Super World War and the Racing Detour That Saved It

Share:

Games are often a way to escape the weight of reality, but for Pierre-Luc Vettier and his team at Zero Games Studios, reality unfortunately came crashing into their project as the conflict in Ukraine escalated. Super World War, their ambitious strategy title, suddenly became untouchable to publishers. Rather than walk away, the studio made a sharp turn. The result was Hot Lap Racing, a side project that not only kept the lights on but also gave Super World War the time and distance it needed to endure. Now, after years of setbacks, pivots, and persistence, this is the story of how Zero Games Studios was forced from the battlefield to the racetrack and how Super World War has finally fought its way to release. I sat down with Pierre-Luc Vettier to talk pivoting, pitstops, and passion.

The Beginning of Super World War

Super World War had been in development long before the conflict in Ukraine. Pierre-Luc Vettier explains that the first prototype was created in 2017, and even then, the team aimed to inject a satirical edge into the game. “At the time, the game had some characters inspired by real political leaders,” he says. “We wanted to have a very satirical tone, but even before the Ukrainian war, we were thinking about making changes in this area. We weren’t quite sure what that would look like yet.” The goal, from the start, was to make a strategy game that was fun and engaging, with war as a backdrop rather than a gritty simulation. The team carefully balanced tactics and humour, aiming to create a game that could entertain while gently poking fun at the absurdities of global conflict.

Then the Ukraine conflict broke out, and conversations around Super World War shifted. What had started as light-hearted discussions about satire and character design quickly became a careful examination of sensitivities. “There had been few creative discussions internally. Everyone was aware of the sensitive aspects… ” Pierre-Luc Vettier explains. “As the war began, it became clear that changing this aspect was mandatory. We found it was an opportunity to change the scope and story of the game, to make something different with a lighter and more absurd tone. The gameplay focus was always about tactics, and the wrapping was fun and light-hearted.”

Despite this creative flexibility, the conflict made finding a publishing partner significantly harder. “When searching for funding, it was clear that a game with soldiers and armoured vehicles, whatever the tone, was not something publishers felt comfortable with,” Vettier says. Yet, cancelling the project was never on the table, Super World War had already come too far, and the team was determined to see it through. “As a creator, you have to see these moments as opportunities to make changes on your game and maybe improve it,” he adds, reflecting on how obstacles became a chance to refine the project rather than abandon it.

Early Game Developement Screenshot of Super World War

 

Pivoting to the Racetrack

With Super World War on hold and publishing opportunities scarce, Zero Games Studios faced a choice: wait it out or seize a new opportunity. For Pierre-Luc Vettier, the answer was clear. A passionate racing fan, he had long dreamed of creating a racing game, and the timing was suddenly right. “The story behind Hot Lap Racing is a bit special,” he says. “I’ve always wanted to work on this type of game, but from a technical point of view, it’s a complicated genre to work on, and it needed perfect timing to launch this kind of project”. Years ago, we released Extreme Gear, which was well-received critically but struggled commercially. That experience connected me with other indie racing developers, and eventually, Jonathan Marole from Vision Réelle showed me a prototype of a very promising racing game. It had some high-quality elements we hadn’t mastered, and we could contribute strengths we had. It just made sense to join forces and make the best racing game possible, even on a tiny budget.”

The pivot was entirely built on passion, creativity, and opportunity. “There was no pressure or external necessity,” Vettier explains. “Our work-for-hire team was still busy with external projects, and financially it would have been safer not to invest in any internal games. But the motivation for both Hot Lap Racing and Super World War has always been passion. We lost money with Hot Lap Racing, but it was worth it. I really loved working on this game.” Through this detour, Zero Games Studios not only kept the team active and motivated but also gave Super World War the time it needed to evolve. The pivot shows how obstacles can become opportunities, and how following one’s passion can create unexpected pathways to success.

A Pause That Became Progress

While Hot Lap Racing was underway, Super World War remained on hold, giving the team space to step back and refine the project. The break allowed Zero Games Studios to rethink the tone, the campaign story, and the characters, ensuring the game was both fun and sensitive to the real-world context. “Before these tragic events, we were already thinking about changes,” Pierre-Luc Vettier says. “But then it became clear we had to adjust the tone of the game, the story of the campaign mode, and the characters. It gave us the chance to make the game lighter and more absurd, which ultimately improved the experience.” Although the delay meant missing the opportunity to be first in the light, fun wargame segment, the team sees the benefit of the extra time. “We were able to fine-tune the game,” Vettier explains. “I really like the new single-player campaign, which I think is fun, and the new characters. In the end, it gave the game a stronger identity than we might have had otherwise.” This period of reflection demonstrates how a forced pause, when met with creativity and determination, can transform challenges into progress. By embracing this unexpected interval, Zero Games Studios ensured that Super World War would arrive in the best possible form.

Resilience on the Track and the Battlefield

The journey of Super World War has been an enduring one. Zero Games Studios navigated sensitive subject matter, limited resources, and unexpected delays, yet found a way to keep both their passion and their projects alive. “In a way, we ended up creating two very different games shaped by the same global moment,” Pierre-Luc Vettier reflects. “I don’t want Zero Games to be stuck in a particular game genre. We want to explore other types of games and topics in the future. When you love your work, you always find a way to be creative, even with a tiny development budget. In the end, some players will feel the passion behind it.”

Super World War is out now on Nintendo Switch, a testament to the studio’s perseverance and adaptability. The detour to Hot Lap Racing provided a pitstop that allowed the team to refocus, experiment, and ultimately strengthen the game.

“Challenges don’t have to stop you,” Vettier says. “They can become the path to something even better. That’s what we learned, and I hope players feel that energy when they play the game.”

Managing Editor
Joshua has been gaming since the NES era. A lifelong fan of immersive worlds, with Skyrim as his all-time favorite, he believes games should be celebrated for their stories, creativity, and the joy they bring.

Leave a Reply

Your email address will not be published. Required fields are marked *