Ever since
Peter Molyneux gave the world Populous, the fantasy of playing god has
become a reality for the videogaming masses. The game was followed up
with Populous 2 and, since then, god games have been pretty rare. This
year, Molyneux has returned with Black & White, a new and refreshingly
different take on playing god.
In Black &
White, as
the story goes, gods are created by peoples' prayers. On one fateful
day, a couple on Eden pray for help, and thus the player's god is born.
At the beginning, you can choose one of three creatures to represent you
to your people. Your goal is to generate faith by showing the people
miracles, which will expand your area of influence and ultimately lead
to more worshippers from which you can draw power.
The creature who
represents you starts as a clean (and stupid) slate. Much of the
early focus of the game is ensuring it doesn't do things you don't want
it to. You can mold it however you want. If you want it to eat
villagers, pet it to reward it for taking a snack on a villager. If you
don't, you'll have to punish it. Using a variety of leashes, you can
also encourage your creature to act malevolently, kindly, or teach it to
do a variety of things, such as casting miracles or supplying villagers
with food. The creature AI is exceptional, as the creatures seem to have
natural curiosity and occasionally exhibit interesting and surprising
behavior. For example, this reviewer's creature used to have a nasty
habit of picking up villagers only to toss them aside. After a bit of
correction, he fixed this behavior and started to pick villagers up, pet
them nicely and gently put them back down. Much better. Creatures are
chock-full of personality and are definitely the main draw of the game.
Controlling the game is
relatively simple, with a control scheme that works fairly well just by
using the mouse. Everything from changing points of view, casting
miracles and leashing your creature can be accomplished using mouse
movements only. However, only the most godly gamers will likely be able
to handle some of the complexities of the control system. I found it
simpler to move and leash my creature using the keyboard commands, while
having the mouse control miracle casting, basic actions (like plucking
trees and wheat from the ground) and controlling point of view and zoom
levels. Once a few such shortcuts are used, the control is very good. My
only gripe revolves around interaction with objects at times. At one
point in the game, for example, I was trying to complete a quest and
couldn't because the control was too slow or too finicky. Meanwhile, my
villagers were being decimated. After I finished the quest properly, I
returned to my village, where the population had dwindled to a
small handful in my absence. Luckily, such tremendous frustration is the
exception rather than the rule.
The meat of the game is
a story mode, but after interacting with your creature in a fairly
leisurely manner during the early portions of the game, some player may
be turned off the further they get, as the game requires a sharper focus
as you progress. The story mode is, however, fairly well-crafted and
challenging, which will surely please a lot of gamers. But if you wanted
to be an evil god, be forewarned - the story mode seems better tailored
to a benevolent god. A pure, all out sandbox-style mode would surely be
a boon to the game. The online mode, as of yet, seems to have a fair
amount of issues. First and foremost, online skirmish games seem to have
the potential to last longer than many of the players seem interested in
staying connected. There are also issues surrounding balance, for, as it
stands, online play seems to heavily favor evil deities and their
unscrupulous minions. Why try to recruit worshippers on friendly terms
when you can simply raze a village until they submit to you. Or, why
even bother gaining worshippers at all? Just kill off villages so those
goody two-shoes gods don't have anyone to help them expand their
influence. The offline skirmish mode may address some of these concerns,
but it still binds you to the same objectives you face in other modes
and it doesn't offer the sort of variety one might expect.
Visually,
Black & White is very impressive. While the game isn't pushing an incredible
amount of geometry, everything is very well-crafted and the polygons are
used very efficiently. The graphics engine is great, using perhaps
the best level of detail engine to date. Zoom out for a view from
the heavens. Zoom in to a super-close view of one villager -- all in
surprisingly smooth motion. Miracle effects and weather effects also
look mighty impressive, as well they should. The real stars, though, are
the creatures, who are composed of a fair number of polygons. The models
look great, but what's even better is the animation. The first time you
see a creature dance or gesture at your people, it's hard not to be
captivated by it. Every once in a while, you can expect your creature to
do something that impresses you, and at these times, the pressures of
the game often fall to the wayside as you admire your marvelous little
emissary to the world working his magic, getting his so-called groove
on, or simply expressing himself.
Likewise, the sound is
really good. There is music present, but it's kept well in the
background, adding atmosphere but not to be intrusive. Voice
acting is impressive, and the spell sounds are excellent also. There's
really nothing to complain of in the audio department, other than the
mysterious whispers of "death" you'll hear every once in a
while. Do not be alarmed. This spooky whisper is apparently how you're
notified of villager deaths. Expect to be creeped out early on.
Eventually, it's a little easier to ignore or block out.
Black
& White is at
once a remarkable and frustrating game. There's a lot of great design at
the core, yet a lot of the most rewarding interaction sometimes seems
obscured by the storyline the game has you wander through. Unbalanced
and lengthy multiplayer can also prove frustrating. How many more times
will you play multiplayer if during the first few times you play after a
dozen minutes or so, there are no human opponents left? These criticisms
are not meant to imply that Black and White is a bad game, but it would
be sinful to omit the fact that the game could see some significant
improvement. Black & White is a worthwhile game, but as it stands many
gamers might be turned off by it after 10-15 hours, whereas the core
material has the capacity to be far more rewarding and addictive. Right
now, Black & White is just a few pieces
short of becoming a hallmark of PC gaming. Unfortunately, those missing
pieces are fairly big ones.
Minimum system
requirements: 350 MHz Pentium II or K6-2 processor, 64 MB RAM, 4x
CD-ROM, 500 MB free HD space, 8 MB Direct3D capable video card w/DirectX
7 compatible driver
Recommended system
requirements: 500 MHz or faster Pentium III, 128 MB RAM, 8x or faster
CD-ROM, 16 MB or greater Direct3D capable video card
Tested on: Duron 800,
128 MB RAM, 32 MB GeForce 2 MX, 52x CD-ROM