Imagine if you will, a parched territory, a desolate scrub of land, the kind of place where animals stay hidden during the day for fear that they might pop like a kernel of corn. It takes a certain breed of human to choose to live in a place like this: proud, self-sufficient, primal, rugged. Or perhaps just plain crazy.
Super Energy Apocalypse, a real-time strategy game with an environmental conscience from Lars A. Doucet, captures the grittiness of the Texas wilderness and adds a new challenge rarely encountered by the likes of Stephen F. Austin and Sam Houston: a zombie invasion! Luckily, the setting is not the Texas of the frontier era but a hypothetical New Texas republic formed in the near future. For modern technology is your only hope of survival—and yet it is also your greatest limitation. The zombies thrive on pollution, whether it be trash, smog, or nuclear waste.
You might get along fine for a few rounds with just your dirty, polluting fossil fuels, but pretty soon you'll want to upgrade to something a little more friendly to the environment, and a little less tasty to the zombies.
First-time players should start their campaign on Level 1. The in-game guide, Dr. Ananastasia Wurstwagen, does an excellent job of stepping you through the game mechanics without making it feel too much like a tutorial. You travel with her across the apocalyptic New Texas countryside, building up defenses against the zombie onslaught in a race to save the last remaining human strongholds, all the while making sure to clean up after yourself. Each new location adds another level of complexity to your arsenal of available buildings. New locations also bring new energy sources, which let you produce cleaner power and fuel, although it may not always be as efficient as good ol' petrol.
Analysis: Super Energy Apocalypse plays a bit like a tower defense game, in that most of the time is spent getting ready for the next wave, and the player is offered no control over the targeting of the enemies. Planning for the battle is the critical strategic element, rather than the battle itself. The zombies come out only at night, so use the daylight wisely!
The real twist that sets Super Energy Apocalypse apart is the balance that originates from having to clean up after yourself. Leaving waste lying around not only causes pollution, but can set in motion a nasty feedback loop: when zombies eat the waste they become stronger, which lets them trash more of your buildings, which turn into more waste, which allows more zombies to get stronger, and so on. Additionally, overbuilding your encampment without upgrading your fuels will lead to too much smog, which also strengthens the zombies.
Lars has also hidden a clever little resource management game within the bounds of Super Energy Apocalypse. Energy can come from many sources, and its relative abundance changes with each new level. Your trucks can be set to run on any one of four fuels, which each have different efficiencies, cleanlinesses, and each depletes a different resource (fossil fuel, natural gas, energy, or food). Defense buildings each require different resources too. All of these systems must learn to play nicely together, as you will need each one functioning if you are to pass the hardest levels.
Although it played just fine, the submitted version of Super Energy Apocalypse (upon which the judging was based) suffered from a number of somewhat minor deficiencies which prevented it from claiming first place: a bit of unbalance with some resources, a bug here and there, lack of a save feature, and some performance issues for some machines during the heat of battle. All of these problems and more have been fixed in the subsequent updates and the game is currently, at the time of this review, up to version 1.2. The only further change I can suggest is to get rid of the infinite time limit for completing certain goals; it's too easy for players to build up their resources, in particular the research points, since the upgrades they are spent on remain through all future levels. Start the countdown as soon as the player receives their first objective, and if they cannot complete all objectives (including survival) by the level's end, then they must replay it.
Nonetheless, a well-deserved congratulations to Lars for taking Second Place in our 5th Casual Gameplay Design Competition, crafting a quirky, fun, and well-balanced game. His creativity exhibits itself throughout all aspects of the game, from the random bits of humorous dialog to the intricate resource system and the solid inclusion of the Upgrade theme. Play Super Energy Apocalypse.
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Comments (may contain spoilers)
*Sniff*. I love you guys.
-Lars
Posted by: larsiusprime
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April 14, 2008 2:18 PM
I liked this game a lot! Altough its vivid on the typical american zombie mythos to legimate storage of weapons at every home.. its pretty open-minded in the environment issues. Zombies as creation of bad environment care is a very new adoption to this mythos I highly welcome :)
About the playing experience. I think the level set shoots far too short of what the engine woulbe be capable. I never had to really worry about smog. Or to use electrical or ethanol trucks, or to use any weapon but the light which imho far outrules the gun, the tesla coil is useless too in comparison. A set of lights at the main appearance point will kill them all....
Posted by: fuzzyface
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April 14, 2008 2:33 PM
Ooh... this is fun. It's like Command & Conquer meets Captain Planet!
Posted by: Tayrin
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April 14, 2008 2:41 PM
So that's why we don't have any widely-produced electric cars! Not enough zombies!
The fact that it's post-apocalyptic must've meant that the people didn't realize that the zombies fed off of waste until it was too late.
Also, the floodlights do seem to be more cost-effective than the gun turrets; if they actually do damage in a radius, then having a few close together would be potentially more powerful against more zombies. (Unless, of course, they really just aim for one at a time, and look like they're shining out in a circle)
Posted by: Gar
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April 14, 2008 3:06 PM
i just LOVE the game ^^
i was hoping to read more comments though, as i am totally stuck.. lol
well good job!!
Posted by: Anonymous | April 14, 2008 3:33 PM
Everyone I see play has a completely different take on what is useful or not.
For instance, I'm always running low on energy, but tend to have lots of metal, and so I always have gun turrets around because my flood lights totally own - until they run out of juice. Then I'm hosed.
