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Developer:
Lionhead Studios
Publisher: Sierra Studios
Release Date: Late 1999-Early
2000
Introduction
Black & White is a real-time strategy game
packed with the sort of unique features that PC
gamers have come to expect from a Peter Molyneux
title. Games such as Populous, Magic Carpet,
Powermonger, Syndicate, Theme Park, and Dungeon
Keeper all had the dame concept: influence and
dominate groups of people through indirect means.
You have a wide range of magic spells at your
disposal, but this time, there's something
different. It's definitely not the same mix. It's
better. The former Bullfrog co-founder is now at
Lionhead Studios, and he hopes to continue his
tradition of unique games. Black & White
looks to be his most ingenius creation of his
career, and he has me excited.
The most
striking thing about Lionhead Studios' upcoming Black and
White is how completely different it is. Lionhead is crafting
a strategy game that while is basically about good and evil,
it promises to reflect each individual player's unique approach.
It has been said to be like a personality test. The game can
change drastically if your ego is altered. Remember your thoughts
and actions influence your followers' trust and alligience.
Philosophically, I'm baffled by the utter
complexity of the game. (I'm thinking Molyneux
didn't go to a community college ;).
Technologically, I'm baffled by its totally
unique features. Black and White will also
attempt to create an environment that represents
your playing style. Treat your creature well, and
it will be a proud, faithful beast. Treat it
cruelly, and it will become a terrifying monster
of destruction. The land itself will reflect your
style as well. Beat your followers into
submission, and the land will start to crack and
the local foliage will wither and blacken. Gain
their respect through magnanimous deeds, and the
land will be green and thriving. Though Molyneux
encourages you to try either route, I recommend
you take the clearly marked route leading to
happiness and immortality...it'll probably leave
you a lot better off than having to deal with a
lot of dead people...and cows...and shit ;)
Molyneux is attempting to breed strategy with
simulation and then throwing in one of the
coolest storylines, all to make one hell of a
game. This game is a genre within itself.
The World and Its Denizens
Black and White takes place in Eden, a magic land with lush
countrysides, exotic features, and inhabitants that are happy
and self-reliant. As in Populous and its successors, the residents
initially go about their business with little concern for
the player. Molyneux's design plans call for behavioral patterns
that will mimic a real society; the residents will forage
food, play games, and even take up marriage with one another.
You are thrown into this world believing you are alone.
At first, the sorcerers believed they were
alone on Eden. They considered themselves masters
of all they surveyed. The discovery that this was
far from the truth came as something of a rude
awakening.
Being a proud and arrogant elite, the resulting
squabbles were inevitable and they soon escalated
into horrible conflicts; the hapless villagers
who had once lived perfect lives in peace and
harmony soon found they had become pawns in the
epic magical battles raging between sorcerers.
Whenever trouble flared up, they were summoned by
their overlords and required to perform their
elaborate rituals of worship. These rituals
provided the lifeforce needed to power the
awesome spells which would boom and crackle
across the dark skies of Eden.
If the
young sorcerers regarded the human population as our earth-child
regarded a colony of ants, the Titans they created were the
equivalent of our human child's faithful dog. Created originally
from Edean animals, these awesome magical creatures towered
over the landscape, instilling terror in the hearts of the
mortal inhabitants. Under the influence of the sorcerer's
magic, a cow, a sheep, a bird or even a tree would undergo
awful changes as they transformed into grotesque beasts which
could grow at an alarming rate. And they kept on growing.
Until they were of a size which was truly gargantuan..
The sorcerers fed and trained their creatures
with tender loving care and attention, teaching
them how to behave according to their own
inclinations. Some of these Titans would wreak
almighty havoc as they stomped across the
countryside, feasting on local populace as they
went. Others would come to the aid of any Edeans
loyal to their own masters, by helping with
constructions, seeing off attacking creatures and
generally guarding over them.
Inevitably these Titans were drawn into the
struggle between sorcerers, as a loyal dog might
protect its own master against an attacking enemy.
When the Titans were first trained for battle a
curious phenomena was noticed. These huge magical
creatures did not rely on worship to provide
lifeforce for their sorcery. The energy needed
for spellcasting was produced internally.
The implications were at once realised by the
sorcerers of Eden. These Titans would be the most
powerful weapons they could muster in the
personal conflicts. These creatures would hold
the key to success.
All this was clear.
As clear as Black & White.
That is so cool! (Say it enthusiastically and it
sounds lame!)
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