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Space Pirates And Zombies 2

Space Pirates And Zombies 2

77 Positivo / 1981 Calificaciones | Versión: 1.0.0

MinMax Games Ltd.

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Descarga Space Pirates And Zombies 2 en PC con GameLoop Emulator


Space Pirates And Zombies 2, es un popular juego de Steam desarrollado por MinMax Games Ltd.. Puede descargar Space Pirates And Zombies 2 y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Obtén Space Pirates And Zombies 2 juego de vapor

Space Pirates And Zombies 2, es un popular juego de Steam desarrollado por MinMax Games Ltd.. Puede descargar Space Pirates And Zombies 2 y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Space Pirates And Zombies 2 Funciones

Discord

About the Game

In SPAZ 2 you must survive in an evolving post apocalyptic Galaxy. The zombie threat is defeated, infrastructure has collapsed, fuel is scarce, and scavenging means survival.

Initially the Galaxy contains hundreds of fleets, each trying to survive. AI captains do everything the player can. The player is not special and is not the center of the Galaxy.

As resource scarcity becomes critical, ships come into conflict just to survive. Factions may form for protection or split due to starvation. Old friends must become fodder.

Stronger factions establish and defend territories, set up resource hubs, and establish star bases. Weaker factions may resort to banditry. Each captain is unique, persistent, and shapes the Galaxy.

When factions meet, combat is usually the result. While the strategic side of SPAZ 2 is about exploration, territorial control, and faction building, the action side of SPAZ 2 is about ship construction, tactics, and salvage.

Combat creates damaged ships and dead crew, but it also provides new salvaged parts. All the parts in SPAZ 2 are modular and randomly generated. If you see something you like, break it off an enemy, grab it with your tractor beam, and connect it to your ship. Ship construction can be done live during battles, though sometimes beating an enemy to death with their broken wing is also fun.

Back on the star map, battles will attract other captains looking for salvage. Take your new parts and run. Upgrade, repair, and prepare to fight another day, for darker threats are about to emerge.

Key Features:

  • Two hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War.

  • A true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents.

  • Build your own faction from nothing.

  • Randomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states. Every part is a real, working, ship component.

  • Strategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire. If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts.

  • A fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam.

  • Natural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS. The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment.

  • Epic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds.

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Descarga Space Pirates And Zombies 2 en PC con GameLoop Emulator

Obtén Space Pirates And Zombies 2 juego de vapor

Space Pirates And Zombies 2, es un popular juego de Steam desarrollado por MinMax Games Ltd.. Puede descargar Space Pirates And Zombies 2 y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Space Pirates And Zombies 2 Funciones

Discord

About the Game

In SPAZ 2 you must survive in an evolving post apocalyptic Galaxy. The zombie threat is defeated, infrastructure has collapsed, fuel is scarce, and scavenging means survival.

Initially the Galaxy contains hundreds of fleets, each trying to survive. AI captains do everything the player can. The player is not special and is not the center of the Galaxy.

As resource scarcity becomes critical, ships come into conflict just to survive. Factions may form for protection or split due to starvation. Old friends must become fodder.

Stronger factions establish and defend territories, set up resource hubs, and establish star bases. Weaker factions may resort to banditry. Each captain is unique, persistent, and shapes the Galaxy.

When factions meet, combat is usually the result. While the strategic side of SPAZ 2 is about exploration, territorial control, and faction building, the action side of SPAZ 2 is about ship construction, tactics, and salvage.

Combat creates damaged ships and dead crew, but it also provides new salvaged parts. All the parts in SPAZ 2 are modular and randomly generated. If you see something you like, break it off an enemy, grab it with your tractor beam, and connect it to your ship. Ship construction can be done live during battles, though sometimes beating an enemy to death with their broken wing is also fun.

Back on the star map, battles will attract other captains looking for salvage. Take your new parts and run. Upgrade, repair, and prepare to fight another day, for darker threats are about to emerge.

