

As more gadgets and enemies appear later in the game, you’ll have to more carefully allocate resources to get what you need from each ship. Radiation damage does wonders against the front-shielded Zek enemies, so I was sure to carry my Rad Spiker along when they were lurking about. These take a few shots of a pistol to defeat, so I didn’t waste any heftier ammo on these outings. Some ships were filled with the Friendly Tourist enemy, who bumble toward you politely before exploding. There are also upgrades that allow you to override these security elements entirely at the cost of some merits.Įven with all these upgrades and weapons, I never found myself getting stuck in a rut when it came to choosing a loadout.
#Void bastards. upgrade
Crafting an upgrade allows these to be found en masse when destroying security cameras or turrets, meaning ammo became less scarce. My favorite, the Riveter, fires Gatling-style rivets at foes. There is a myriad of guns, like the shotgun-esque Stapler that works best on bureaucratic ships with extra office supplies laying around. Gear ranges from explosive Kitty Bots that distract enemies to the Scrambler, which turns hostile foes friendly.

There’s this feeling of forward momentum in Void Bastards that gives it a gravitational pull of its own and constantly gave me the itch to go back for more. But the moment-to-moment, when you’re stepping foot onto a new vessel or planning your route using the star map, is entrancing.
#Void bastards. full
It’s simple: you’re essentially trying to contact the HR department responsible for your wayward prison barge that’s full of “dehydrated” inmates. There are minimal cutscenes, and your only goal is to explore derelict spacecraft for key components that progress the story. I know this now because Void Bastards encapsulates these same feelings while stripping away the fat that made replaying BioShock less enjoyable. I was infatuated with its atmosphere, and exploring Rapture - even for the twentieth time - always held the promise of finding something new. I know now that it was for the feelings of tension, the moments of exploration and preparation that lead up to a culminating battle, and the ways in which I knew I could make the game bend using its own systems against it. I wasn’t playing it for the story, that’s for sure – I already knew it beat for beat. I knew every voice line, every corridor, every encounter, and yet I still went back to it with the same fervor months and years later. It was an obsession during my early high school days, when long summers and a minimum wage job meant staying in and playing a game I’d beaten to death was a fiscally responsible decision.

I’ve played BioShock 27 times, to completion.
