Creator of System Shock 2 Unveils New Game Promising Unmatched Player Choices
I’ve spent countless hours diving into Blue Manchu’s previous titles, Void Bastards and Wild Bastards. The former is a first-person roguelite that takes you on a wild ride through space, packed with incredible variety and replayability, while the latter is a zany robo-Western roguelite strategic shooter that unfolds on a tactical map. So, when I heard about the indie studio’s upcoming game, Godzone 6, I was all in, ready for what’s next. This new title is set to be the most choice-driven immersive sim that studio head Jonathan Chey has ever tackled, and considering his history with classics like System Shock 2, Thief: The Dark Project, and BioShock, my expectations are sky-high.
Chey boasts an impressive resume in the gaming world, having contributed to legendary titles such as Freedom Force vs the 3rd Reich, Tribes: Vengeance, and Thief II: The Metal Age, along with the fantastic 2019 release, Void Bastards. Plus, he co-founded Irrational Games, the team behind BioShock, making him a key figure to watch.
According to Chey, Wild Bastards didn’t quite hit the mark like Void Bastards did, partly due to the similarities in their titles and gameplay, which left some players feeling let down that it wasn’t a direct sequel. (That said, it’s still a fantastic game.) This time around, the team is diving much deeper, crafting a full-fledged roguelite immersive sim, which is incredibly exciting news.
Chey elaborates on the depth and variety of Godzone 6, stating, “it’s not just about what kind of gun I’m going to build, but whether I’m going to build a gun at all. You could choose to be a hacker, a stealth character, or even a magic spellcaster. You might run computer programs, shrink down to fit into tight spaces, or play as a giant or a flying character.”
Each run will kick off with players creating a grotesque mutant equipped with a unique skill set, challenging them to survive in procedurally generated levels. Instead of selecting a class at the start of a linear immersive sim, this approach allows for experimentation with different play styles in every attempt. Blue Manchu has excelled in crafting roguelites that offer a strong sense of progress and persistence, where each run may be temporary, but the overall journey through the game is lasting.
While the game is still in its early stages, players can expect to engage with the development through demos and previews, a strategy Chey believes was overlooked during Wild Bastards. The timeline for this is still uncertain, but when the project manager of System Shock 2 hints that his next game will offer even more choices in gameplay, it’s definitely something worth waiting for.