Any time a player dies, they are sent back to the beginning of the “stage” but only lose their current ammo, fuel and food. Weapons, increases in health, items that allow you to find ammo in locations you could not before. However, the lite roots find their way in here through the game’s crafting pages.Īs the player progresses, they collect all manner of parts, which can be used to create a wide array of equipment on the game’s pretty large crafting table. In a traditional Roguelike, this would be a start from scratch scenario.
Players take control of one of an infinite number of “dehydrated” prisoners from a prison ship, all with their own randomly generated names, faces and perks, both beneficial and detrimental.įrom there, they must traverse a web of derelict ships, salvaging parts and resources in order to further progress their journey. Void Bastards does this as plainly as can be. Maps are generated at random and populated with enemies, items and other effects both beneficial and detrimental. But the changes added a much needed sense of accomplishment to the game, delivered at a slow enough pace to make the player feel like they’re getting somewhere without making the game trivial. I still haven’t beaten Dead Cells, and I’m not sure I ever will. Which was by no means a guarantee of success.
#Void bastards roguelike series
Thus the Lite version of the experience added a form of progression, a slow trickle of growth that would combine the payer’s inevitable increase in skill as they continued to play, with a series of power-up and abilities that would make it so the game could be finished through pure persistence, and not just high skill. There’s nothing worse than feeling like you’re not making progress in a video game, and Roguelikes were games in which you could easily bang your head against for hours upon hours and make no forward progress.
This “lite” subcategory of games came about years later, when developers started to find ways to overcome the inherent weakness of the genre as consumer products. Despite it having deep roots in what has become known as the “Rogue-Lite”. Which might be why Blue Manchu don’t consider Void Bastards a game from the heritage of Rogue, instead labelling it a strategy game. So much so that it became difficult to even consider any of the Rogue-whatevers as their own genre at all. We started to get the genre split and the concept of “Rogue-Lites” came about. As time moved on though, what defined the genre became muddy and less clear. Many of these early styles of game were handed around as shareware, known for their punishing difficulty and easy to tinker with programming. Borne from hobbyists such as college students and programmers. While games like Hack and Hacknet would be hot on its heels within the genre, Rogue is the one that managed to stamp its name on the genre. The name comes from the 1980, ASCII based game by the name of (you guessed it) Rogue. Not to get too much into the weeds about it, but the hallmarks of the genre are such: Games that have a dungeon crawl-like aspect to gameplay, in which maps are procedurally generated by game itself and a character’s death is permanent. Despite the game being a prime example of it.īut, some of you might be wondering “What the hell is a Roguelike?”. Yet, when looking up some more information about the game on its steam page, I was surprised to notice that nowhere on its profile page do the developers ever use the word Roguelike, or Rogue-lite for the that matter. Having recently downloaded Void Bastards through Xbox Game Pass, I found yet another example of the genre that I managed to find engaging. Games like Spelunky, The Binding of Issac or (for me personally) FTL: Faster than Light can stay with people for years, in a way most AAA games can only dream of. A good Roguelike can be an all consuming game, one that can become an obsession if it hits the right marks. I’m not trying to be insulting or belittle this act by saying that either. In these cases, the idea of making a “Roguelike” seems like the perfect cheat to get around this. Smaller scale, indie developers are in an especially tricky place, expected to make games of a comparable scale to AAA titles, with a fraction of a fraction of the resources. Making video games is hard, time consuming (and sometimes thankless) work.