


If the game felt as if it knew it wanted to be a stealth game or a shooter it might have had more focus, but instead, it almost feels like after they nailed down the art style they couldn’t figure out what else to do with it. The problem though, is after the first hour it grows very stale and boring. The gameplay itself, which has the player infiltrating ships to scrounge for parts to rebuild sections of their own ship so that they might lessen their prison sentence, is a neat concept. Sadly, his performance is about the only exceptional voice work in the game, with a sore spot coming from the leaders of the space pirates, with largely unconvincing performances that have extremely low sound quality. Another point to this is that a large part of the dialogue or story feels like an afterthought, though the line delivery from your main computer BACS is fantastically delivered by Kevan Brighting (of the Stanley Parable fame). The enemies will talk to themselves when they don’t know you’re there, and while it can be funny, most of the humor comes off more juvenile than clever. Even a big STOP will show up when they stop in front of the door (additions like this could go a long way for say deaf players and accessibility). For instance, when standing next to a doorway small text will pop up like a comic book, showing that an enemy is stepping or hovering nearby. Still, there are small little touches that feel special and fun. Void Bastards almost seems in a state of flux, like it’s being pulled at between two black holes and isn’t sure which Direction it’s going The problem here is they didn’t seem to put much thought into the stealth mechanics, so the only action the player can really resort to is crouching, which does very little to help. But then some fights (any time space pirates board) constantly feel like a losing battle from the start, so the game also is trying to pull the player towards stealth. At one end it feels like it wants to be a shooter, giving you these big weapons, some with interesting designs like a gun that warps enemies out of reality then spits them back out wherever you please. Void Bastards almost seems in a state of flux, like it’s being pulled at between two black holes and isn’t sure which direction it’s going.
#Void bastards art full
So many guns, but only a handful really full unique in a universe that feels like it’s so much bigger The game doesn’t feel bad mind you, just incredibly average.

Nor does it offer very exciting gunplay, which is odd considering how much it was touted that the game had the pedigree of a System Shock 2 and Bioshock (one of the most celebrated first-person shooters) developer at the helm. However, the problem with this is those same environments, because when you’ve seen the same blue and grey hallways with the exact same shapes of rooms within each ship twenty times over, you can’t really help but feel like the game doesn’t have much else to offer you there. It’s really something kind of special and wondrous to see. The game’s art style is undeniably impressive, where running through blue and grey hallways and smoke filled rooms, turning any corner looks like a flat comic book panel despite being a 3D game. The fact the game looks so clean and flat is a true wonder.īut that almost feels about all it has. Void Bastards, in fact, holds quite a lot of flair. It’s incredibly different from most first-person shooters coming out and even without knowing the concept of the game at the time of reveal, it really felt like it held a lot of personality. When Void Bastards from developer Blue Manchu was first announced, it caught my eye immediately for the exquisitely unique art style.
