Endzone – A World Apart test on the PC from jeuxvideo.com

After realizing the potential in early access last year, we gave ourselves the opportunity to return to Endzone – A World Apart, the final version released a few days ago, to see if the one set by the developers Roadmap Comprehensive has spearheaded the game to the latest management experience it promised. As a reminder, Endzone – A World Apart transports you into a not-very-bright future where the rare survivors of a nuclear apocalypse emerge from their underground shelter to rebuild an oasis of peace and thrive in a particularly hostile environment. Building a stable and healthy society in a world deregulated by ubiquitous radioactivity and a completely deregulated climate is not supposed to be easy, and Endzone rests on a more specialized management component that also places micromanagement at the center of its experience. On the other hand, note that if the game features a handful of scenarios that aren’t necessarily exciting as they only set limited goals to test your knowledge of mechanics, it mostly goes for a sandbox philosophy of pieces to configurations, which can be configured at will.

A real cocktail of influences

If we could easily sum up Gentlymad Studio’s title, we could say without hesitation that it is a cross between Frostpunk and Banished. In many respects, Endzone borrows many of their excellent ideas from their colleagues, while retaining the charm of every game in the genre, namely the establishment of an autonomous production line. As is common in the genre, you’ll only start out with a handful of settlers and access just a few basic necessities. So you must first supply your makeshift camp with water, wood and food by fishing and farming to meet the needs of your citizens who also need to have their own homes above their heads so that they have enough privacy to reproduce. Because, in fact, we spawned Banished for one of these reasons: the game’s population is born, grows, lives and dies, and its life cycle directly affects the workforce available. Permanent obligation to keep an eye on the hiring of your employees Infrastructures. Some buildings require minimal manpower, and you can increase them up to a certain limit to increase the productivity of the building in question. If you don’t have enough manpower to collect debris to turn it into metal, you may have to take a few hands off the loggers to lend a hand on the building that produces the most important resource however, does not settle for being a human resource game because these colonists will be necessary to satisfy, treat, and entertain them in order to make them happy enough to be sane and ready to get into Propagate your colony or you will quickly be on the verge of death with too many elders and no children to take over. This, of course, requires careful management of your resources, because while happy people are more prone to childbirth and each childbirth is an extra worker, it’s also an extra mouth to nourish and hydrate, which can be complex in the end zone. The title is therefore pretty well thought out, not necessarily obvious, but micromanagement enthusiasts will already see plenty of opportunities there to refine their colony’s establishment and economy. The first steps of a colony

Climatic considerations

The climate plays a very important role here. A meteorological timeline warns you of future benefits or disasters. A period of uncontaminated rain will irrigate your soils and be a source of drinking water for as long as you have built a rainwater collector. Radioactive downpours, however, contaminate your land, which then has to be disinfected by building the appropriate building. In addition, regular periods of drought damage your soils and dry up drinking water sources. Therefore, it is always advisable to plan your resource reserves well so as not to feel unprepared at the height of the heat wave. Endzone is a game that has thought of everything or almost everything and that gives you a lot of leeway to adapt your constructions and resources better and better to the rigors of your time. Plus, the game doesn’t stop there, and it also gives you a variety of different things to do to keep yourself busy, which is not a bad thing as the pace of the game is especially slow, even if you speed up the passage of time to the max. To give you an idea, building a building will first require your staff to decontaminate the soil and then reclaim the resources needed to construct the building, if they are available at all, to make the industry go for good. Depending on the poor placement of your storage rooms, and even if you’ve drawn roads to speed up the transit of materials, assemblies can be particularly long and the less patient players can conflict with the overall pace of the game. But as I said you will always stay busy in the last part for the first few seasons and you will be able to ensure the happiness of your citizens and also try to answer their complaints once you have built a forum. These complaints are just short-term goals that will lower the colony’s overall morale in the event of failure and benefit you in the event of success. However, we have regularly found that the deadlines for responding to certain queries are very tight if you haven’t planned things out in advance. This can be very frustrating, especially since the game is forgiving nothing or almost nothing.

Are we walking around fast?

You can pass laws, control births, for example start expeditions that need to be configured, for example to collect new seeds for your plantations, or even look for new technologies to increase your defenses and withstand the onslaught of some surrounding gangs. However, this point is out of balance and rather confused and ultimately turns out to be a source of boredom rather than excitement over the idea of ​​fending off an invasion that it will never be possible to respond to anyway. In short, the content is not lacking and Endzone is particularly extensive. The game’s main pitfall, very entertaining and quite immersive, one has to admit, however, lies precisely in its sandbox approach. Although there are many ways to make your games more or less simple, and there are many buildings, after a good 20 hours of gameplay and mastering the insides you won’t have much interest in restarting a game. Endzone, in principle, doesn’t really offer the feeling of great progress one can strive for in a management game, and is not supported by too much harmony in the buildings that have difficulty distinguishing between them. Often times it is also mandatory to go through the construction menu to select a building type just to highlight those of the same type that have already been built. This is required because almost all buildings have their own options, such as rangers for whom you can ask to cut trees, or rather, reforest. It’s pretty unfortunate because Endzone feels too much like an endless race to harvest resources. The game seems to be systematically trying to put you in inadequate positions, which goes very well with its theme, but it fails to diversify its theme enough that the player never tires of grappling with what ultimately ” the resource economy game simply “gets” a little more nervous than the average. The tech tree gives a sense of progress and makes your life a little easier, but even basic resources sometimes have trouble gaining their own autonomy and too often you will be forced To do trivial tasks while you have to worry. Bigger ones should matter about you. It’s a philosophy that stays that doesn’t make the game uncomfortable but doesn’t make it as satisfying as we would have liked. Comments + positive points Very complete Lots of freedom in the micromanagement of the game colony Successful atmosphere Ollied and Dedicated Challenge – Negative Points Extensive Micromanagement That May Be Deterrent One Sandbox Aspect That Is Unsuccessful in the Long Term Raids More Painful Than Exciting Beyond its nice atmosphere, its many construction options and the intelligence of its various mechanics, its endzone is the micromanagement drifts very far, sins with its sandpit side and its “agricultural” dimension of the essential resources that must be preserved in the long term. While it remains a good management game, sharp and certainly not easy, it is difficult to convey the sense of progress that we seek in this genre by returning too often to the management of secondary resources that should no longer be a problem of the past . Still, it’s a great choice for anyone looking for an immersive post-apo universe experience at the crossroads of Frostpunk and Banished. Journaliste jeuxvideo.com March 28, 2021 @ 4:21:00 pm Readers ‘reviews (5) Read readers’ reviews Share your opinion on this game!