Mark's Comments: The buzz about the
game is centered around the creature, your avatar in the world,
and the open-endedness of the game. The buzz is deserved. The
creature seems capable of real feelings and can learn, which is
a testimonial to the AI that Lionhead labored to implement in
the game. It really is rather amazing to see the wide range of
reactions and learned responses your creature is capable of. That
said, I'd be more impressed if the creature could play me in Starcraft
and exhibit creative problem-solving during the course of the
game. I'm just not interested in a virtual pet, which is what
Black & White really seems to be about.
And the game is open-ended in the way you can play
it. You can be good or evil or something inbetween. It's not like
Baldur's Gate that purported to allow you to be good or evil but
still just gave you one path through the game. Black & White
lets you solve problems in multiple ways.
The game itself is beautiful to look at. It's one
of the better 3D engines we've seen for a game that at least looks
a lot like a strategy game, even though it may be something else.
I didn't like training my creature. Besides the
element of tedium involved, I felt like a sadistic wretch having
to beat it senseless to keep it from crapping all over the village.
Perhaps this is a small triumph for the developers, making me
care this way, but it made me dislike that aspect of the game.
I don't really feel much like a god in this game.
I feel more like a babysitter. I have to work a lot harder than
a god should have to work. Why should I have to hunt for sheep?
Some of the quests are tedious.
The interface is novel, but Lionhead carries the
god conceit a bit too far. Having to move the camera by grabbing
the land and pulling is annoying. Yes, I know you can remap the
keys and go to the WASD setup, but all Lionhead really needed
to do was make the camera pan forward when I moved my mouse to
the top of the screen, and so on. Why they didn't is a mystery.
It seems like they were determined to do things differently, for
good or ill effect.
The save system's a bit of a mess, a real brain
twister when you try to figure out what's going on. It saves in
separate files the game state, the creature state, and your god
state (how good or evil you are). It gets weird when you play
a multiplayer or skirmish game in the middle of playing the single-player
game. While it's possible to use a save game to reload a previous
game state, it seems impossible (at least as far as I've seen)
to restore your creature or your god state. Then the cherry on
top of this banana split is the increasing amount of time it takes
to save a game, upwards of a minute after awhile.
The game itself is quite polished, but has some
strange lapses. For instance, the tutorial is plodding enough
the first time through, yet strangely the game forces you to play
through it each time you start a new game. Perhaps the biggest
oversight is the lack of a sandbox mode, which Lionhead has promised
to patch in. The whole game feels more like a sandbox than a game,
yet we can't play it that way.
Ultimately, the gameplay is just a new take on Populous.
It has a tacked-on feel, like it was the last thing Molyneux and
company worried about because they were too enamored of the idea
of creating believable creature AI and a game that would let the
player be either good or evil. I couldn't help but think about
how Sid Meier would have approached something like this. Meier
seems to focus on the gameplay early on, banging on it and making
sure that it's pre-eminent, while Molyneux seems to focus on the
game's high concept first and foremost. It's as if Molyneux is
a bit bored with worrying about gameplay and is looking to create
something new to hold his interest, a game that's more than a
game. He may have done just that, but while Black & White
may be a fascinating toy, it just doesn't seem like much of a
game to me.