![]() | Space * Pirates * And * ZombiesESRB:![]() Platform: PC Games Category: Real Time Strategy, RPG, Shooter, Space Sims |
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It's nice to see someone trying for a genre considered long dead by many. The 2d space-RPG once had many classic games under its belt, from Star Control to Solar Winds, but, with the advent of 3d, it largely died out. In time, even 3d space games, like Wing Commander or Freelancer, went this way too. So it is a good thing to see SPAZ, by MinMax games. It's by no means perfect, but it is fun for genre fans when you get used to it, and the controls help too.
The basic plot is nothing special, although early in the game, there are hints that the titular zombies are the fault of one of your crew. Essentially, it's the far future, mankind spread out, got into a bunch of resource wars, united under a government called the UTA, and then fragmented again. In the middle of this time honoured story, there's you, the unnamed pilot and tactical officer for The Clockwork, a pirate ship looking to reach the core of the galaxy, and what is claimed to be the biggest motherlode of Rez (the game's uber-resource) in existence. The problem? The UTA have locked down most of the warp-gates in the galaxy, and it's your job to punch through, by hook or by crook.
Gameplay wise, you have pretty standard 2d space controls (WSAD, and you keep moving in the direction you last thrust in), although new players may be a bit confused when they find that the left and right side thrusters are relative to your facing. As noted in our preview article, there's a fairly lengthy tutorial, and the game really depends upon you grinding side-missions and “Interventions”, where you can get new ship types, to succeed. Of course, if you don't do sidequests, you're pretty hosed, because the difficulty curve becomes much more steep, and you rapidly encounter ships way above your capabilities. Slow and steady wins the race here.
There are lots of ship types, and each has their own specialties, although all can be customised. The Dart, your first fighter obtained in the tutorial, is pretty zippy, but has paper thin armour and no missiles, while the Tug, my current personal favourite, has two missile bays, a beam turret, and two tractor beams for picking up crew, research, and Rez, your three main resources. Of course, these are only two ships out of something like 30, and the larger ones, while slower, are just as important to victory as your smaller, nippier craft, having more weapons to play with, and better armour and cargo space. Although my personal advice is to avoid using pulse guns for attacking anything except big ships, because they still can't aim for toffee when you're controlling them.
Similarly to the story, the graphics and game sounds aren't amazing, and the voiceovers are... not bad, not good, but... interesting. For example, a north englishman doing dramatic voiceovers is pretty unique, and I'm personally quite taken with it. The depth, really, lies in the game-play, and there's actually a surprising amount to do. Firstly, the universe is generated algorhythmically (that's game-dev speak for “sorta random, but not quite”), and you can customise the size of said galaxy. There's research (a tiny bit bloated, in my opinion, but it still works), a tactical screen where you can assign targets (or, like me, ignore, because if you're piloting, you don't need to assign targets, right?), a galaxy map where you can plan your next move (and see what you're up against, warp-gate wise), a system map for moving between missions, and a simple faction loyalty system (Civilians, and UTA, and rarely, if ever, will your actions in one system affect another). The missions, similarly pseudo-random, are basically variations on “find this/shoot this/lead this to that”, and all lead to some form of quick risk reward calculation, “Do I want to annoy the UTA, and thus lose the option to bribe my way through gates, or give power to the people?” being the most common type.
But the biggest surprise, at least to those not aware of how the “Good Old Days” worked, is that this game was developed by two, count that, two people. It's a labour of love, pure and simple, and, for the price, you've got a game with a fair (if scattershot) story, okay graphics and sound, and gameplay that, if you're into the genre or don't mind the sometimes slow pace, may well suck you in. A valiant first effort from MinMax, and worth at least a try. Especially considering that, like many indie devs, they're adding more content post release.
UPDATE: MinMax, a little while back, contacted me with an endgame save, asking me to change my score. Because they asked politely, and because I was genuinely curious about the endgame, I gave it a go. Yes, the titular zombies appear, and suddenly everyone except the zombies like you, because you're the biggest, best hope. Yes, two new sizes of ships appear, you can build bases, and the importance of your crew becomes ever more clear. But it is, as I mentioned, a bit hackneyed, story wise, and the change from factionalism to "SAVE US, SPACE GOD!" seems to be a little *too* sudden. Does it detract from the game? It's actually really hard to say.
