In a Game Rant interview, Wild Bastards developer Blue Manchu explains how the upcoming title builds on Void Bastards' roguelike gameplay.
Wild Bastards shakes up the shooter roguelike formula by focusing on squad-based management and microscopic laser gunfights.
VGChartz's Evan Norris: "In the end, Wild Bastards doesn't hit the high bar established by Void Bastards five years ago. While it's more ambitious in terms of mechanics and interlocking systems, it's not quite as fun or immersive. Still, it has a lot going for it, including a fascinating premise, 13 unique playable characters, excellent moment-to-moment action, and outstanding production design. With a better story and more nuanced strategic and relationship-building gameplay, it would join its predecessor as a GOTY contender."
Joseph writes - How Wild Bastards is structured reminds me of activities such as laser tag, paintball, or even children’s games such as tag or hide and seek. While Wild Bastards doesn’t play remotely like those activities, it follows a familiar rigid structure of easily defined rules. If you’re tagged, you’re it, etc.
Tried Void Bastards and this is a pass for me. While there was a lot of cool elements for a great System Shock retro style game with an amazing graphical style, the thing was just a turd. Just another example of "Why are Rogue-likes so popular again?" Oh, yeah. This the Tik Tok generation. Make sense now."
Rogue-likes, so much to say about this drive-by crackerjack and cheap style of game design, and not much is good.