Wild Blue Skies Review
There is unfortunate timing and then there is announcing your indie project to the delight of many starving fans of the genre, with the potential talent to back it up, only to have the game that your indie project is an “homage” to be announced and released before your own indie game is even released. That happens to be the case with Wild Blue Skies, a game that sought to give fans of the on-rail shooter genre, especially those of a certain anthropomorphized crew of pilots on the Nintendo 64, something new after a long drought. Instead, now Wild Blue Skies is releasing on the heels of a platform exclusive and while this may make the game far more accessible to a wider fan-base, it also leaves a lot to be desired even compared to the original all while sticking so close to it at parts it basically is retreading old ground.
https://www.capsulecomputers.com.au/2026/08/wild-blue-skies-review/Open linkView original on piefed.social
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Whenever I see games cleave this closely to their inspo it sets off a laziness red flag.
If you are making a game like this - does it need to be in space? Maybe not but its a good setting and it works well so sure.
Should there be multiple mission paths/routes? Id say probably yes.
Do the ships need to look this similar to the star fox ones? No.
Do the pilots need to be animals with the leader being a canine? No.
It feels like they took the easy way repeatedly in the design stage, and it seems like they took the easy way in much of the rest of the game. Its unfortunate.