On the one hand, certain mechanics are just gone, POOF! It's easier to get around, your goal radically changes, and upgrades are now a lot easier to get (You can, after all, buy them everywhere now). But it's replaced by having to deal with zombie incursions, which is essentially a fight you can't retreat from, against ships that, on the one hand, have no shields, but, on the other, can take over your own craft if your own shields fail, and hurl their own zombified crew at you, along with lasers and missiles and bullets, to drain your shields for the eventual takeover.
At first, it's quite tough, because the enemy is relentless, there are a lot of them, and it's one big endurance battle, each time, before a boss fight. But, soon enough, you work out that AP weapons are your mode of choice, learn how to keep an eye on your ships and self-destruct them when necessary, and it once again becomes a bit grindy. Which isn't for everyone.
Overall, I'm not actually saying the game is bad. It's not bad, but it's not "OMGZORS SUPER EXCELLENT!" either. It needs a bit of balancing work (Even the devs admit this... Hammer sound familiar to forumites... hrm?), it can get a little grindy at times (which lowers my interest in *any* game), and the story isn't exactly Tolstoy or Alan Moore. It's a fair game, one that 2d shooter fans, 2d space RPG fans, and people who just fondly remember Solar Winds or Star Control should at least try. It's not buggy, as far as I can tell, and has some interest. But it's not an amazing breath of the gods, and the score reflects this.





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I've a lot to say about these knee jerk responses. But, apart from my long ass blog post, I repeat what I say at the end of the update:
"It's a fair game, one that 2d shooter fans, 2d space RPG fans, and people who just fondly remember Solar Winds or Star Control should at least try. It's not buggy, as far as I can tell, and has some interest. But it's not an amazing breath of the gods, and the score reflects this."
sorry, dude
I posted an apology (and explanation) for my post on your blog page. It would be a pity, if every review on the net was 100% objective and basically the same ;)
Mainly for K, but Anonymouse too.
Keyersöze, thank you for the comment on the blog post. I can understand your concerns, but, to be fair, WB came in on Bastion a lot later than most people think (the game was, apparently, about 80% done by the time WB came on board).
I also apologise for gettin' so angry about it (As you might have seen from my first Blur review in my last posting, four comments, and the editor basic'ly said "He's wrong"... even though it later turned out that, far as connection issues go, it definitely *wasn't* a "just me, day one" issue.)
Anyways, thanks for the discussion, feel free to give us a bell on the gameboyz mail (jamietd@game-boyz.com) if you have questions about a review or whatnot, but do keep in mind I juggle about fifty different things a week, so it might take a while to get back.
Also, people may have been a bit discouraged from commenting because their comments *look* like they aren't turning up. This is a quirk of the site, and one that I am going to be talking to the bossman about. If you don't see your comment within a day or two of the review coming up, let me know, and I'll take a look. Despite the odd "OY!" you might get, I do actually want comments, because, in the end, you're the guys who buy these games, and you're the ones whose money talks. I'm just the guy who occasionally warns you when something's a piece of pap.
censorship
My earlier comment wasn't even remotely insulting and didn't deserve to be blocked. Is everything on your site prone to subjectivity?! It's too obvious that your reviewer jamieTD didn't even play the game properly before writing the review. Compare with other reviews and see for yourselves - he misses out key points (e.g. zombie invasion, huge ships, the different chapters, etc pp). If this is the kind of reviewing your site encourages, it should definitely not be listed on metacritic.
Insane
Can't believe anyone out there would give this gem of an indie game a 6 out of 10. 2D is very alive (give Space Rangers 2 a spin) and highly entertaining when done right.
I'd advise playing the game all the way through to the end once and then updating the review. If you haven't been to the core worlds, you've only seen the beginning of the game. Your screens are indicative of someone who played for the first 30 minutes only. The game gets quite a bit more involved the further in you go.
particle cannon
Pulse cannons are a very powerful weapon if used right, also against smaller ships and very important against zombies in the later chapters (since you don't mention them in your review, have you had played this far when you were writing?!). The fact that your favourite ship is a tug further underlines the suspicion, that you didn't even play this game enough to write this piece of super-subjective and inaccurate review. It reads as if you weren't interested at all and definitely the wrong guy @game-boyz to review this gem.
Yet you gave it a six...
I don't see how you can bash it and give it a six when you grant it merit for having been made by two people. I think your review is a bit of a bunk, you didn't give points for indie credit BOOOOOO.
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