Key Features:

  • Two hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War.

  • A true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents.

  • Build your own faction from nothing.

  • Randomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states. Every part is a real, working, ship component.

  • Strategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire. If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts.

  • A fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam.

  • Natural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS. The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment.

  • Epic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds.

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Información

  • Desarrollador

    MinMax Games Ltd.

  • La última versión

    1.0.0

  • Última actualización

    2017-11-07

  • Categoría

    Steam-game

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Reseñas

  • gamedeal user

    Sep 13, 2016

    I can't describe how much I love this game. There is an amazing amount of polish and balance, from the visuals and the strategic depth, all the way to the raw and dirty visceral depths that combat can descend to. Let me tell you about the combat; It is good. My most memerable battle so far was a 2v2 where I aided a weaker captain vs a bandit, only for a high level bandit to join in. Bandit capital ships are weaker but they have an insane number and reserve of strike craft, which increases by level (not fighters, those are different). My ally engaged the motherships while I thinned the swarm but he was being overwhelmed, so I rammed the strongest enemy and kept thrusting to push him away (ramming is a big mechanic, more on it later). Freed to 1v1, my ally succeeded in destroying the first pirate, but at high cost; his shields down, his nose and two wing modules torn off and floating free, a core destroyed and his health but a sliver. Sensing blood, the swarm of strike craft pounced. There was nothing I could do to save him. He exploded magnificently, destroying many of his attackers who were too slow to flee. The remaining pirate and I circled while exchanging broadsides, each deadly piroette bringing us closer to a field of asteroids. His strongest weapons were on his nose and he fought to bring them to bear. I, meanwhile, was slightly more manoeuverable and clung on the the relative safety of his rear, while picking of the remaining swarm. Our shields failed at the same time. Shields, armour and hull are not just 3 interchangeable stats in SPAZ2. Shields are the most familiar, a flat, regenerating, protective field. Armour is different. Every single non core piece of the motherships have their own armour, some of which is shared to the core. If a part loses all its armour, it is torn off, and sometimes destroyed. Hull, or health is only relevent to the cores of the ship and when that is gone; boom. So unlike other games, it isn't destroy shields>armour>hull with various piercing weapons, it is shields>tear them to pieces or shoot straight for the core. We tore each other to pieces. I took his right wings out but clipped an asteroid at speed, destroying my left. Caught against it, he was able to bring his nose to bear, shreading off my remaining wings and one of my engines. Now he was more manoeuverable. In despairation, I boosted, smaller asteroids tearing into my hull until I placed a large one between us. Frustrated momentarily, he stopped and reloaded. Seizing this last opportunity, I came out of hiding behind him, my last weapons pounding his engine, trying to even the score. But it wasn't enough. He began to turn and rained fire on my last engine. Before I could be left helpless, I once more boosted, this time straight at his exposed engine, knocking it into the void while my nose crumpled and exploded. Both helpless now, no engines, but still he had weapons and he slowly, ever so slowly, turned to bring that hateful nose to bear. With nothing left, I had a moment of inspiration and grabbed the astreroid chunks with my tractor beam. In space, surrounded by the refuse of awesome technology, I beat him to death with a rock. A narrow victory, I collected the refuse of our 4 ships to just bearly rebuild 1, and then jumped to the void. All actions described above REALLY ARE IN THE GAME. If two things collide, they do armour type damage (very weak vs shields, weak vs hull) to eachother based on their mass and speed. If you can get an enemies shields down while yours are still up, boost at him/her, smash their bits off! Beware of ramming with your shields down, as you can wreck yourself. Finally, you can rebuild your mothership WHILE IN COMBAT. A wing came off? Try and grab it before it goes to far, and reattach it! Enemies powerful weapon came off? Remove your own and replace it! Did I mention I love this game? Also, there are so many viable ways of building your mothership, and none are perfect for all situations. I keep parts in storage to swap forms when dealing with different kinds of threats (General flying, starbases, pirates, mining) but my general form is the ION shield ram: Huge shields/thrust and some ION weapons or lasers to take down shields so I can ram them. It is weak to strike craft and starbases however, and is hard to mine with.
  • gamedeal user

