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I was definitely in the main target audience, really enjoyed Void Bastards. Bought Wild Bastards despite the messed up regional pricing (WB cost whopping 4x the price of VB in my region!). Ultimately ended up refunding the game, which I rarely do.
Can't say that I was even in the crowd wanting a sequel to VB, it's just that WB didn't really live up to expectations of quality and craftmanship established by VB. Some examples:
- The overemphasis on narrative over gameplay which was delivered in rather heavy-handed fashion. In VB the narrative was more subtle, blending in the background and not feeling as intrusive, you didn't have to click through tons of dialogue all the time. At the same time the writing and humor in VB were overall much better than WB, which feels a tad too immature at times. Dividing the main campaign to two doesn't also really work, the procedural campaign feels too bare bones.
- WB gameplay overall lacks the depth and variety of VB. The planets feel too formulaic and play too similalry compared to the crazy variance of the spaceships in VB, the resource management is too simplified and there's too heavy emphasis on combat that's not too fun by itself. VB offered the player more choices and had enough complexity to be called a "strategy shooter", for WB that sounds like a stretch, the game feels like an arcade game.
- Overall the UX/UI is all over the place, too much waste of space, unnecessary clicking and wasting the player's time. This is quite strange, since VB had overly stylized UI (as a comic book) which still felt perfectly functional and never as intrusive as WB does.
Overall the game feels like it had a troubled development, maybe started as a more ambitious design that failed to actualize. Which is a bummer since there's lots to love in WB, the game oozes style and has lots of novelty. And overall Blue Manchu seem like devs that have their hearts in the right place and deserve to stay in business, so I also wish them all the best.
I do think that there are signs that there were more ambitious plans for the game (some of the buildings seem too specific to have just been a geometry asset to begin with) and I'd love if it got some kind of update like how Void Bastards got the Tydy stuff (only, ideally, better than that), but I honestly think that it's a unique enough game that there's some risk associated on whether or not people get into it or not, and that risk is always present when you try something new rather than more of the same. I would have loved a direct Void Bastards sequel in terms of gameplay and concept but I'm glad Wild Bastards exists, all the same.
And honestly, when it comes to sales, it could be any number of things holding a game back. I've seen absolute gems go completely ignored and I've seen lazy slop attain the all powerful "overwhelmingly positive" rating simply because the right streamer told his fans "you like this, now." So, who knows. I like it, I recommend it, but sometimes it just doesn't take off.
There are lots of other things like the ace system, with the core aces potentially working like the ingenious trait system from Void Bastards, instead of just gaining fixed 3 traits in linear fashion, you could also lose them, have negative ones etc. The charged ace feels like a tacked on afterthought, as do several of the boring +1 armor/damage/hp aces. Also why is there a character level? Just for scaling purposes?
There's definitely shedloads of potential in the game and I'm going to keep my eye on potential updates/overhauls. Purchase it later if/when they decide to introduce reasonable regional pricing, or grab it on discount.
The fact that Rages consistently appear in Saloons and Invulnerabilities consistently appear in Churches kind of looks to me that whatever plans they might have had were scrapped and they decided to just put something in so there would be a bare-bones reason to pay attention to some of the buildings. If that's the case then indeed it's disappointing because the specific rooms were one of the most enjoyable things about exploring in VB and I would have loved a version of it, here. I can understand that to some extent, making all the looting happen on the planet map helps make the map itself kind of its own other game, which helps at some depth but more exploration in the roadblocks would have still been appreciated, even if it was still paired down from the Void Bastard gameplay. Like would it have been so bad to even just throw the occasional Cramm pickup in there to find? I even thought up a mechanic where maybe the roadblocks still end when everybody's dead but the last enemy will always flee, and you can either gain an infamy bonus for taking him out, or do some last minute searching to before he does, and kind of make the player balance fighting and exploring at their discretion.
Again, I really love the game as it is, but I for sure see areas for improvement that could have made it even more compelling.
Second - genre fatigue. Every man and their dog is launching a rogue-esque experience these days. My library is so full of them and often they are fun at first and then become shallow. It feels like the genre is overcooked now and unfortunately this game dove into the cash pile way too late for me to even be bothered taking a look despite loving the previous game.
Oh and the price. Ridiculous. Even the sale price seems too high given how little attention this game got. I remember being bored even watching preview playthroughs and it dropped off my radar. It only appeared in my steam feed again because of the sale - but only enough to make look at the game. Look at comments and see lists of suggestions and zero developer responses.
For less price there are games in the same genre wih far more engaged developers getting far more updates.
There's been mostly sporadic comments on Discord, with blunders like promising to comment/update on the lack of regional pricing then going silent about it.
Along with other weird and shifty takes like pulling out the demo during release, sub-par marketing and short-sighted pricing, I'm starting to think they just made a bad publisher deal and ran out of money.
After digging a little deeper, Maximum Entertainment is also involved in how badly Hammerwatch 2 was received when Heroes of Hammerwatch (Crackshell self-published) had a similar audience that widely enjoyed the game and were dumbfounded when the studio took such a departure from it with the sequel. Either it's a complete coincidence that these 2 titles suffered such a similar fate or publishers like M.E with questionable management are an extension of the extortion ring adjacent to sweetbaby inc. The tinfoil tightens.
I'd urge people to take a look at Maximum Entertainments stock history and you might notice a pattern lol.
They didn't even milk Void Bastards that much. Just 1 Tydy DLC. Shame.
I think I do miss exploring mysterious and dangerous ships, but I appreciate the combat of WB. I think they are both great games. I think the ship exploration of VB does eventually get old, whereas the combat in WB stays fresh a lot longer especially because the maps seem more diverse.