As someone who loves his fair share of boomer shooters and rogue-likes (roboquest my beloved), this game is very different from anything I've played before. And honestly, it's a lot of fun. I think one thing that helped me wrap my head sround the combat is that its primarily meant to be played rather slowly, since enemies can drop you faster than you can drop them (on a count of how often you find yourself outnumbered). There were so many times where I found myself getting into perilous situations because I tried to run around like I was playing DOOM and lost a run. In the early hours of the game, I had a lot of success (and fun) playing it like something more akin to a tactical shooter, listening to enemy footsteps and voices, and waiting for the perfect opportunity to strike. This felt off to me at first since it seems like a typical boomer/arena shooter. But if you treat it like that, you will get demolished, especially as difficulty increases. That's not to say that the game can't be played more aggressively, especially as you unlock more Bastards whose abilities may make these kinds of approaches easier to take, but you may find yourself dead in the dirt before you've even managed to drop a single enemy if you aren't prepared. The real fun comes from the mods that you pick up as you play and level up your Bastards that can change up your play style. They range from increasing your health and giving you extra bullets, or augmenting your weapons with homing rounds, to being able to run faster, jump higher, and outlining enemies to make it easier to target them. And with so many different Bastards, and their own unique synergies, the game continues to capture my interest by encouraging experimentation. Even as you get powerful mods, the game reigns you in by adding limiting factors like the relationship system that can keep you from bringing your favorite Bastards on a run if they are feuding (solved by using a precious comoddity of beans), or having your Bastards health drop to 0, making them unavailable in future runs unless you heal them (using healing Tonics, another precious commodity). Overall, I am genuinely enjoying this game 8+ hours in, and having unlocked half of the Bastards. Oh, and the art style is *chefs kiss*.
I was on the fence about buying this game as I wasn't looking for anything remotely fast and frantic, until I read your post. Thanks so much for taking the time to thoughtfully elucidate your thoughts on the game. I think I'll definitely be giving this one a shot.
Void Bastards was more like a Horror genre for me - the first leves, without any upgrades, were very difficult and restricted (no electricity, low dps, hearing steps of enemies, etc.)
There was a demo. It felt overly simplistic, lacking the complexity of choices and scenarios that made Void Bastards fun. I was hoping reviews would say that as gameplay features opened up that that variety would show itself but it doesn't sound like it.
Looks like it plays better than Void Bastards, which is definitely welcome. That game was fun but really clunky feeling. I didn't realize it did the hero with one weapon thing. Darn. Maybe on sale.
Hmmm although interested I think I'll wait till The Plucky Squire drops next week as it was a toss up which I would purchase. Wild Bastards looks fun and I'll def be playing it down the line just can't buy two games at the moment, thanks for the review you got a new sub sir!
@@scrollingthru45People enjoy games when the sequel is better to the first considering void bastards Is somehow a better roguelite than the actual roguelite
@@scrollingthru45 as of their epic games page, it states that it is a spiritual sequel, But even then it doesn't diminish the fact that it is still worse than Void, This video isn't the first place I've seen people calling it worse
Void Bastards was one of the most disappointing games I’ve ever played. It started off so strong and right when all the mechanics felt like they were coming together it just ended out of nowhere
Shooter games should NEVER ... EVER... have infinite ammo. Ammo management is inseparable core of this type of game, which Void Bastards proved very clearly
First counterpoint to come to mind is Mothergunship, also a rogue-lite FPS but where you build your own weapons. Ammo is infinite, but guns use recharging energy from your mech suit. As a result the whole thing auto-balances itself out - you can create a screen-clearing BFG monstrosity, but it will consume all the energy and you'd have to wait for it to recharge.
Terrible take. Plenty of first person shooters can and do work with infinite ammo. Case in point. Hero shooters tend to have infinite ammo and they work just fine. Stay mad.
How about how the game having your mods, money and everything else disappear between jumps… thats one of the gayest shits I ever saw in a game. This was game breaking for me.. this is ruining the whole game for me because it doesn’t make any sense. The only way it could fit in better would be if each system was about 7x bigger, maybe.
You do know that youre supposed to trade all those resources for infamy at the pawn shop in the last stage of every system, that you then use at the first stage in the new system to unlock new random rewards. So the more infamy you acquire, the more random rewards you are given to start out with in the next system.
Will you be checking out Wild Bastards? Let us know in the comments below!
As someone who loves his fair share of boomer shooters and rogue-likes (roboquest my beloved), this game is very different from anything I've played before. And honestly, it's a lot of fun.
I think one thing that helped me wrap my head sround the combat is that its primarily meant to be played rather slowly, since enemies can drop you faster than you can drop them (on a count of how often you find yourself outnumbered). There were so many times where I found myself getting into perilous situations because I tried to run around like I was playing DOOM and lost a run.
In the early hours of the game, I had a lot of success (and fun) playing it like something more akin to a tactical shooter, listening to enemy footsteps and voices, and waiting for the perfect opportunity to strike.
This felt off to me at first since it seems like a typical boomer/arena shooter. But if you treat it like that, you will get demolished, especially as difficulty increases. That's not to say that the game can't be played more aggressively, especially as you unlock more Bastards whose abilities may make these kinds of approaches easier to take, but you may find yourself dead in the dirt before you've even managed to drop a single enemy if you aren't prepared.