    Nov 8, 2017

    [i] “Do you realize crew members suffocated on the lower decks because you routed power from life support to play stupid video games?” [/i] Space Pirates and Zombies 2 (SPAZ 2) is a hybrid 3-D space simulation crossed with a real-time strategy game developed and published by the company MinMax Games with emphasis on combat mechanics and customization. [i] Pro & contra: [/i] ++ Customization. Fully customizable ship systems with modular elements facilitates the creation of unique configurations. Broad spectrum of weapons allow for various tactics. The mass added to a ship influences its inertia und mobility; bigger is not always better, especially when several photon torpedoes are headed your way. + Gameplay. Fluent and satisfying combat. Each part on an enemy ship can be destroyed, weakening the combat effectiveness of the opponent. + Atmosphere. The developers managed to deliver a believable space world around the resource REZ. Exploration and interactions with the different factions were actually enjoyable. The power balance between them can be influenced and shifted by your actions. o Music. Average space soundtracks. - Story. The campaign is rather short with a simple and predictable plot. If you played the first part, you will know what is coming for you. It also lacks the humouring side quests, which the predecessor offered. However, I have enjoyed most of the characters presented. Furthermore, solid voice acting. [I] Summary: [/i] With the innovative modular ship building system, mixed with the tactical combat, SPAZ 2 is worthwhile investment for fans of space simulations. Especially the faction system provides enough long-term motivation, in order to subdue the galaxy under a unified command. Recommended for space enthusiasts with masochistic tendencies for zombie outbreaks and interstellar power play. [i] Achievements: [/i] Estimated time for 100 % completion: +30 hours Singleplayer achievements: 42 Multiplayer achievements: none
  • gamedeal user

    Sep 4, 2016

    After playing this game for 19 hours learning all about the game since this is the first spaz game i bought i came into a troublesome bug that the dev team replied quickly and did thier best to help fix this problem but sadly couldnt due to it getting corrupted and the bug not able to be replicated. So the devs sent me a fixed version of just past the mission where it bugged out and gave some recources for lost progress after they did that i had to write this review and just say thank you to the devs for thier support and keep building an amazing game have a nice day :D
  • gamedeal user

    Jan 13, 2020

    As a huge fan of S.P.A.Z. 1, I was quite disappointed to find that S.P.A.Z. 2 seemed to abandon much of what made the first game fun. Gone is the top-down twin stick space shooter and replacing it is a noisy autobattle mess. The game is all-in on procedural generation and RPG-style ship components with random individual stats. The result is a complete lack of distinctiveness to ships, items and strategy. Every capital ship is basically an ugly nondescript mess with a threat number attached to it. The battles themselves are flashy slugfests that all play out the same. The threat number of yourself vs your enemies is all that really matters. The game encourages you to manually aim, but in reality, you're better off staying in "battlewagon" mode to let the auto aim do its thing while you simply decide when to boost the shields. As the player, there's very little meaningful input you can give to change the course of battles. The writing gave me a few chuckles, but it often interrupted what I was doing to make overly obvious jokes. If you've ever been around someone that thinks they're really funny, then you'll know what I'm talking about. I tried to give this game a shot, but it was ultimately boring. It's awesome that the developers took a lot of risks with the sequel, but I think they got so caught up in making a more complex simulation, they forgot what made the first game fun.
  • gamedeal user

