Wild Bastards Is More Than Just A Void Bastards Western

Blue Manchu’s Wild Bastards is a neon-soaked mishmash of the strategy, FPS, and roguelike genres, albeit one with cowboy hats and six shooters. Much like its predecessor, Void Bastards, it layers dozens of systems and mechanics on top of each other to create a deep and varied experience that sees you exploring a galaxy, managing a crew of outlaws, and gunning down countless enemies. Based on what I played, it seems like Blue Manchu has once again figured out how to cleverly merge all these systems and mechanics into a cohesive whole.

During a preview, I got 30 minutes of hands-on time with Wild Bastards, and from what I’ve played, it’s structurally very similar to Void Bastards. You plot a path across a board game-like map filled with combat encounters, points of interest, and loot. Each run is different and a lot of those differences are determined by the planet and its traits. Some planets have low gravity, for example, while others could have hazardous weather. Throw in different enemy types and locales, and there’s plenty of variety from run to run.

However, Wild Bastards isn’t just a rootin’-tootin’ duster wearin’ reskin of Void Bastards. Developer Blue Manchu made some fundamental changes to accommodate the western, sci-fi setting. It ditches Void Bastards’ stealth gameplay and tight corridors in favor of fast-paced action and arena-style maps. Perhaps the biggest shake up is the introduction of “outlaws.” While Void Bastards adopted a roguelite progression system similar to Rogue Legacy where each run introduces a new character with different traits, Wild Bastards gives you a crew of up to 13 outlaws each with different weapons, playstyles, strengths, weaknesses, and skill trees. Once you’ve selected a planet, you put together a crew and loot-and-shoot your way across the map.

Continue Reading at GameSpot

Geef een reactie

Uw e-mailadres wordt niet gepubliceerd. Vereiste velden zijn gemarkeerd met *