GamesRoguelikeWild BastardsWild 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 rifleWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

GamesRoguelikeWild BastardsWild 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 rifleWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

(Image credit: Blue Manchu)

The crew in their cockpit

ForWild 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.”

Image1of4(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

Image1of4(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

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(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

Wild Bastards screenshot showing player holding two guns activating special move under stone archways

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

player taking aim with bow and laser arrow on desert planet with ringed planet visible in the sky above horizon

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

Player aiming with weapon from The Judge, a gallows-themed sniper rifle, with enemy exploding in snowy environment.

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

Player in icy Wild Bastards environment firing a gatling gun at a purple-glowing enemy.

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

There is no best outlaw.

“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:

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.

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“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.”

Image1of3(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

Image1of3(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

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(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

(Image credit: Blue Manchu)(Image credit: Blue Manchu)(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

Player aiming lever rifle at enemy in guard tower who is glowing blue in Wild Bastards.

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

Wild Bastards player with Smoky, a permanently burning man who holds up finger guns as weapon, in a purple environment facing teal enemies.

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

(Image credit: Blue Manchu)

Player demonstrating Spider Rosa special ability in Wild Bastards, a holographic decoy to distract enemies, in a purplish, night environment.

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.”

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 onSteam.

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