    May 20, 2018

    So after playing this game extensively, it kills me to leave a negative review for it. Before you read ANY further, know this. The game is legitamately fun. The combat is hit or miss depending on your style, but I like how there's a "battle wagon" mode where you can have your crew man the guns and you focus on piloting (as a real space vessel might operate.) Building an empire and conquering the galaxy is super satisfying (if time consuming) and when the game works, it -really- works well. The problem is that there are just SO many places where the game's poorly coded AI get in the way of the fun. To start with, the zombies. They're not overpowered in the sense that they're hard to fight. Rather, the human AI's have no idea how to fight the zombie AI's, meaning that if you don't hit them hard and fast, they will consume everything. I hopped from fight to fight, killing zombies every chance I got, purifying captains where I could, and it still spread like the plague. The only way to beat the zombies is to just ignore the base troopers and speed for the infestation's heart, where you get an automatic 1v1 against the swarm's heart, which eradicates them. After beating the campaign, i turned the zombies off in every subsequent encounter, which is a shame. They're part of the game's title, they should contribute to the fun, not detract from it. Next on my list of gripes is the "Relations" system. It's one sided, and as long as you only see that one side, it works. If you raid a faction's supplies, they'll dislike you. Do it enough and they'll attack you on sight, or put a bounty on you. makes sense, works well, good times. Then when you join a faction, and get a base for yourself? Other factions will CONSTANTLY attempt to steal your supplies, literally at every turn. Now, you have three options; let them steal from you (bad), tell them to heck off (they dislike you) or fight them and force them to leave by destroying their ship (They REALLY dislike you.) The problem is that, if a captain dislikes you, they're more likely to try and steal from you. Do you see where this is going? I made a base and defended it vigorously. Rather than take the hint, and, I dunno, NOT steal from the guy who's twice as powerful, they blamed me, set bounties on me, tried to steal literally anything that hit the ground near me, and basically made it quite difficult to accumulate supplies. Oh, and that's not the end of where the game's diplomacy system breaks down either! Now, after deciding that I wanted to start a faction of my own, I, of course, got on everyone's shitlist, because god forbid a person try to start a new club. Again, if you're powerful, and you can murder everything in sight, that's no problem, but if you try to start a faction too early, you just get crushed into the dirt by all the people who suddenly hate you. Because hey, me working for a faction apparantly means they're the first to try and kill me when I leave. The worst part though, is how the enemy AI handles threats. Now, when you die, you have two options. Revert to just before the battle started, or lose everything and ship your space pod back to the nearest base, and let me tell you, it's better to just start a new game than it is to pick option 2. You see, if you're weak (Say, you just lost your ship and have to cobble one together from scrap) other captains will hunt you down and demand you pay them tribute. It doesn't matter how much money you have, they'll still demand that you give them something. So, from the moment you exit the life pod, you get a constant stream of other captains demanding you fork over literally everything you have every few seconds, making it literally impossible to progress. The kicker is that it DOESN'T EVEN MATTER IF THEY LIKE YOU OR NOT. I had other captains who were at 30/100 (meaning they were friendly) who would ride up, demand tribute, leave for two seconds, then imediately turn around and demand more tribute. So in short, you're the only person in the galaxy with the half of a brain needed to resist the zombies, the AI lights up a hell of a grudge if you dare prevent them from stealing from you, and if you lose your ship once, you may as well start a new game. I'll say it again. I enjoyed my first game that I played. It went well, I played cautious, and I reverted to save whenever I lost a fight. Life was good. However, the moment I stopped abusing the save system, the game turned unplayable. TL:DR The Zombies are a nuisance, the AI will hate you for basically no reason, and you're screwed if you don't abuse the save system. Good idea, fun when it works, but needed more polish and balance.
  • gamedeal user

