Wild Bastards review: "A forgettable experience with conflicting design choices that compromise an otherwise intriguing premise"

Wild Bastards screenshot showing various characters
(Image: © Blue Machu)

GamesRadar+ Verdict

The novelty of a 13-character cast is a solid hook for Wild Bastards, but a myriad of streamlined and sidelined elements compromise its potential to the point of becoming a trip to outer space that you won't remember for long after hitting credits.

Pros

  • +

    All characters have a twist to offer

  • +

    Memorable voice acting

Cons

  • -

    The setting is sidelined

  • -

    Superficial challenge

  • -

    Monotone gameplay loop that lacks variety

Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. Find out more about our reviews policy.

Wild Bastards, the latest title by developer Blue Manchu, mixes a plethora of elements from the rogue genres. It's a bite-sized first-person shooter with a dash of board game-esque strategy and a lite rendition of a visual novel with social elements. The result is, without a doubt, a wide cast of ideas - almost as far-reaching as the 13-character roster it features. Unlike other hybrid-type examples of the genre, including the developer's excellent Void Bastards to which Wild Bastards is a spiritual successor, there are conflicting design choices that compromise an otherwise intriguing premise.

Roguelites can be overwhelming by nature. The pursuit of build synergies and endless tinkering to slice harder and survive for longer often clash with superfluous arrays of mechanics. Some, like Hades, offer options to ease the entry for newcomers without hindering their complexity for more seasoned players. Roguelikes such as Nuclear Throne are tough as nails, but you're not swamped with feature upon feature. The foundation is easy to pick up and gradually improve your skills by (lots of) trial and error.

Pardners in crime

Wild Bastards screenshot showcasing gameplay with UI

(Image credit: Blue Manchu)
Fast Facts

Release date: September 12, 2024
Platform(s): PC, PS5, Xbox Series X, Nintendo Switch
Developer: Blue Manchu
Publisher: Maximum Entertainment

With the genre being as overcrowded as it is, a modern Rogue-inspired game needs not just fine-tuned design, but a novelty element to stand out. In recent times, this search for novelty has led some developers to infuse genres with one another. Pacific Drive, for example, mixes roguelite progression with a painstakingly detailed car management sim, while Balatro is a roguelike influenced by poker and the genre's emblem emphasis on seeing numbers go up.

In Wild Bastards, you command groups of space outlaws who must progressively find and revive their former partners in crime while escaping from a cast of adversaries. The primary appeal is discovering what each outlaw has to offer, as they all have a unique weapon, upgrades, and signature special ability to experiment with. The structure of what constitutes a "run" is geared toward these rescue missions, with a new character waiting for you at the end of a galactic sector.

Each galactic sector is always procedurally generated, offering an increasing number of branching paths for you to choose from. Traversing through sectors reminded me of FTL, where you can assess your route options to get from point A to B and, on occasion, bump into a short decision-based event. However, Wild Bastards approach this in a far more linear fashion - events are sporadic and ever so challenging, mostly resulting in a character being injured or trading items. In essence, most nodes will take you to a planet, to which you have to descend and then find the exit to warp back again to your ship. Combat encounters on planets are the one chance to take control of your outlaws in first person, shooting down enemies in bite-sized arena encounters. And when I say bite-sized, I mean anything from a few minutes to a few seconds.

Wild Bastards screenshot showcasing map screen

(Image credit: Blue Manchu)

In order to level up a character, you need to manually pick cards scattered during the exploration phase on a planet - the latter is akin to a board game, in which you move your units around during your turn. Each outlaw has ace, core ace, and a charged ace cards. Regular aces are picked between two to three options, while core aces are strong traits that are usually related to the character's weapon or ability. As for the charged ace, it's a limited-use passive that needs some time to recharge and can be replaced. You can't fully upgrade each character, which leads to subtle yet engaging decision-making when exploring sectors.

Glorious Basterds

Void Bastards screenshot showcasing gameplay

(Image credit: Blue Manchu)

After reviewing Void Bastards back in 2019, despite countless roguelites in the years between, it has stuck with me ever since. Gunfights are tense, experimentation is encouraged and rewarded, and the science-fiction setting wrapped in a comic book-style cel-shading gels greatly with its cosmic horror and peculiar crude humor. It's a shame Wild Bastards doesn't come together like its influence.

The first handful of space rascals you have access to are fairly serviceable but don't do much to stand out. Rosa is a gunslinger with two pistols that can create a decoy for a few seconds, while Casino has a short shotgun and the ability to automatically kill one enemy at random. These special skills are activated by picking up and using an item during arena encounters, and you can only have one or two characters at the same time in fights, so the strategy is always to search for these pickups as often as you can and switch between characters depending on which enemies you're facing.

Eventually, I found my go-to outlaws. Some of the ones I favored simply had a weapon with very few drawbacks. Sarge, for example, can summon a shield that protects him from most projectiles, which in itself is kind of boring. His rifle, however, has an absurdly long range, a fast fire rate, and decent ammo size. I was often able to deal with entire encounters without switching to the second outlaw. Others, like the snake Hopalong, can use a lasso to capture and strangle individual enemies, even the tougher ones, while Roswell's ability lets you bounce against the floor and back up to the air for a few seconds, staying away from danger and taking down multiple enemies with each plunge.

