Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Game News |

Wild Bastards is channeling its creators' previous work on BioShock with its powers and combos, and even its most normal, 'all rounder' character is a cyborg horse with a lever rifle

For Wild Bastards, the sequel to the 2019 first person roguelike, Void Bastards, developer Blue Manchu pretty quickly homed in on a wild west team-up, Magnificent Seven sort of deal. But there was a problem.

"In first person games, it's really hard to do a gang well, like AI teammates, even after 20 or 30 years of work on it, they're still really annoying most of the time, and we wanted to make a singleplayer game," explained Jonathan Chey, design director at Wild Bastards developer Blue Manchu and a veteran of Irrational Games and Looking Glass. "We had this problem, which is we want a group of people working together, but don't want to have the AI controlling your teammates. How are we going to do that? That's when we really focused on the swapping mechanic."

Image 1 of 4

(Image credit: Blue Manchu)
Image 2 of 4

(Image credit: Blue Manchu)
Image 3 of 4

(Image credit: Blue Manchu)
Image 4 of 4

(Image credit: Blue Manchu)

Wild Bastards lets you swap between two of its 13 different heroes on any given level of its roguelike campaign. It's as quick and seamless as switching weapons in any other FPS, but you're also juggling separate health pools, buffs, movement options, and special abilities. In action, it feels like if Overwatch let you swap between two of its heroes on the fly, with all the chaos and emergent possibility that entails.

There is no best outlaw.

Ben Lee, Blue Manchu creative director

If Void Bastards was more a game about avoiding or improvising your way out of combat, taking a page from the likes of Thief and System Shock, Wild Bastards is all about the power fantasy offered by this smorgasbord of special abilities, and how you combo them together. "It's kind of like when we were developing Bioshock. We call it the one-two punch, because in Bioshock you had your left hand power and your right hand gun," Chey said. "One super-effective early strategy you can use is to zap people with lightning, which stuns them, and then you shoot them.

"That kind of strategy is possible in Wild Bastards too, because you can flick between the characters rapidly."

Some of the possibilities Chey and his colleague, Blue Manchu creative director Ben Lee, outlined include:

  • Setting enemies on fire with burning man Smoky, then swapping to a more direct damage dealer.
  • Using a high-mobility hero to grab a vantage point for slow moving sniper, The Judge.
  • Firing off an AOE stun with lasso snake Hopalong's ultimate, then cleaning up with headshots from The Judge.
  • Pairing arachnid gunslinger Spider Rosa's decoy special ability with pretty much anything else⁠—Lee called this "one of [his] most abused and lent-on" abilities.

Their focus, notably, was always on combos of two different characters⁠—Chey and Lee were clear that this isn't a game where you want to "main" just one character, and their different functions will have a bit of a rock paper scissors thing going with Wild Bastards' varied enemy types.

"There is no best outlaw," Lee said. "There'll be an outlaw that's really good, maybe for four fights in a row, then you'll hit an enemy type that they're not suited to. If you don't have another outlaw partnered up that can compensate for their weakness, you probably lose the showdown."

With that in mind, Lee and Chey were keen to defend a character who proved slightly contentious in previews and demo feedback: Hopalong, a snake-person with a lasso who specializes in hard crowd control on single targets. "I watched a video preview of the game and they were basically saying 'I don't get why they made this character, he's so shit, what's the point of this character? This is a failed experiment,'" Chey recalled. "I'm just like, you need to play some more, because he could very well be the most powerful character in the game."

"Hopalong seems really weak, and if you're fighting very swarmy types of enemy, then yeah, you're going to be in trouble," Lee added. "But if you're fighting single, very strong, heavily-armored, big, deadly, monster-type characters, he pretty much just cancels them⁠—he's so effective at killing one thing that he's the correct choice."

Image 1 of 3

(Image credit: Blue Manchu)
Image 2 of 3

(Image credit: Blue Manchu)
Image 3 of 3

(Image credit: Blue Manchu)

On the opposite end of the roster, there's Sarge, a bipedal horse cyborg with a lever rifle whose visual design piqued my interest, but it turns out he's actually one of the more "vanilla" options mechanically. The way Lee and Chey described him, Sarge sounds like your classic Soldier 76/Roland from Borderlands type, except perhaps a bit tankier. Sarge pairs an energy shield ability with a mid-to-long range battle rifle-style weapon.

"He's kind of a late game all-rounder," Chey explained. "I would say Sarge and Spider Rosa are the two classic all-rounders in the team. He's a bit longer range and lower rate of fire than Spider Rosa.

"It seems kind of weird to describe the robotic horse man as less odd, but it's all relative. Nobody is not odd. That's the linchpin of the character designs: They're all weirdos."

"That's at the narrative core [of Wild Bastards]," explained Lee. "You might have noticed that none of the Wild Bastards are humans, and that's because they're all being ostracized or hunted or exploited by humans."

It's all a far cry from the randomized, anonymous, doomed convicts of Void Bastards, and we don't have long to wait until we can see how it all plays out. Wild Bastards will release on September 12, and you can wishlist it on Steam.



Читайте также

AMD is set to finally join Nvidia with FSR 4, using AI to power frame generation, though no word on upscaling yet

Microsoft's recyclobot uses machine learning and computer vision to open and recycle 90% of hard drive components

Flappy Bird creator says he's got nothing to do with the game's zombie comeback—'I did not sell anything'




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.


Персональные новости

Свыше 6,5 тысячи жителей Москвы и Московской области получили справки о статусе предпенсионера в клиентских службах регионального Отделения СФР и МФЦ

Отделение СФР по Москве и Московской области предостерегает: не поддавайтесь на уловки мошенников!

Сотрудница филиала «Московский» компании «ЛокоТех-Сервис» отмечает 50 лет стажа на железной дороге

Президент ТПП РФ поздравил сотрудников Роспотребнадзора с профессиональным праздником