Surviving the Aftermath - Planet Doom Survival simulation "Surviving the Aftermath - Planet of the Apocalypse"!
People may have a sweet attraction to the sight or situation of "the destruction of the world" or "a devastated world after the destruction.
The author also likes works with such settings. For example, "Drifting Classroom," which is one of Kazuo Umezu's representative works in which modern elementary school students drift to a devastated future earth through a time slip and face various difficulties and survival, or "The World Destroyed," which is a short serialization in Weekly Shonen Jump, in which a sudden nuclear war occurs, the world is destroyed, and the elementary school students who happen to be in a shelter and survive are the only ones who are able to survive. I still keep these manga works by my side and read them whenever I feel like it.
In terms of video games, there are retro PC titles such as "Last Armageddon," in which the surviving monsters face off against attacking aliens in a post-extinction world, and "planetarian," a short story about a beautiful robot girl left behind in a devastated near-future and a man who runs a scrap dealer, that will make you cry. ~I also like "planetarian," a short story about a beautiful robot girl left behind in the devastated near future, and a man who works at a scrapyard.
I have already said a bit too much, but "Surviving Aftermath" is a game that is very much to my liking. To put it simply, this game is about rebuilding a post-apocalyptic world, overcoming occasional difficulties, and rebuilding civilization together with people.
I played the game right away, and here is my report on the early stages of the game.
Awareness of managing an organization
Surviving Aftermath" is a new game developed by Iceflake Studios and released by Paradox. The Japanese version is released by Sega. This game is one of the richest and most profound games in this genre, but what attracted me personally was the fact that it is called a "management game" in the official video.
Many people work and live their lives while being managed by someone else. Of course, there are times when you are the one doing the managing, and if you are working freelance, you are probably self-managing. Management is a demanding job that requires you to organize a team to achieve a goal while also taking care of the mental health of your staff at times.
In this title, the game begins with the player arriving in a post-apocalyptic world as a pioneer, and the player is responsible for naming the base, setting the emblem, selecting the specialists who will work with him, and managing the settlers so that they can work and live in a way that will restore civilization. The game is a game, not a reality.
Unlike real life, this is a game, so you can make as many mistakes as you want (although even in real life, you learn more from your mistakes). It is important to be serious about the game, with the intention of acquiring management skills.
The fun of watching over the world as it develops
After completing the various settings, the first thing the pioneer player must do is to build a camp in the colony that will serve as his/her base. After building the camp and releasing a signal signal, prospective colonists will appear in the colony. Reconstruction cannot be done alone, so it is necessary to increase the population and labor force to make the colony bigger, and it is a very happy moment when colonists come to visit.
The player's mission is to build the colony's necessities one after another, such as building tents for the colonists to live in, having them gather food, digging wells to secure water, and so on. They must also gather the materials needed to build them.
You can find more information at ......, but first you have to prepare a stockpile to consolidate the materials. I can't help but think, "You're going to make me go that far!" I couldn't help but to say, "You've got to go that far!" But this detail is definitely one of the charms of this work.
As the game progresses, the people who have been added to the colony grow older and eventually have children, and when the children grow up and start helping out with work, the player feels a sense of pride and dependability. You can't help but grow attached to your colony and the people who live there.
The inhabitants sometimes complain about the lack of food, water, and houses, and the player must work to resolve these complaints. In order to achieve "good management" (......), the player must take the initiative before the residents complain. As players become accustomed to the progress of the game, they want to show the residents that they too have grown as management professionals.
In reality, the game is a game and there is no such emotional interaction between the players and the residents, but when they are inconvenienced or suffer, they tend to make excuses and say, "I'm sorry, I'll make the country better little by little. ...... I am the one who says to myself, "I'm sorry, I'm going to make my country better little by little.
Handling problems is the best way to show your skills!
As you progress through the game, you will discover that you need to build a gate (entrance) to the colony at the beginning of the game.
By building these gates, you will be able to expand your world even further. For example, the specialists you set up at the beginning of the game can be dispatched to the world map to investigate and gather information, and the presence of the gate will increase the colony's presence and attract a variety of visitors. This is a good reminder that appearance is important in everything. The act of "making oneself look good in the game" by making one's place look good to the outside world is an experience that is seldom experienced.
In addition, specialists can explore the world map and collect SP (science points) to unlock the tech tree. This will allow new technologies to be developed, and the colony will become more and more prosperous as new water pipes are built, medical technology is developed, schools are built, and so on.
On the other hand, various incidents may occur, such as monsters attacking the colony or viruses spreading and causing pandemics. The skill of the player who manages the colony is to solve such problems. It reminded me of an episode of "Doraemon" that I once read about farming in a room. In the episode, while growing crops, typhoons hit and locusts appeared, and Doraemon said, "I was made to have trouble in a proper way.
In the same way in this work, various trials are given to the player so that he or she will have a hard time in a proper way.
Let's continue to create the ideal place for the player.
I enjoyed watching the colony develop little by little as I slowly and deliberately progressed through the game, and I found myself immersed in the game for a little over five hours. Even so, the game is still in its early stages. I am sure that I will be able to feel the deep fun of this game more as I spend more time on it.
Incidentally, while playing this game, I was reminded of "SimCity", "Let's take the A train", the creation mode of "Actraiser", and the "Merchant Town Event" in "Dragon Quest III".
The complexity and variety of things to do make the game a bit challenging, but the goal is quite simple. If you are interested in world-building games, I highly recommend playing this one.
(Text by Iona Kaze no Iona)
Game Information
Surviving the Aftermath
Compatible consoles: PlayStation®4 / Nintendo Switch™.
Now on sale!
Price: 5,980 yen (6,578 yen including tax) for packaged version, 5,980 yen (6,578 yen including tax) for digital version
Genre: Survival simulation
Publisher: SEGA Corporation
Copyright: Paradox Interactive
Developer: Iceflake Studios
Age: C classification (for ages 15 and up)
©2022 Paradox Interactive. ©SEGA.
Developed by ICEFLAKE STUDIOS.
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