Tame lasso

Wild Bastards screenshot showcasing feuds and other character elements

(Image credit: Blue Manchu)

As the crew grew in size, I began to wonder how the game's structure would work around so many options available. Each world allows for a certain number of characters at the same time, usually from two to four grouped up in pairs. Sometimes, as you're descending on a planet, an outlaw can be randomly scattered and find themself displaced around the board-game map, which creates a temporary division until you reunite with them. For the most part, it's the story that gets in the way, juggling your available options for spoiler reasons, as well as the relationship mechanic.

The outlaws can become pals or get into a feud with each other depending on your actions. The former usually occurs when you rescue a character that was scattered on a planet, and makes it so they have a special attack if their pal is injured three times during a fight. The latter, which is the result of doing the opposite, makes it so those two characters can't be part of the same group to explore a planet until you've remedied the feud. While interesting on paper, there isn't enough depth to it – you just need to use a can of beans, found as loot or purchased in stores, to restore a relationship. 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. The concept of planets functioning like a board game intrigues, but they quickly become repetitive and lack tension for planning escape routes. Combat encounters are too short, and there's no exploration to be done aside from item pickups. The sense of challenge is lost with enemy variety being somewhat artificial – you mostly deal with a set of archetypes that evolve in subtle ways – while danger is dictated by the elemental damage of foes against the resistances or lack thereof of the characters you're using.

When compared with Void Bastards, it's unfortunate that this spiritual successor doesn't leave a stronger impression. Aside from memorable voice acting, the 13 characters aren't given room to become more than just a few occasional banters. The setting, a high point of Void Bastards, lacks a cohesive purpose here. While both games are clearly different, even if you ignore Wild Bastards being any kind of spiritual successor, it's not much of a standout amidst others in the genre. There's absolutely a strong case for having more roguelites explore streamlined structures while offering similar thrills to their biggest, more complex influences. Wild Bastards presents interesting ideas along these lines, but they end up scattered across outer space, never quite managing to land on common ground.


Disclaimer

Wild Bastards was reviewed on PC, with a code provided by the publisher.

Diego Arguello
Contributor

Diego is a freelance journalist from Argentina who learned English thanks to video games. He now primarily covers them for the New York Times, Rolling Stone, Vulture, Polygon, and more. He also founded Into the Spine and co-hosted the Turnabout Breakdown podcast.

Read more
Vermillion runs down a ruined highway while aiming at flying enemies in Hyper Light Breaker
Hyper Light Breaker review: "A shaky start for Heart Machine's looter shooter slasher prequel"
Climbing up a massive enemy and striking its chest weak point in Eternal Strands
Eternal Strands review: "Flawed but fun behemoth battling"
Citizen Sleeper 2: Starward Vector key art featuring a sleeper floating with nearby cat
Citizen Sleeper 2: Starward Vector review – "A smart sequel that takes everything that worked from the stellar original and expands"
Big in 2025: Revenge of the Savage Planet
Revenge of the Savage Planet hopes to follow in the footsteps of Metroid Prime
Cropped key art for Revenge of the Savage Planet showing two player characters running away from lots of green goo, flanked by various googly-eyed wildlife
Revenge of the Savage Planet is a refreshingly colorful and light-hearted co-op throwback to the carefree action platformers of the noughties
The two characters in Split Fiction dressed in fantasy gear each with a dragon on their back
Split Fiction review: "Cements Hazelight as the master of co-op games"
Latest in FPS
halflife screenshot showing a headcrab jumping at a player
Half-Life devs worried Gabe Newell "promised things that they couldn't possibly deliver" for the iconic FPS, but "they just didn't know" that they'd be able to do it yet
Former Valve exec recounts the meeting where Half-Life's publisher almost killed the iconic FPS: "Half-Life would quietly die. I was stunned"
FBC Firebreak screenshot for GamesRadar Big Preview showing a character throwing an electric shock grenade in a crowded room
FBC: Firebreak may be Remedy's first live-service game but the Control creators are going about it the right way, confirming that all playable post-launch content "will always be free"
"Valve would never ship another game": Former exec forced Half-Life publisher's hand by saying Gabe Newell and the team would pivot away from game dev
Gordon Freeman
Valve literally gives Half-Life away now, but 27 years ago it was carefully crushing its angry pirates: "None of them had actually bought the game"
FBC: Firebreak gameplay trailer reveal in Future Games Show: Spring Showcase
With an impressive new FBC: Firebreak trailer at the Future Games Show, Remedy confirms a Summer 2025 release window for its co-op shooter set in the Control universe
Latest in Reviews
Zombicide box featuring stylized art of survivors fighting zombies
Zombicide 2nd Edition review: "Like a zombie flick brought to tabletop"
Razer Handheld Dock with Steam Deck sitting on cradle, pink and yellow RGB lighting on, and Alienware monitor in background with Tomb Raider Trilogy gameplay on screen.
Razer Handheld Dock review: “Your Steam Deck will ride shiny and Chroma"
Photographs of the Agricola board game in play
Agricola review: "Accurate representation of the highly competitive and often unstable world of agriculture"
Photos taken by writer Rosalie Newcombe of the Shure MV7i microphone, within a pink and white themed room.
Shure MV7i review - convenience and excellence rolled into one superb sounding package
Key art for Atomfall showing a character in the English countryside looking at a nuclear plant some distance away
Atomfall review: "This isn't British Fallout – it's something much better than that"
Razer BlackWidow V4 Pro 75% gaming keyboard with purple RGB lighting on a desk setup
Razer BlackWidow V4 Pro 75% review: "a niche luxury"