.
Glitch Factory has also mastered placing them in strategic locations, as I would usually find one just before a difficult area. This placement meant that I wasn’t punished too harshly for my failure and sent back to the start of a slot. There are also skills you can use for each of the weapons you get, like your blade and rock breaker axe. For example, my sword gained the ability to make a quick and deadly forward strike.
Queiroz on strategy and inspiration
I had the pleasure of having Queiroz by my side throughout the demo. He offered great guidance during the demo’s toughest moments; I learned that I had a spell I could cast that left a circle on the ground that filled with health – perfect for the boss! Queiroz also smiled when I learned that enemies could get hurt. He was even happier when I realized when to use my different weapons: using the ax for the boss was powerful but too slow, while using the sword was faster and didn’t leave me open. I managed to beat the whole demo, which was apparently rare during PAX.
Queiroz quoted the devil may cry, dark soulsand sekiro as influences, in particular sekirois the parry mechanic. He was quite pleased when I compared the violence to that of Blasphemousone of my favorite indies. No room for bravery is not procedurally generated and uses characters such as giants and gods in the story while incorporating puzzle elements into the adventure. When I asked him who the little kid you meet at the end of the demo was, he said it was a spoiler. But I have my theories!
No room for bravery is already shaping up to be a great game. The combat is wonderful, the difficulty is tough but fair, and the plot seems to make players feel a ton of emotions. Expect it to launch in the third quarter of this year for Steam and Nintendo Switch.