Bad Engineering Makes the Apocalypse Much Funnier

Rating

Video Reviewed
Rating8.4/10
Trying to Survive The End of The World

Survival quickly becomes secondary to experimentation once the group realizes Sitting Ducks gives them enough building tools to create their own disasters. The basic premise is straightforward: players are stranded on small islands, receive warning of an incoming apocalyptic event, and have a short preparation window to construct whatever might keep them alive. Zombies, meteor showers, tidal waves, hostile creatures, and extreme cold provide the threats, but the real entertainment comes from watching the players respond with improvised bunkers, towers, thruster-powered platforms, rockets, fires, and plans that frequently create more danger than the apocalypse itself.

The opening zombie round establishes that dynamic immediately. The group begins sensibly enough by constructing shelter, only to split into competing defensive strategies as players barricade themselves, remove access planks, hoard materials, and argue about whose structure will survive. The joke that this is exactly how survivors would fracture during a zombie apocalypse becomes funnier when zombies simply climb into areas that were assumed to be safe. Even an enormous weight becomes a potential weapon, reflecting the game's appeal as a physics sandbox where almost any object invites experimentation whether or not it is useful.

Thrusters become the episode's recurring obsession and provide its strongest running gag. When a tidal wave threatens the island, the group decides that building a stable elevated platform is less interesting than constructing a makeshift flying machine with benches, boards, buttons, and multiple thrusters. Their first design becomes stuck, forcing a frantic rebuild as the countdown expires, while later attempts suffer from poor weight distribution, uncontrolled movement, and questionable structural engineering. Occasionally the absurd idea actually works, which makes the repeated failures more entertaining because the players have enough evidence to convince themselves that the next ridiculous machine might succeed.

Meteor rounds benefit especially from the freedom to pursue separate survival strategies. Some players build reinforced shelters while others construct personal contraptions or attempt to reach extreme heights. One player confidently occupies a small house only to be directly struck, while another discovers that moving or elevated structures can sometimes avoid destruction. The meteors appear unpredictable enough that good preparation never guarantees safety, but the game also rewards creative interaction with its physics rather than reducing survival to finding one predetermined solution. The players' willingness to steal parts from one another and sabotage otherwise reasonable plans adds another layer of self-inflicted difficulty.

Not every disaster produces equally strong material. The cold-weather round mostly revolves around figuring out how to ignite and maintain a fire, with the group effectively constructing what they jokingly recognize as a Viking funeral rather than a sophisticated survival system. Other threats become brief experiments involving mushrooms, water, creatures, trees, skateboards, or whatever objects happen to be nearby. These stretches preserve the improvisational tone, but they also make the episode feel episodic rather than progressively challenging because each new island largely resets the group's plans, resources, and lessons.

The constant banter carries those weaker stretches, although it can also overwhelm the gameplay. Character customization, arguments over stolen objects, mock engineering confidence, deliberate sabotage, failed rescues, and increasingly desperate construction produce a steady stream of jokes. The group's chemistry is strongest when the humor emerges directly from what they are doing—locking someone out of a bunker, watching a carefully built machine collapse, or discovering that an absurd strategy worked. More random profanity and side jokes add energy but occasionally make it harder to follow what the group is actually building or why a particular survival attempt failed.

The closing rocket experiment captures the episode perfectly. After repeatedly trying to escape disasters with homemade flying contraptions, the players finally discover an actual rocket and immediately struggle to attach themselves to it, balance it, and control its thrust. The resulting attempt is predictably chaotic and inconclusive, leaving the group eager to test the idea again rather than reaching any meaningful mastery of the game. That unfinished quality fits a first encounter with a sandbox built around discovery: the appeal is not becoming expert survivors but finding increasingly stupid ways to test what the physics system will allow.

Pros

  • The combination of short preparation periods, varied disasters, and physics-based construction creates plenty of opportunities for spontaneous problem-solving.
  • Thruster-powered platforms and other improvised machines become an effective running gag because occasional successes encourage increasingly reckless designs.
  • Zombies, meteors, tidal waves, cold, and other threats prevent the group from relying on one survival strategy throughout the session.
  • The funniest moments emerge naturally from gameplay, particularly failed shelters, stolen building materials, sabotage, and structures behaving unexpectedly.
  • The players experiment aggressively with the sandbox instead of simply searching for the safest intended solution, showcasing the game's potential for chaotic multiplayer sessions.

Cons

  • Some disasters provide much less interesting preparation or payoff than the stronger zombie, meteor, and tidal-wave rounds.
  • Constant talking, profanity, and unrelated jokes occasionally obscure the mechanics behind successful or failed survival attempts.
  • Repeated thruster constructions become somewhat familiar by the later rounds despite remaining a reliable source of comedy.
  • The reset-like structure of new islands limits any sense of long-term progression or accumulated survival expertise during the session.

The game provides a simple apocalypse-survival framework, but the group gets far more entertainment from abusing its building and physics systems than from behaving like competent survivors. Uneven disasters and relentless chatter occasionally make the session messy, yet the combination of improvised engineering, unpredictable destruction, multiplayer sabotage, and spectacularly bad ideas makes the chaos consistently entertaining.

Recent Reviews

Discover more from Phil's Video Reviews

Subscribe now to keep reading and get access to the full archive.

Continue reading