
Developer: Lionhead
Studios, Ltd. Publisher: Electronic
Arts
Reviewed by IceWolf
and Banshee
on 4/27/01
Article
Discussion Forum
Warning: May contain spoilers.
First Impressions:
IceWolf
says:
It's been nearly three years since I first heard of this title,
and I've been waiting for it ever since. The local computer
stores know me as "the guy who wants to know when Black &
White will be in." At long last, my wait is over.
My, oh my. One look at the preview and I was hooked. There is
a bit of action, a lot of resource management, and plenty of
puzzle solving, so I would consider it a cross-genre god game
because, well, you play a god. Much of your interaction with
your people occurs through your avatar, a mystical creature
of your choice. More on that in the Gameplay
section.
Banshee
says:
The world is very attractive; the engine's style is similar
to that of Shiny's Sacrifice. It really is strangely
impressive to be able to do something as simple as skip a stone
across the water, even if it takes some time to get the hang
of wielding the mouse.
Graphics:
IceWolf
says:
I'm afraid the graphics didn't live up to my expectations. The
faces of the people don't move as they speak, which reminds
me a lot of Nocturne. The people are very blocky; Lionhead
could have put in some more polygons. Your creature has several
minor graphical glitches that don't detract from game play,
but are mildly irritating.
On the other side of the coin, each civilization has its own
texture set for the people and their different styles of buildings.
The stills are fabulous. Many of the special effects are gorgeously
rendered.
Banshee
says:
Black & White's graphics are rich and detailed, but also somewhat
sluggish at times, even on a fast machine (I tested it on a
1 Ghz Pentium III). Something that I found rather interesting
in the game was the player's participation in the actual construction
of buildings. In many strategy games, the omniscient player
simply delegates this task to a given population. Black & White
adds a middle step of allowing the player to tweak and customize
the same basic scaffolding blocks to build a small home, a large
home, a city building, a field, or a wonder. Although this was
fun at first, I soon wished that I could allocate the task to
a disciple. This is just one example of the micromanagement
complaint discussed in the Gameplay section.
Sound/Music:
IceWolf
says:
These are a mixed bag, though it may be my sound card (an ISA
Sound Blaster AWE 64). The voices are extremely well done, but
the scripting isn't the best. There are places where the sound
stutters but again, this may be my card or my system.
It is absolutely vital that players are able to hear what's
going on in order to solve at least two of the puzzles. You
can progress through the game without solving these two puzzles
in particular, but you get extra rewards for completing them.
If you zoom in closely over a village, you'll hear different
music depending on the culture. Nicely done! The only problem
I ran into was that the background music sometimes interfered
with solving puzzles that required listening to notes played
in sequence.
Banshee
says:
The sound is of decent quality, though the villager voices can
get a bit repetitive. These days, I hear "Must build homes!"
and "Wow, food!" in my sleep. :) I do like the flavor the different
musical styles add to the various peoples, but then again, this
is a touch I've almost come to expect in games that deal with
different cultures. Overall, it is appropriately atmospheric,
especially the very creepy "Death" whisper.
Gameplay:
IceWolf
says:
You are a god. Technically, you can be good or evil, and win.
However, rumor on the message boards says that you pretty much
have to be good. That doesn't bother me so much: I kind of like
being a benevolent despot.
In the game, you have two consciences, or "Advisors." One is
good; the other, evil. Both provide tutoring, hints, and sometimes
annoying comments. When starting a new game, the advisors will
begin by showing you how to move around. This initial training
is fixed, so you'll have to suffer through it each time you
choose to start a new game.
After mastering movement, you are taught how to pick up and
carry things. Your people are building you a temple, and you
need to bring them food and wood so they can complete it. Still
pretty simple. Once your temple is built, you begin to get more
options. Scattered around the world are silver and gold scrolls.
The gold scrolls advance the story line, and are required to
get through the game. The silver scrolls are optional, but completing
the puzzles that they trigger results in bonuses of different
kinds.
You'll soon click on a gold scroll, which begins the quest to
attain your creature. This first quest is in stages and provides
a lot of practice in moving around the land of Eden. When you
complete it, you'll be given a choice of creatures: the cow,
the ape, or the tiger. Each has advantages and disadvantages,
though this is not apparent at first; I gave them all a try.
Having a creature is essential to winning the game. Raising
a creature - for you must train him - is much like dealing with
a child at first. Your creature learns from what you do. As
he learns, he becomes much easier to manage. Also, the more
attention you pay to your creature, the more obedient he becomes.
You learn to manage your creature in three or four short lessons.
So, you have a creature. Now what? Well, for one thing, all
of a sudden, there are several more silver scrolls available.
