![]() I no longer cleared every ship, and by the end of the game, I often would choose to focus on specific objectives rather than risk combat. Void Bastards supports this idea, but after playing for a couple of hours, I noticed I wasn’t playing aggressively. The lack of danger is what I normally strive for before I think about my next move. I love rushing into a room or location, killing all the targets, and then spending my time exploring the location, if there’s the option for it or moving on to the next part of a game if there’s not. ![]() As a gamer, I’m a bit aggressive in my gameplay. With that out of the way let’s start with what I think is the biggest piece of Void Bastards’ appealing game design. At the same time, much of what I’ll be discussing about Void Bastards is not dependant on the rogue-lite genre and most would apply to rogue-likes or any genre. ![]() However, I just want to be clear if it sounds like I’m saying LITE and not LIKE, I am. That’s not the topic I want to bring up here, it could make for its video, which could allow me to finally talk about Nethack. These games don’t have a true permadeath system, pieces of the characters copy over and so on. These are Rogue-Lites, not a Rogue-Likes. The second issue is a war I’ve been conscripted in. Now it’s completely different in genre and style, but they are both roguelites and have some interesting similarities that should help illustrate how both games stand out. Two things before we begin, I’m going to also talk about a second game to compare to Void Bastards. But let’s talk about the game mechanics and design that make this game work. ![]()
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