I was just playing the last level to make sure the level sequence still works, but what happened is, I ran out of fuel so I switched to electric cars... and then I ran out juice and all my lights turned off! I switched to natural gas just in time to get the lights back on and save myself.
So, it all depends on your play style I guess ;)
Posted by: larsiusprime
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April 14, 2008 4:18 PM
I forgot about the different approaches you could take, mainly because I tend to pick a favourite and just attempt to fine-tune that one rather than try for a complete overhaul.
I'm having a painful time on the last stage, since the zombies always aim for the geothermal stations first. With no power, I can't build more power plants: I always seem hosed after day one.
I'll try using the turrets, and possibly switching to natural gas for the garbage trucks, and ignoring the "Build more farms!" warning for a while longer.
(I was hoping for a climactic final showdown, where you had everything at your disposal... I guess that wouldn't have fit with the environmentalist survival horror theme)
Posted by: Gar
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April 14, 2008 4:28 PM
Howdy Gar!
Here's how I beat the last stage:
Try some of these, and if it doesn't work, how about some of the rest of you guys share your strategies for beating the final level?
Posted by: larsiusprime
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April 14, 2008 5:07 PM
Oooohhh... I avoided using natural gas plants and labs because I kept thinking "I need the most energy NOW" and figured upgrading everything on day 1 would use more energy than just focusing on production for the first day.
For a sequel, I'd hope to see more use of nuclear power: it would come in handy where there are no oil wells or geothermal crevices, but that never happens enough to actually see them come into play seriously. The fact that its waste is even more harmful makes them seem like more of a liability. They might make for an alternate strategy for the last stage, though.
Posted by: Gar
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April 14, 2008 6:45 PM
About nukes:
Posted by: larsiusprime
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April 14, 2008 7:11 PM
It seemed that just as the tutorial was ending, the game was finished!! It would be great if there were more stages!!
Posted by: dolt | April 15, 2008 12:33 AM
"""The fact that its waste is even more harmful makes them seem like more of a liability. """
Well thats part of the game message. :-)
Posted by: fuzzyface
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April 15, 2008 3:13 AM
I can imagine that level 8 is now a lot more difficult from before. Come on, be honest, how many of us used THAT bug?
One thing about the nuclear waste:
Just in case anyone was curious, I've had a zombie eat one of my nuke wastes once, in a previous version. It grew powerful enough that it kicked any building in a shot, AND it didn't insta-kill once daylight came out. Yeah.
Posted by: Anon
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April 15, 2008 3:17 PM
Also, I guess no one caught that "Dr. Ananastasia Wurstwagen" is the descendant of the "Herr Ananas Wurstwagen" from the Alchemist's Apprentice?
Posted by: larsiusprime
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April 16, 2008 1:59 AM
It would be fun, if it weren't so incredibly, incredibly buggy.
You can't build where the floodlights are active? Why?
Events reset the menu, so if you are trying to build more defenses in the middle of a fight, just give up. You can click on "Defenses", and you might even have time to choose what to build, but good luck placing it before the next reset.
Posted by: Phoenix Gabriel
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April 16, 2008 4:31 AM
@larsiusprime
did u start out with 25 nat gas and 25 fossil? i only have 25 nat gas and 5 fossil... the trucks always leech the hell out of my electric.
Posted by: sleepysheep
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April 16, 2008 6:35 AM
I'm finding the final level to be painfully difficult. Has anyone actually finished it?
Posted by: Miles | April 17, 2008 12:29 PM
I can NOT get past level six...
Posted by: Taybo
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April 17, 2008 6:16 PM
Heres how I did level six...
I have a question on sandbox. Is there any way to reduce the smog emission from your farms? I find I can build all I like with clean techs, but once I have to create a certain number of farms to support my ever growing town smog skyrockets to 999. I have no other smog producing buildings, totally clean power, and I run into this problem with about 10 farms. Is this intended to force an end to sandbox games or am I missing something?
Posted by: Muttly13
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April 18, 2008 8:11 AM
Found it... my trucks were still producing smog... foolish. Now they all run on crystal clean, Willy Nelson approved, ethanol!
Posted by: Muttly13
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April 18, 2008 2:33 PM
Thanks!
Posted by: Taybo
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April 18, 2008 3:33 PM
I still can't get past level six... I keep running out of natural gas and gasoline, and there isn't a place for a well...
Posted by: Taybo
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April 18, 2008 6:25 PM
Ah, magic of comments. Owned it. Level 8, though... no research... almost no supplies... no oil wells... low production geothermal only option... 200 seconds? HOw is it possible?
Posted by: Taybo
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April 18, 2008 6:49 PM
+1 @Phoenix Gabriel.
I like this game a bunch, but the bug where events seem to reset the menu makes it impossible to build after about 15 seconds into an attack. As a result, I've haven't been able to finish level 8. Otherwise, excellent gameplay, decent storyline, and overall a very compelling game. Nice work, Lars.
Posted by: Uselysses | April 20, 2008 4:02 AM
AAAAGGGhhhhhh, I'm doing sandbox, it is the first, FIRST night, and I'm having trouble, garbage appeared in so many places, zombies are annoying, and only one garbage truck. Well at least 12 seconds till morning. PREPARE TO ALL DIE ZOMBIES!
Posted by: Learner | April 20, 2008 11:04 AM