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Immersive sim sickos rejoice: the makers of Void Bastards are creating their most choice-driven game to date in Godzone…

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(Image credit: Blue Manchu) "Out of all the games I've ever worked on, Godzone 6 does provide the most choices about how you achieve things," says Jonathan Chey. It's quite a statement from a man who's worked on System Shock 2, BioShock, and two entries in the Thief series—all games predicated on the idea that players can make decisions for themselves, about where to go and how to overcome the challenges they encounter along the way. But from the little I've seen of Godzone 6, I think he may be right. Chey was Irrational Games' co-founder, alongside Rob Fermier and Ken Levine , but to focus solely on his work there would be a tad reductive at this point. For the length of my career as a journalist, Chey has led one of my favourite indie studios, Blue Manchu, specialising in first-person roguelikes that draw on the flavour of classic Looking Glass like a delicious soup stock. The Manchu crew's biggest hit to date is Void Bastards , which tastes like System Shock sprinkled with shredded back issues of 2000AD.…

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