Compara los precios de No Place for Bravery en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Glitch Factory. Publicado por Ysbryd Games. Lanzado el 22/9/2022. Disponible en PC, Linux. Géneros: Action, Adventure, Indie, RPG. Puntuación Metacritic: 65/100.

A father's grief encoded in pixel art and stamina bars - haunting story, uneven combat, made by two people who shipped anyway.

I went in expecting a serviceable Souls-lite with a thin emotional wrapper. What I found instead was a game that leads with its heart so completely that the combat's rough edges almost become part of the texture. Glitch Factory - reduced to just two developers after funding collapsed before launch - shipped No Place for Bravery anyway, and that context bleeds through every scene. The narrative follows Thorn, a broken former Guardian who carries his adopted son Phid on his back while hunting the warlock who took his daughter Leaf years earlier. The story draws on the developers' own experiences with toxic relationships and absent parents, and that real-world weight is palpable. Fake endings, genuine twists, and a central question about whether all the violence was ever worth it make this one of the more emotionally honest dark-fantasy narratives in the indie space. Combat sits in the Sekiro family tree: stamina management, a poise bar that staggers enemies when depleted through sustained blocking, color-coded attacks that signal whether to parry or dodge, and a brutal execution system that camera-zooms in when you finish a staggered foe. You start with sword and shield, unlock a hammer and a crossbow as you progress, and each weapon carries its own skill tree purchasable with dropped currency rather than a traditional level-up system. On paper that progression feels freeing - you are not locked into a stat build from hour one. In practice, reviewers have noted that the upgrade items gating certain skills reduce customization to a waiting game rather than genuine choice. The throwable items (poison pots, explosive pots) add some tactical texture in later areas, but the core moveset stays narrow throughout. Where the game gets contentious is combat feel. The parry window is tight and satisfying when it clicks, boss encounters demand real pattern study, and the execution animations are genuinely visceral in a way that reinforces Thorn's exhausted brutality. But input responsiveness has been a documented pain point - animations carry wind-up that can swallow a dodge input, and multi-enemy rooms where archers combine with platforming gaps punish players in ways that feel less designed and more accidental. Glitch Factory issued a substantial post-launch overhaul that added cancellation frames, separated stance damage from base health, and made the sidestep invulnerable during its active frames - meaningful fixes that moved the needle. The version you can play now is meaningfully better than what critics reviewed at launch, even if the Steam score still reflects that rougher first impression. The pixel art deserves a slower look than the screenshots suggest. Outdoor environments are dense with color and incidental life - a frozen mountain pass, a decaying village - and the camera occasionally pulls back to frame a full room before snapping tight for a cutscene. The soundtrack does what a good atmospheric score should: it underlines grief and dread without announcing itself. Running time lands around eight to ten hours, and the game earns most of that. Multiple endings give a reason to sit with the final choices rather than just roll credits and move on. The lore dump in the opening hours is its own obstacle - names and factions arrive faster than context - but it settles once Thorn's personal stakes lock into focus. This is a game for players who can forgive mechanical imprecision when the emotional payoff is genuine, and who appreciate that two people finishing something this ambitious at all is itself a form of stubbornness worth respecting. If polished combat is the only reason you show up to a Souls-like, look elsewhere. If you want a dark, short, handcrafted story about the cost of obsession wrapped in deliberate pixel artistry and a score that lingers, this quiet underdog has more to say than its mixed reception implies. Kai, Scout Team

No Place for Bravery

No Place for Bravery

22 sept 2022Glitch FactoryYsbryd Games
GamerScout opina

A father's grief encoded in pixel art and stamina bars - haunting story, uneven combat, made by two people who shipped anyway.

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I went in expecting a serviceable Souls-lite with a thin emotional wrapper. What I found instead was a game that leads with its heart so completely that the combat's rough edges almost become part of the texture. Glitch Factory - reduced to just two developers after funding collapsed before launch - shipped No Place for Bravery anyway, and that context bleeds through every scene. The narrative follows Thorn, a broken former Guardian who carries his adopted son Phid on his back while hunting the warlock who took his daughter Leaf years earlier. The story draws on the developers' own experiences with toxic relationships and absent parents, and that real-world weight is palpable. Fake endings, genuine twists, and a central question about whether all the violence was ever worth it make this one of the more emotionally honest dark-fantasy narratives in the indie space. Combat sits in the Sekiro family tree: stamina management, a poise bar that staggers enemies when depleted through sustained blocking, color-coded attacks that signal whether to parry or dodge, and a brutal execution system that camera-zooms in when you finish a staggered foe. You start with sword and shield, unlock a hammer and a crossbow as you progress, and each weapon carries its own skill tree purchasable with dropped currency rather than a traditional level-up system. On paper that progression feels freeing - you are not locked into a stat build from hour one. In practice, reviewers have noted that the upgrade items gating certain skills reduce customization to a waiting game rather than genuine choice. The throwable items (poison pots, explosive pots) add some tactical texture in later areas, but the core moveset stays narrow throughout. Where the game gets contentious is combat feel. The parry window is tight and satisfying when it clicks, boss encounters demand real pattern study, and the execution animations are genuinely visceral in a way that reinforces Thorn's exhausted brutality. But input responsiveness has been a documented pain point - animations carry wind-up that can swallow a dodge input, and multi-enemy rooms where archers combine with platforming gaps punish players in ways that feel less designed and more accidental. Glitch Factory issued a substantial post-launch overhaul that added cancellation frames, separated stance damage from base health, and made the sidestep invulnerable during its active frames - meaningful fixes that moved the needle. The version you can play now is meaningfully better than what critics reviewed at launch, even if the Steam score still reflects that rougher first impression. The pixel art deserves a slower look than the screenshots suggest. Outdoor environments are dense with color and incidental life - a frozen mountain pass, a decaying village - and the camera occasionally pulls back to frame a full room before snapping tight for a cutscene. The soundtrack does what a good atmospheric score should: it underlines grief and dread without announcing itself. Running time lands around eight to ten hours, and the game earns most of that. Multiple endings give a reason to sit with the final choices rather than just roll credits and move on. The lore dump in the opening hours is its own obstacle - names and factions arrive faster than context - but it settles once Thorn's personal stakes lock into focus. This is a game for players who can forgive mechanical imprecision when the emotional payoff is genuine, and who appreciate that two people finishing something this ambitious at all is itself a form of stubbornness worth respecting. If polished combat is the only reason you show up to a Souls-like, look elsewhere. If you want a dark, short, handcrafted story about the cost of obsession wrapped in deliberate pixel artistry and a score that lingers, this quiet underdog has more to say than its mixed reception implies.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:indieStamina ManagementExecution SystemNarrative-DrivenMultiple EndingsGrief ThemesPost-Launch ImprovedPoise CombatShort Campaign

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX 660, Radeon R7 370 or equivalent with 2 GB of video RAM
Processor
2.8 GHz Dual Core CPU

Recomendados

Requires a 64-bit processor and operating system

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Reseñas y valoraciones

Metacritic
65

Información del juego

Desarrolladora
Glitch Factory
Distribuidora
Ysbryd Games
Fecha de lanzamiento
22 sept 2022

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¿En qué plataformas está disponible No Place for Bravery?

No Place for Bravery está disponible en PC, Linux.

¿Cuándo se lanzó No Place for Bravery?

No Place for Bravery se lanzó el 22 de septiembre de 2022.

¿Quién desarrolló No Place for Bravery?

No Place for Bravery fue desarrollado por Glitch Factory y publicado por Ysbryd Games.

¿Merece la pena comprar No Place for Bravery?

No Place for Bravery tiene una puntuación Metacritic de 65/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.