At least one of these requires that you apply what you've learned
about creature management. From what I've gathered, there are
generally two endings for each of these silver quests, one good
and one evil. (There appear to be neutral
results as well. - Banshee) Your reward will differ
depending on which ending plays out. Many of them have time
limits: if your quest is to rescue someone who's drowning, you
must act quickly or they will die.
The game is not completely stable on my Windows 98 system. I've
had it crash out to desktop several times, with no pattern that
I could discern. Also, it has convinced my computer that its
system files need updating every time it boots, which is a major
annoyance. According to some of the unofficial message boards,
these problems are exacerbated under Windows 2000.
One of the cool things in this game is the ability to cast spells
by making gestures: the player can move the mouse in certain
specified patterns to produce an effect. The experience is quite
different from clicking on a button to cast spells, or selecting
a spell from a dropdown list, or any of the usual methods. Unfortunately,
sometimes the game doesn't recognize what you're trying to trace,
and you'll wind up with a miracle you didn't need. A drawback
to the gesture recognition technology is that it is very unfriendly
to trackball jockeys like myself.
Banshee
says:
Black & White disappointed me here. It seemed like a can't-miss
game that was full of potential. Unfortunately, my opinion seems
to match the pulse of the other players I've spoken with.
Why? One frequently-cited complaint is that the game is chock-full
of micromanagement, to the point of being unenjoyable. I agree
with this statement, and I am speaking as someone who was teasingly
referred to as "the Goddess of Micromanagement" in my college
debate society. Truth be told, to some degree I enjoy the level
of control and detail that's typical of strategy games. However,
the babysitting was too much even for me in this game, in part
because the resource management seems a bit skewed, off-kilter
and imbalanced. Particularly in the second area, even if one
has built the Norse wonder early on and is attentive to watering
forests, getting enough wood to sustain growth seems nearly
impossible. I recall one dissatisfied gamer expressing disgust
with his people: "They're like locusts!" After playing the game,
I can understand his complaint.
The pacing of the game is also frustrating. Although, as stated,
the advisors are good about offering help (particularly in the
beginning), they often go through things that are important
for the player to know only once, so you'd better hope you catch
it the first time. Of course the manual can help counterbalance
this problem, but since the game offers so much on the job training,
as it were, I think it's a fair criticism. In contrast, other
things that are not such a priority are repeated ad nauseum.
Certain quests also suffer from this "catch it before it disappears"
syndrome. Additionally, since it's easy to click scrolls out
of order, the game can seem pushy about moving the plot along.
Furthermore, I found the much-touted creature AI to be something
of a disappointment. Again, the vox populi of the online
community that I've witnessed appears to agree with me on this.
I've heard complaints about creatures forgetting learned information
far too easily so that you have to go through the hassle of
retraining them again and again. Unfortunately, this is a particular
weakness of Black & White's tiger: although he's strong, he's
somewhat stupid. I had to retrain my tiger repeatedly on how
to use the village store. Also, it's too easy to reinforce (or
negate) a behavior or action unintentionally. If the player
isn't right on the creature at the very moment the animal has
completed an action, it's likely that s/he will end up validating
or punishing a different action, because the AI has already
moved on. Although I had more success with the creature learning
things when I took it off the learning leash, I encountered
problems when it wandered off into enemy territory and picked
a fight with a creature it wasn't ready to face. Not only did
it come back scarred, it actually died before I could help it.
It regenerated, but seemed damaged by the whole experience.
There are also certain "features" that may bother some readers.
As I do not use Microsoft Outlook, I was unable to test this
for myself. However, I can at least cite page 64 of the April
2001 issue of Computer
Games Magazine as the source for this excerpt:
| During
installation, the program will scan your Outlook contact
list and use names from your address book for some of the
villagers. If you are online during game play, when one
of your contacts e-mails you, the little villager named
after him or her will look for you and wave a letter in
his or her hand indicating that you have mail. |
Call me paranoid, but I don't like this idea for several reasons.
It's not just the uncomfortably-invasive concept of programs
hobnobbing that don't rightfully have anything to do with one
another. No, it's also the separation of leisure time from productive
time. Most of us get enough of the outside world impinging on
our recreational gaming time as it is, and we really don't need
the game itself forcing the external world into the game sphere's
suspension of reality. It's the gaming equivalent of an onstage
wall or set piece falling over in the middle of a play: it yanks
the player out of his or her immersion in the game setting.
Also, programs these days often work poorly enough without commingling
with other programs, and indeed, Black & White caused a full
system crash on several occasions.
