Sometimes when you want to use food as a metaphor for video games, you compare it to food. Other times you might mention fast food. My clichéd and overused analogy in this case is a huge buffet with all your favorite foods and you just grab everything and stuff it until you’re sick. That, in the best possible way, is wild bastard.
Ostensibly a follow-up to developer Blue Manchu’s 2019 game Void bastardbut definitely not a sequel, wild bastard is an old school FPS action game where a lot of help slay the towerand then embellish it with tactical strategies. It mimics the behavior of a thousand rogue-lites but certainly not one, plunging you into super-difficult first-person action sequences that only last a minute or two each, and encouraging you to craft an elaborate arsenal of specially equipped characters. The production team, before undoing all the work between each chapter. This all absolutely works.
It’s easy to spend too long comparing wild bastard It has ticks and crosses next to aspects it does and doesn’t share compared to its predecessor, but I think that undermines both. Despite being visually similar, and both having location-branching maps leading to FPS mission-based missions, they are very different. So let’s focus on what wild bastard is, rather than it isn’t.
The game starts with two characters, the four-armed, somewhat demonic spider Rosa and the gambling robot Casino. The two attempt to travel across the galaxy in a spaceship to escape the twisted evil cowboy types of the Chaste family. When teleported to a (tutorial) planet, the two must travel across the map to a point that allows them to teleport back to the ship, where one of the Chaste MacNeils destroys the ship and attempts to capture them. At this time, a legendary ship called “The Drifter” suddenly appears and rescues them, forcing them to embark on a journey to find the life force of their former colleagues who were killed by the monster leader Jebediah Chester. That said, each chapter of the game is about reaching the end of a small branching space, collecting fallen DNA, and then resurrecting them and adding them to your team.
Each point on the sector map you choose to fly to has a planet you have to teleport down to, and each planet has its own map with branches, crossover locations, points full of pickups, shops, and most importantly Yes, there are battles to be won. Each battle is a mini first-person shooter location where you fight alongside your crew against the enemy. Except──please bear with me, there is one a lot of Here’s an explanation of what to do – your gang travels around a planet “in a pack”, in one group or group, with no more than four choices at a time. You can group them together as you wish, but when you’re fighting, only one is fighting at any time – you can switch between any of them in the party, though. You then need to use your ears (and the visual representation of sounds on the game’s compass) to locate enemies, who will hide but constantly reveal themselves by shouting insults or talking over each other… Oh my god, this game It’s much easier to play than describe.

If a character dies in combat, they remain dead until you return to the castaway and revive them with a rare potion, or if you lose everyone and return to the beginning of the area, or succeed without them and move on In the next area, everyone is resurrected. In addition to this, in both cases, you will also lose any gear you earned, purchased, or picked up that was previously assigned to your crew, as well as any money, potions, bonus items, or…beans.
Unless, or, or, except, but, or, except, oh my god. I didn’t even get into the ace you pick up that permanently improves your character, or the juice you find in battle that gives everyone a special ability, or how you want to make sure you pair a ranged card-shoot-shoot-it-like-an-angry-robot Referee with faster-firing but less accurate crew members like the mysterious alien Roswell, and if it’s an airdrop where only three people can go, use Cassino and his Juice ability to instantly kill the enemies he faces. , or the Ghost Priest Preacher who wields a ridiculously ammo-heavy Preacher 0.58, she has no shield but can use juice to heal when she kills. Oh, and if your fight is against a bunch of critters rather than humanoids, you’ll be crazy to use the snake-like Hoopasaurus and his laser lasso, but if it’s just against a few critters, he’d be perfect heavy ironclad ship.

I hope, albeit with some effort, that I have made my point. wild bastard Very complex, layer upon layer, and strategizing for all its elements. The range of characters is complex, ultimately giving you 12 characters to choose from, and even this Adding layers of complexity, as the beautifully written and beautifully voiced crew bicker with each other in unscripted moments, meaning they refuse to come together until they make up… over a plate of beans. Or they might bond over the millions of conversations that could happen (I never heard the same conversation twice) and work better together to support each other by putting items into the arena.
I also failed to celebrate the growing array of enemies to fight, 25 extraordinary humanoids (Chasteners), 11 animals (Critters) and five types of autonomous security robots, each with unique behaviors, weapons and defense. Not to mention each bastard in your crew moves slightly differently, some are faster, some are able to jump higher, and some slide quickly on their belly. Like I said, this game takes something from every part of the buffet and somehow puts it all on one delicious plate.

Of course, there are some concerns. While the combat is fun, and the incredible variety on offer even more so, I do think it lacks a strong impact when hitting enemies. Too often it feels like they’ll be able to pass through your fire unscathed, yet lack the satisfying feeling when you cut them off. It makes things feel a little too airy.
The poison is ridiculously powerful, and the poison-spewing rattlesnake levels can be difficult to pass before you rescue some of the later crew members, the constant damage they inflict is so severe. Another, more important complaint is the lack of a difficulty sweet spot between Normal and Easy. Normal can be a surprisingly difficult choice, especially early on, as the game becomes obsessed with using poison, which can be frustrating as you’re just starting out with two or three characters. But Easy is really simple and lacks enough challenge. (Obviously, some people will do well on Hard and Very Hard, God bless them.) I wish Normal was slightly less punishing to begin with. However, I recommend switching back to it when you’ve just breezed through a level, as that misses the point.

Another strange decision is forcing you to complete the tutorial every run. Even when toggled to “off” in the menu, the level still needs to be turned on, and by the time you’re on your third or fourth run, it’s pretty tedious (for me, since I’ve hammered this demo so many times before, this Worse for me) years).
Oh, but if you’re an impatient guy like me, know that hitting “Escape” will let you skip the extremely slow beam up and down sequence and post-battle debrief. Just never use it in dialogue, because they’re both brilliant.
There I can hardly compare it to the glorious Void bastard Regardless though I highly recommend you play both. It’s tempting to call wild bastard An evolution, but it’s unfair blankwhich features excellent crafting elements and character permadeath (albeit constant progression). The key similarity between the two, besides the great art and fantastic sense of humor, is that, unlike many roguelite games, both hope you win. They’re about moving forward, being able to reach an ending, and then starting over and trying something completely different. Just at wild bastardthere are so many different places every time.
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