Space Pirates and Zombies | |
---|---|
Developer(s) | MinMax Games |
Publisher(s) | Impulse, Steam, GamersGate and BMT Micro. |
Engine | Torque |
Version | 1.011 |
Platform(s) | Windows |
Release date(s) | August 15, 2011 |
Genre(s) | Real-time Strategy, RPG |
Mode(s) | Single player |
Media/distribution | Download |
System requirements
Pentium 4 2GHz or dual core processor, 1GB RAM (1.5GB for Windows Vista), DirectX 9 compatible graphics card, 250MB of HDD space |
Space Pirates and Zombies (S.P.A.Z.) is a real-time strategy video game released on August 15, 2011, on the Steam digital distribution platform. with a top-down perspective based around space combat. The game was developed by a two man team under the studio MinMax Games using the Torque engine.
Contents |
S.P.A.Z. integrates top down shooter gameplay with role-playing video game and real-time strategy elements within a futuristic space setting. The game also features large-scale randomly generated galaxies to explore. Players command a fleet of ships, and may control any one of their ships individually at a time. The galaxy is organized into systems, each system containing a star and a set of planet bodies and areas which may be "warped" to via an in-game map. These areas may contain a faction station where trade, quests, or sieges may take place. The player's standing with the faction whether a siege or quest event is available. Players level up their fleet through questing and combat.
When controlling the craft players can fire the craft's main weapons, fire alternative weapons such as rockets, or launch shuttlcraft filled with marines. The view of the gameworld can be scrolled in or out, enabling a distal view or a closer view for combat. Combat involves dodging enemy fire and chasing rival craft, stealth is also an option. Each vessel has different shields, armor and hull type, each is strong or weak against certain types of weapon, encouraging players to diversify within their own fleets in order to engage different enemies. Initially gameplay involves interacting with the UTA or Civilian factions, depending on the player's standing with them in the current star system. Later in the game another faction appears.
Three types of resources are available in-game; Rez, Goons and Data. Rez is the material that is mined from asteroids and is used as currency for trade. Goons are specialists that can be found in ejected safety pods or received as rewards for completing missions, they can be used to ease tensions between the player and a faction or traded at Science Stations for Data. Data represents gathered technology and forms the basis for the game's experience system; the more the player destroys enemies and completes quests, the more Data is rewarded which can then be spent on upgrading the various aspects of the fleet.
There are currently 33 different types of controllable ships split into 6 categories dependant on hull size; Tiny, Small, Medium, Large, Huge and Titanic. These can be fitted with a variety of weaponry such as lasers, cannons, rockets, guided missiles, mass bombs, fighter drones and mines whilst the ships themselves can be customised with different types of propulsion, reactors, shields, stealth technology and various utility boosters making them more effective in certain situations.
The Galaxy is in turmoil as two factions declare war on each-other. You and your crew of hardened space veterans are left floating adrift after your Mothership suffers from a major malfunction, thrusting you into a series events that cascade from bad to worse whilst you struggle to stay alive.