    Jun 4, 2017

    All in all I have to give the game a recommendation. It was fun, and I played through it to the end, which is "good enough" for me. But much of what else I have to say about the game is going to be a critique. People aren't kidding when they say the game isn't really SPAZ. The top-down arcade action, the desperate resource harvesting, and the panicked tactical withdrawals are all missing. The combat system is totally re-worked, and all the nifty ship designs from the last game come into play as highly disposable fighter craft. Which is all fair enough, but the elements that replaced the old SPAZ could use a LOT of work. Nearly everything falls short of its potential. The meat and bones of the game, its combat, is very straightforward when applied to bulky motherships. The player who warps in with the best mix of weapons, stats, and/or backup wins. There's very little room for tactical nuance, although a clumsy player can easily ruin their battle by failing to get close enough for some of the shorter-ranged weapons. There are obstacles scattered around the battle void, including the inexplicable exploding canisters from SPAZ 1, but they're very easy to avoid even in the heat of battle and didn't once contribute to a win or loss during my run. Fighting ships is fun, but fails to stay fresh and exciting the way it did in SPAZ by slowly introducing new models of bigger ships. The second most important component is building and maintaining the mothership, and this is where I think the developers really dropped the ball. Assembling a ship out of boring same-y blocks is dull, and combing the galaxy for pieces that have the right weapon, look, or quality is tedious. Rather than giving the mothership turret or weapon slots, like the strike craft, weapons are built into the wings, nose, and engine pieces. There are no utility or equipment slots. The game incentivizes you heavily to maintain a big, blocky craft, and cores are all one size with no weapons, They could have done some very impressive things with the mothership construction, and instead it's mostly a matter of sifting through starbases to find the wing turret you want (ideally in the right faction too, because otherwise it just looks ugly). One aspect I did like was the presence of numerous other starship captains, all with their own allegiances and numerous options. Character portraits were colorful, and their AI behavior generally made sense. The only complaint I have about this system is that a battlefield with four players is quickly exploited by the player to fight frequent 3-on-1 battles, especially when the zombies show up. Ganging up on extremely powerful captains is a fine way to take them down, but since tactical combat is stunted (as noted previously) ganging up on enemies soon becomes the "main" tactic. You search out a zombie ship and try to catch them alone or while their friends are occupied. Friendly ships jump in and fill up the battlefield in your favor, and the enemy's fate is sealed. I would prefer to outfight opponents like I did in the original SPAZ, but alas, that's not feasible. Finally, the writing is good. I found it bizarre at first that the characters had synthesized voices, but the charming bickering and the random tidbits of humor did a lot to keep my interest going until the end.
  • gamedeal user

