Roguelites can be overwhelming by nature.
Some, likeHades, offeroptionsto ease the entry for newcomers without hindering their complexity for more seasoned players.
Roguelikes such asNuclear Throneare tough as nails, but you’re not swamped with feature upon feature.
And when I say bite-sized, I mean anything from a few minutes to a few seconds.
Each outlaw has ace, core ace, and a charged ace cards.
It’s a shame Wild Bastards doesn’t come together like its influence.
Eventually, I found my go-to outlaws.
Some of the ones I favored simply had a weapon with very few drawbacks.
I was often able to deal with entire encounters without switching to the second outlaw.
The outlaws can become pals or get into a feud with each other depending on your actions.
It’s not so much about adding social tension as it is about solving a temporary nuisance.
The relationship element is just one of many ideas that aren’t explored in a fulfilling way.
Most of what’s interesting in Wild Bastards ends up being forgettable, either by being over-streamlined or sidelined.
Combat encounters are too short, and there’s no exploration to be done aside from item pickups.
When compared with Void Bastards, it’s unfortunate that this spiritual successor doesn’t leave a stronger impression.
The setting, a high point of Void Bastards, lacks a cohesive purpose here.
Wild Bastards was reviewed on PC, with a code provided by the publisher.