Space Pirates and Zombies (S.P.A.Z.) is a real-time strategy video game released on August 15, 2011, on the Steam 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. The game was later ported for Mac OS X and Linux systems.

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 faction stations where trade, missions, or sieges may take place. The player's standing with the faction affects what services the station will give you. Players can improve their faction standings through missions and level up their fleet through missions and combat.


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Humanity has expanded throughout the galaxy after the discovery of the miraculous Element 126, colloquially known as 'Rez', which enabled matter replication technology (including cloning), advanced artificial intelligence and faster than light travel in the form of the warp gate network. With more of the new element found near the galactic core, the outer worlds, including Earth, have become neglected backwaters. With humanity now numbering in the thousands of trillions across thousands of planets, the spread of interplanetary diseases caused the collapse of many human governments. A totalitarian militaristic police force called the United Terran Alliance (or UTA) stepped in to fill the void and began to strictly police access to the warp gates. Civilian access to interstellar travel was abolished in what was described as a 'temporary move' but this state of affairs has existed for over 1000 years. With humanity living in the decaying remnants of its past glory the civilian populations of many sectors rose up against the UTA in the vicious 'Lockdown Wars' over control of space travel and the supply of Rez.

There has always been rumoured to be an endless and hidden motherlode of Rez in the galactic core, but none have ever managed to find it. Chasing this dream, thousands of miners and pirates in the Earth system band together to take on the UTA and claim their fortune.

The Zombie infection quickly spreads throughout the entire galaxy, with the crew of the Clockwork becoming widely hated and cursed for bringing about the apparent end of humanity. Seeking to save the galaxy, and to get revenge on Gibson, Elsa Young takes command of the Pirates and spends the next 2 years creating a new mothership - Clockwork 2. With the help of Admiral Jamison and other allies, the Pirate fleet fights its way back through Zombie space to the realm of the Dark Entity and destroys it, Gibson and the original Clockwork.

S.P.A.Z. was modeled 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 components 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 science fiction television series Babylon 5 was the inspiration behind the thruster-based space combat. The in-game universe was inspired by the exploration aspects of Freelancer and Homeworld, producing "a top down space action RPG"[5] similar to a simplified descendant of Escape Velocity.[7]

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 similar to Homeworld: Cataclysm's antagonist.[5]

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 the 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.[5]

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."[8] 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."[9] 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."[9]

I'm happy to say that space shooter S.P.A.Z. (the official abbreviation, not mine) encourages the oldest form of games journalism procrastination. I meant to start writing this three hours ago, but instead chose refresh myself and play the game for "just another few minutes". If you're a fan of the space shooter genre (top-down, high-tension battles with plenty of RPG persistency), there's your capsule review. The game's currently in a beta that you can access just by pre-ordering for 9, a la Minecraft. But I'd be remiss if I didn't write a little more, because it wasn't guilt that finally stopped me playing. It was the latest in a long series of ragequits.


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. You know the phrase one step forward, two steps back? Well, progressing unsteadily through S.P.A.Z.'s unstable star systems is kind of like trying to tapdance up a staircase.

Here's how S.P.A.Z. works: Your NPC mothership has a small number of hangar slots. Each of these hanger slots can support a ship, one of which you'll be taking direct control of and controlling with the mouse, WSAD and a couple of hotkeys, while the others will support you via AI (often showing more competency than your feeble fingers will manage) and even follow orders you issue from a tactical screen. Within this framework you attempt missions, take on the government emplacements that block jumpgates and generally do anything and everything you can to scrape together more advanced tech, and minerals and crewmembers (who are plucked from the vaccuum of space after a battle and subsequently shot out of your airlock if they refuse to cooperate).

Developers Minmax say they made S.P.A.Z. because nobody was making the kinds of game they wanted to play anymore, which is obviously admirable. 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, which has been hurtling through the void of our collective memories for the better part of a decade.

Which isn't to say the entire game is spent rubbing your face against a wall. You'll have good hours too- the thrill of overcoming a terrifyingly large force by the skin of your teeth and then hoovering up all the minerals, "data" (exp), crewmembers and ship schematics is hugely rewarding, though even here there's a catch. All of this loot vanishes after about sixty seconds, meaning you'll have plenty of occasions where you'll race towards a beautiful cache of space-debry only for all of it, even the experience points, to quite literally explode in your face. Seeing as the combat's a hectic, wild thing that you won't be getting better at, when this happens you'll have genuinely wasted your time. I don't necessarily have anything against unfair games, but cruelty and tedium are two very different things and S.P.A.Z. offers them both. 589ccfa754

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