    Jul 26, 2016

    I want to preface this review by saying that not only am I a big fan of the original SPAZ, I also respect and admire MINMAX for experimenting with their original model and stepping outside the box for their sequel. That being said, I think they stepped out of one box and into another. SPAZ 2 retains the charmingly witty-yet-stupid writing and dialogue of the original game that reminds of a Saturday-morning cartoon. The aesthetics have also remained the same; blurry textures composed of screamingly high contrast colors that bore into your retinas. On top of that, the from-scratch gameplay is also retained from the original game, where you start with practically nothing and build your empire on top of that. Aside from the actual space combat, these things define SPAZ pretty well, and if that's all you're looking for, you won't be disappointed. This is all SPAZ 2 has in common with the original, however. In the transition to 3d, much has changed. You now get to fly and build the mothership, you are now the biggest fish in the sea. Right Hooks and Tugs are tiny compared to the hulking, glorious piece of junk that is your ship. You start off with a scaffold looking like it was built entirely out of old bicycles by an inpatient from a mental hospital. Over the course of the entire game, from start to finish, you will upgrade from bicycles to smashed car-shaped objects. This modular mothership, along with the ability to establish and govern starbases, seems to be giving us what we didn't have, and wanted in the original SPAZ. An interstellar empire. Flying the Clockwork. AI that don't run face-first into the enemy's largest ship and die instantly, wasting thousands of Rez. Actually, that's still a thing, but they only waste small amounts of scrap instead because they're only piloting small fighter ships. This lends a much more strategic feel to the game. And I'd call that an advantage. However, much was lost in the transition: First of all, everything feels like it's about the same size. Gone are the days of warping into a battlefield and attempting to take down a ship 20 times your size with bombing runs. The smallest mothership is maybe 1/4 the size of the largest. Heck, even space stations just look like circular, spinning motherships that can't move. Next, ship design doesn't matter as much. In the original, when you were restricted to chassis with a set number of module slots and module types, you knew exactly how your own ships worked, and their strengths and weaknesses. When you looked at an enemy ship, you could distinctly see what modules were attached to it (unless it was cloaked), and you knew how those weapons would affect your fleet. What weapons a ship had often determined whether you'd try to take it down for its blueprints, or flee with your tail between your legs. Now, you pretty much slap whatever module will fit on your mothership and has the most stars. Because of the randomness of parts, both in terms of their perks (the bonuses they confer to your ship, like shield strength, speed, health, etc.), and in terms of the weaponry on them (cannons, beams, the works), both when you're scavenging, and when you're shopping at space stations, it's very unlikely that you're going to find exactly the part you're looking for. I get what they were going for here; you're a scavenger among scavengers. It's not about what you want, it's about what works. But, that being said, it isn't very compelling. The chances of me finding a part that: a) looks the way I want it to look, b) has a weapon that I want on it, and c) has the bonuses that I want (which I don't even keep track of anyways), is almost null. The chances of me finding *multiple parts* that I actually want are nonexistant. This results in your mothership EITHER looking like a piece of trash, that has EITHER nice weapons OR nice stats, OR a mothership that looks nice and is completely worthless in terms of battlefield effectiveness. Yes, that was a nested either-or statement. And, usually, what ends up happening is you get a muddy mix of all of these things. The end result is that you don't feel like the ship you're flying is *your* mothership, even though you built it piece-by-piece. It feels like you just cobbled together what the game gave you and now you're flying it around. And, all of these things would be fine if they took advantage of the things they gained; We're in 3d now. There's a lot to explore, right? Not... Really. You still fly your ship in 2d, while asteroids hover tantalizingly over and under you. You still effectively fight in 2d; you can't go over or under an enemy ship. The battles are more bland than the original game. Explosive barrels don't matter as much, and neither do asteroids. They feel much more staged, 2-4 ships warp in, 1-3 ships warp out. The outcome is largely determined by your stats, and who warps in with you. Positioning can matter, but ships are so random and cobbled together that it's hard to tell when you're facing directly into an enemy's broadside, or if the other side is even worse. You can't "get used to" an enemy faction. You can't take advantage of a ship's slow turning speed and its blind spots. You really can't dodge missiles anymore. There is no longer a cloaking system (except for in the star map, where it doesn't really matter), and "big" weapons like Mass Bombs don't feel as significant. That's what it is. A lot of elements have lost their character. Rez is no longer the rainbow-colored candy it was, now it's just a generic purple blob that you pick up. Finding a new color of Rez stone felt like moving to a different level. Things are worth more now. Ships are bigger. Now it's just numbers on a screen. Goons have gotten even less important. You no longer scavenge for rescue pods, or steal from hotels; just numbers on a screen. You need to maintain a minimum number of goons, and you shouldn't have too manygoons. Finding the last blueprint to a weapon you really want is no longer a thing. Sometimes you stumble across a part that has a unique weapon on it, and you get to use that one part, and you will never find that same weapon ever again. And if you do, it's going to be on a worthless part. The game feels smaller. You can cross the whole starmap in a matter of minutes, faster towards the start of the game and slower towards the end (the opposite of the original game), and you probably won't be attacked. It's not a bad game. I just don't see why I would play it over the original SPAZ, which has much more crisp, interesting RPG gameplay and gunplay. Or Istrolid, which offers the modularity and customizability of SPAZ 2 with much faster, more satisfying top-down gameplay. Or why I would play it over Dreadnought, or Fractured Space, which are full-blown third person space shooters with interesting tactical gameplay and the advantage of other players. SPAZ 2 seems to be a mashup of various genres, and sadly, it doesn't work, at least not for me.
  • gamedeal user