The real fun comes from the mods that you pick up as you play and level up your Bastards that can change up your play style. They range from increasing your health and giving you extra bullets, or augmenting your weapons with homing rounds, to being able to run faster, jump higher, and outlining enemies to make it easier to target them. And with so many different Bastards, and their own unique synergies, the game continues to capture my interest by encouraging experimentation.
Even as you get powerful mods, the game reigns you in by adding limiting factors like the relationship system that can keep you from bringing your favorite Bastards on a run if they are feuding (solved by using a precious comoddity of beans), or having your Bastards health drop to 0, making them unavailable in future runs unless you heal them (using healing Tonics, another precious commodity).
Overall, I am genuinely enjoying this game 8+ hours in, and having unlocked half of the Bastards. Oh, and the art style is *chefs kiss*.
I was on the fence about buying this game as I wasn't looking for anything remotely fast and frantic, until I read your post. Thanks so much for taking the time to thoughtfully elucidate your thoughts on the game. I think I'll definitely be giving this one a shot.
Void Bastards was more like a Horror genre for me - the first leves, without any upgrades, were very difficult and restricted (no electricity, low dps, hearing steps of enemies, etc.)
looks like the "relationship system" is just a mini mechanic that is made to make you pick different characters
This game should have released a demo prior to release. I loved Void Bastards, but this game seems less fun. It should have been priced at $20.
Yeah the price increase is crazy.
There was a demo. It felt overly simplistic, lacking the complexity of choices and scenarios that made Void Bastards fun. I was hoping reviews would say that as gameplay features opened up that that variety would show itself but it doesn't sound like it.
Void bastards no offense was so boring after 8 hours in a 10 hour long game
@@HotPocketEnjoyersuprise, dickhead!
Looks like it plays better than Void Bastards, which is definitely welcome. That game was fun but really clunky feeling.
I didn't realize it did the hero with one weapon thing. Darn. Maybe on sale.
The experience is plenty stiff as if they couldnt make better mechanics. Are they intentionally making bad gameplay? The players all feel slow.
I had a feeling I'd be watching one of you're reviews on this fame
the problem is that it has frantic boomer shooter elements but aiming takes SO long its so sluggish even maxed out sensitivity
This is one I may pick up on a sale.
It's on sale
@@77rockcity already, awesome
Its a $15 game.. I would wait till you find it for that or less.
Hmmm although interested I think I'll wait till The Plucky Squire drops next week as it was a toss up which I would purchase. Wild Bastards looks fun and I'll def be playing it down the line just can't buy two games at the moment, thanks for the review you got a new sub sir!
Which one is the other one ?
Played the demo pretty fun. Poison and toxic swamp water, always my downfall.
oh woow I didn't expect to see another Void Bastards game, damn. this looks fun.
Sounds like the first one is the better game
Sounds like the opposite to me.
Man can't people just enjoy games nowadays. The game looks solid just like the first one.
@@scrollingthru45People enjoy games when the sequel is better to the first considering void bastards Is somehow a better roguelite than the actual roguelite
@@ps4nowwoot972 Idk if you noticed but this isn't a direct sequel but good try lil bro.
@@scrollingthru45 as of their epic games page, it states that it is a spiritual sequel, But even then it doesn't diminish the fact that it is still worse than Void, This video isn't the first place I've seen people calling it worse
Reminds me a bit of Call of Juarez, but the art style, price tag and rogue like elements are huge put offs for me.
I know it's a nitpick and kinda rare, but it always bothers me when a game only uses it's M rating to say "fuck".
Void Bastards was one of the most disappointing games I’ve ever played. It started off so strong and right when all the mechanics felt like they were coming together it just ended out of nowhere
I never ended up finishing. Felt so repetitive midway through.
🤡
@@Dietghostscp2107I kept playing it expecting some sort of payoff and it never came.
@@Daftanemone guess I'm glad I gave up on it. Sadly.
Great game. Trippin
Shooter games should NEVER ... EVER... have infinite ammo.
Ammo management is inseparable core of this type of game, which Void Bastards proved very clearly
First counterpoint to come to mind is Mothergunship, also a rogue-lite FPS but where you build your own weapons. Ammo is infinite, but guns use recharging energy from your mech suit. As a result the whole thing auto-balances itself out - you can create a screen-clearing BFG monstrosity, but it will consume all the energy and you'd have to wait for it to recharge.
Also ultrakill
Terrible take. Plenty of first person shooters can and do work with infinite ammo. Case in point. Hero shooters tend to have infinite ammo and they work just fine. Stay mad.
@@Highwaysonyfan87 See also Ultrakill
How about how the game having your mods, money and everything else disappear between jumps… thats one of the gayest shits I ever saw in a game. This was game breaking for me.. this is ruining the whole game for me because it doesn’t make any sense. The only way it could fit in better would be if each system was about 7x bigger, maybe.
You do know that youre supposed to trade all those resources for infamy at the pawn shop in the last stage of every system, that you then use at the first stage in the new system to unlock new random rewards. So the more infamy you acquire, the more random rewards you are given to start out with in the next system.