Tom's Comments: Peter Molyneux wants
to mess with you. He wants you to leisurely play around in this
little world he's created. It's inhabited by tiny people who look
like a cross between his Populous denizens and the kids in Rollercoaster
Tycoon. It is also inhabited by thirty foot tall animals who point
at things, crap, and dance. Your hand also lives there, played
by the same hand that was in Dungeon Keeper.
Black & White isn't a conventional computer
game so much as the computer game equivalent of legos: you make
of it what you will. If you're griping about feeding worshippers,
moving the mouse in gestures to cast spells, camera controls,
or the mandatory tutorial, you're missing the point. Which is
that Peter Molyneux wants to mess with you. Black & White
is exploration and experimentation. Don't come here looking for
gameplay, interface, AI, pace, strategy, and all those other words
you use to evaluate the other games on your hard drive.
The irony of Black & White is that it is at
once open-ended and sadly constrained. It is both epic and petty.
It is alternately relaxing and infuriating. Although it is innovative,
it is nevertheless a combination of old stand-bys like Populous,
digital pets, and Dungeon Keeper.
There are only a handful of islands to play on,
each with a few quests scattered around and no time limit. This
gives the game a languid feel. Go ahead, futz around as long as
you want. Unfortunatley, as you progress through missions, the
game throws some really restrictive puzzles at you. For this reason,
I think I'm through with Black & White. The "twist"
in level three was pretty aggravating. The "puzzle"
in level four, which consists basically of being swiftly and repeated
kicked when you're down, isn't any fun. And I haven't confirmed
this, but I've been told there's a bug in level five that can
really screw up the later game. If this is true, I don't have
the heart to go any further. I've since given up on the single
player campaign and I've been spending my time butting hands with
an AI god on one of the skirmish maps.
Although the subject matter is epic -- we're talking
god-hood, after all -- the mechanics are petty. I use my divine
hand to feed people grain and give them lumber to build houses.
I relocate villagers to new houses. I manage mana to cast spells.
Sure, the spells are pretty dandy, and I like the gesturing system
that makes them feel more like spells than game features. But
Black & White is more often about feeding people who whine
rather than smiting unbelievers.
But the bottom line for Black & White is that
it was a strangely relaxing experience. I didn't mind toting villagers
one at a time to their new homes. I didn't mind dropping resources
by the handful down onto my grateful worshippers. I didn't mind
crawling across the landscape with my lone hand. I didn't mind
watching my virtual pet's antics even if he wouldn't do what I
wanted him to do. I got what I wanted from Black & White:
several hours of unique diversion. It's not like Black & White
is supposed to "change
the world" or "shatter
the last arbitrary boundary between culture and technology".
It was a great ten or fifteen hours while it lasted,
but now that the novelty has worn off and the frustration has
set in, I'm done messing with Peter Molyneux.
Over to you, Mark