    Feb 19, 2020

    I had high hopes for this after how cool SPAZ 1 was, but it's just not as good. They pushed from 2d into 3d and only made the game overly complicated and not fun to play. SPAZ 1 had unique ships with strengths and weaknesses that were fun to play with and explore to find a good strategy. The new system uses modular parts you link together with what must be silly putty because they will fly off when you take damage, forcing you to stop fighting, struggle through terrible tractor controls and try to stick your ship back together mid battle. The end result is frustration and a distinct lack of any interesting ship design. I guess if you find it on sale it might be worth a few bucks.
  • gamedeal user

    Mar 8, 2019

    SPAZ 1 was one of my favorite easy to pick up and put down game. I had a ton of fun trying out different ship layouts, weapon combinations and tactics. Those elements come back in this game with some added bonuses but there are also instances where something should've been implemented and wasn't. One thing I think that would immediately make the game better would be the ability to save ship layouts. It's not that it takes a long time to make a ship, it's just annoying to try something new, not like it and try to remember exactly how your ship was before. As I reached late game, I rarely changed my ship because what I had worked the best and it was annoying to try and make something new. The overworld view isn't bad. It's massive (depending on what setting you pick) and has a good amount of events going on anywhere at any point. It's easy to plan where you want to travel and through what sectors since enemies might follow you through some. Resource stockpiles are a cool thing for your bases to have. Having a stockpile that grows after a time is a good bonus to your income because I feel the amount you earn from most battles is lackluster. Collecting ship parts is meant to make up for that but the overall economy in the game feels somewhat poor. Often, I'd have several thousand scrap/rez worth of parts but would have to travel to several bases in order to get the max value out of my wares. This scales poorly late game when you've got 10's of thousands of rez and scrap but you earn them at such a poor rate. I'd spend most of the time fighting bandit bases to get the most resources I could. I like the custom part builder because you can go battles without finding anything worth upgrading. Being able to make exactly what you like is a good feature. The wingman mechanic is nice because battles can be rough as you're leveling up. I'm not quite sure how they themselves reach higher levels. I don't know if it's tied to what your threat level is. I've given them parts I've had extra of and sometimes they get a raise in threat and other times I don't think the parts do anything for them. It would be nice if you could help shape their ship since they will be complimenting you in battle. Overall, SPAZ 2 has some rough edges but the ideas it wants to present are good. It's fun to play windowed while I watch a show or listen to a podcast. Depending on how you want to play it, sandbox mode can make it easy or incredibly hard. It's a good game and much like many others it has flaws yet despite that, I have a ton of fun playing it and messing around in it.
  • gamedeal user

    Apr 13, 2019

    A very strange game. Importantly I didn't come expecting it to be like the first one. Didn't mind it being its own thing. Here the real problem. The entire game felt like I'm infinitely repeating the same fight. Nothing I ever did felt meaningful or satisfying. You can buy a bunch of equipment, level up. Get perks. But it all feels the same. My level 5 ship felt no significantly different from my 35 level endgame ship. The first game had a spectacular sense of progression. This one draws a blank. They might have just wasted their time doing this in 3D. Because literally none of the 3D mattered. More detail: > Flying the ship is slow and non satisfying - for the whole game. Even the small odd fighters feel like big slow buckets. > Range cannot be properly used as the distance the ships fight at cannot really be grasped well visually. -Making different ranged weapons somewhat useless, you usually try to fight close. > The equipment hardly matters. Just numbers. Using any of it is completely boring. There is a minimal effort in choosing a set of synergies but thats about it. If none of your space fights feel compelling in a space combat game - you are doing it wrong. Maybe they didn't have time, maybe they didn't plan it properly. However the game is vastly underwhelming. The first one had about as much stuff in it as this one, and yet it managed to feel infinitely more engaging every step of the way. Really odd. Lets hope they can walk away from this one to see them try something a third time. This entire thing might be different as a VR experience, but as a plain PC game - no no no. There is nothing about it that I hated. Looked for the fun everywhere, couldn't find any. Finished the story because the production quality was decent. Without the story would have probably dumped it on the third hour. Go play Space Rangers if you need something else to fill the shoes of Spaz 1
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