The game was developed by Andrew Hume and Richard Clifford, who had previously shared an office for five years as technical designers at Radical Entertainment in British Columbia, Canada.[1] They were working on the unreleased Scarface 2, the sequel to Scarface: The World Is Yours, for two years before the project was cancelled. Following this the pair worked on an undisclosed project for a year, before this too was cancelled. On this Clifford stated "Having years of your life flushed because of a graph projection and watching 60 of your friends get laid off can destroy the magic feeling."[2] Soon after the second project's cancellation they shared their ideas for a debut video game of their own making, whereupon they left Radical Entertainment and formed MinMax Games.[1]
Taking on development of S.P.A.Z. required a full time commitment from both men. As a result of this, neither received any kind of payment for a period of twenty two months. The project was initially planned to take six months. The self-funding nature of the project eventually required the developers to use the equity of their homes in order to continue. The development of a game through a two-man independent studio as opposed to being part of a much larger team offered both positive and negative changes. Because Hume and Clifford lacked the staff resources of a larger company they were forced to take on tasks which would have been handled by a more specialist staff member should they still been employed at Radical Entertainment. Decision making, however, required short conversations and agreements rather than meetings and risk assessments, simplifying this facet of development.[1]
S.P.A.Z. was modelled on video games from what the developers consider "..the golden age of gaming..", including series such as X-com, Star Control and Mechwarrior, but given "..a modern twist." Various aspects of these titles and others were combined to form S.P.A.Z. The top-down perspective space combat aspect was influenced by Star Control, the physics and emphasis on craft design from Mechwarrior was added to this to form the base of the game. The compenents for spacecraft, it was decided, would need to be unlocked during play. The role-playing game style skill tree of Diablo was combined with the tiered research system of X-com to produce the required effect. The in-game universe was inspired by the exploration aspects of Freelancer and Homeworld, producing "..a top down space action RPG." The science fiction television series Babylon 5 was the inspiration behind the thruster-based space combat.[1]
The game's universe was originally designed to accommodate several different races, however after several months the developers had not progressed far beyond humans. At this point it was decided to retain "..the zombified ship aspect.." and refocus on that. A plant-based race and a crystalline race were dropped from the game. The zombies' organic weapons proved difficult to define, ideas such as egg-laying and infestation from creatures entering the players' ships were considered. The developers decided to produce "zombified versions" of each human-controlled ship within the game, resulting in the final design of the zombies. The zombies' reproduction was inspired by spiders, some of which "..reproduce and have their offspring crawling all over them." The developers incorporated this, allowing zombie ships to effectively reproduce by infecting the players' craft.[1]
The spacecraft were originally created by Clifford combining shapes then drawing over the top of the resultant silhouette. Due to his lack of artistic training a lot of these initial designs "..looked bad at first." After repeated attempts the craft started to improve visually, resulting in a collection of ships with different areas to deploy weapons. These areas, hard points, were adjusted throughout development. It was decided that each craft should perform a specific role within each size class, additional craft were created to fill any gaps. Weapons from Babylon 5 and Star Trek were added to the game, whenever the team saw examples which were not emulated within the game they attempted to create them. The randomly generated galaxies were not originally intended. After a time the developers discovered that creating the game's world was too time-consuming. Although the creation of the procedurally-generated galaxy aspect took time in itself, once it was completed it grew along with the rest of the project. Balancing the randomly-generated galaxies would have proven difficult, but because S.P.A.Z. is an open-world game it allows players to choose which tasks to undertake during play.[1]
Space Pirates and Zombies received both positive and mixed reviews and previews from video game critics, covering both the beta version of the game and the final release. In a preview by Jeff Mattas of Shacknews, he stated "I have no reservations recommending that anyone looking for a solid space-based shooter with retro flair, a ton of customization options, and a lot of replay value."[3] In another preview, by Quintin Smith of Rock, Paper, Shotgun, the author stated "While this is a good game and well worth your attention (and when it emerges from the beta, it might even be a great one), oh my Lord is it irritating."[4] Smith also stated "I think a lot of modern PC gamers would cheer at any dev trying to breathe life into the frozen body of the space shooter genre..", but added "..S.P.A.Z. isn’t simply resuscitating a genre. It’s also following quite an old-fashioned and miserly approach to learning curves and content."[4]
Atomic Gamer's Jeff Buckland gave the game an overall rating of 9 of 10. He stated "..while a lot of changes have gone into v1.0, I'd still be recommending the game even without them." In regards to the update he added "We get quite a few new accessiblity and convenience features, more missions, a specialist system, and more - along with some bug fixes, many addressing specific issues that I and many players had in the beta."[5] He summed up by recommending the game to "..serious fans of games like Master of Orion, Star Control 2, Space Rangers 2, or other space-based, genre-bending games..".[5] GamePro's Tony Capri gave an overall rating of 7 of 10, stating "The combat is fun, the controls are solid, and there's ample content -- unfortunately, SPAZ is not actually as expansive as its premise suggests."[6] He also stated "There’s plenty of content already under the hood, and MinMax is intent on offering a steady stream of meaningful updates. Unfortunately, the game at present doesn’t fully satisfy in terms of presentation or variety..".[6]