Enjoyment:
IceWolf
says:
I admit it: I'm a megalomaniac. I like being a god! Black
& White feeds my power-mad tendencies in bucket loads. I also
love city-building games (Caesar and that ilk); the game
provides that as well. I like puzzle games such as Myst;
again, Black & White delivers. So the title appeals to me on
many fronts. I liked teaching my creature how to do things,
for example, not to eat the villagers.
Unfortunately, in single player mode, replayability is low to
nil. Once you've solved a quest, you know the solution. Once
you know where to find "X", "X" will always be there, in that
spot. True, you may want to try out different creatures, but
you'll find it tedious at best to get through the initial training
time. Speaking of quests, I strongly recommend saving the game
right before triggering a quest. Otherwise, you may find yourself
facing something you simply don't know how to resolve, or something
that you want to try a different approach with. (IceWolf grumbles
something about straying cattle under his breath.)
Saving games is another can of worms. I realize the complexity
of Black & White, but it takes an awfully long time to save
the game. Furthermore, the Autosave function comes up at the
worst possible times. If you are moving your mouse when the
"Saving" screen comes up, you can plan on having to zoom out
to figure out where you ended up. Sometimes, if you are holding
something, that item will be lost or dropped. It seems that
the time taken to save the game goes up exponentially as you
progress.
Banshee
says:
I enjoyed playing with the creature, but didn't find it especially
helpful or useful in assisting me with caring for the villages.
I wish I'd had more time to play with the tiger, but I had to
spend far too much time micromanaging the tribes.
Also, as IceWolf points out above, the game takes a tremendously
long time to save and load. No, really, we're not exaggerating.
As in, time enough to go to the kitchen and fix yourself a little
snack and come back. Perhaps enough time to go over to a friend's
kitchen and fix a snack, if the friend lives close by and is
willing (okay, now I am exaggerating). This may be okay
if you have the autosave turned off, but if a save is happening
at those timed intervals . . . well, one can only fix so many
snacks. I'm not worried about the issue of replayability, I'm
just hoping players have enough patience with the saves to make
it through the game once, much less a second time. Of course,
I suppose they could amuse themselves by improving their literacy
and reading the rather useful manual in the interim, as this
helps with some of the non-intuitive aspects of the game. Still,
I suspect that most would rather be playing than reading, as
that's what they paid their money to do.
Multiplayer:
IceWolf
says:
Multiplayer is what will make or break the game, since the single
player game has so little replay value. I rated it as a 6 due
to the problems I experienced with online play, as indicated
below.
Black & White supports LAN and internet multiplayer. LAN play
worked fairly well on my 10-Megabit Ethernet LAN, but internet
play was another story. I have a cable modem connection, and
I expected better performance than what I got. The game would
often freeze for several seconds while it was synchronizing
with the other players, generally during combat or other periods
of high data transfer. I speculate that the problem is not my
connection but my system, despite the fact that it meets the
recommended specifications. Often, by the time the game unfroze,
those few seconds had turned into catastrophic losses: one of
my villages had been destroyed, or my creature almost killed,
or something equally bad.
Furthermore, there is my pet peeve with most internet play.
At my age (I'll be 40 next year), I don't put up with "d00dspeak"
or other displays of immaturity that pervade many online games.
I cannot stand using "r" as a substitute for are, "plz"
for please, and the like. Perhaps it is because my father
was an English professor, but that sort of thing drives me stark
raving mad!
Multiplayer does work, but I would want a system that far exceeds
the recommended specifications before trying it again.
Marketing Efforts Towards Women:
IceWolf
says:
Nil. Throughout the game, the creature is referred to as male.
Most of the voices are male, with a few villagers being the
exception. The manual states that creatures and gods transcend
gender, which means that they didn't want to have to write "he
or she" a thousand times.
Banshee
says:
I really regret having to say this, because I'm sure the team
probably meant well. As IceWolf mentioned, the creatures are
referred to as male throughout the game. This is a minor point,
I suppose, but, frankly, it really bugged me because it would
have been so very simple to correct. Its very simplicity, the
ease with which it could have been rectified . . . after all
that complex AI for the creature, they couldn't fix a simple
bit of text? For example, in rewarding your creature with petting,
it says "Good boy!" It would have been almost effortless to
adjust it to say "Good job!" or "Well done!" or "Good tiger!"
and so on. For that matter, if they really wanted to insert
gender, a basic string variable that all programmers learn in
their first programming class would have been a straightforward
solution.
From page 11 of the instruction manual:
| Note:
Both the game and this manual refer to all creatures as
male. Worry not, the true nature of creatures transcends
gender, but, being bound by the limitations of language,
we refer to the creature as "he" and "him." It's fair to
say that since you mold your creature's personality, perhaps
in your image, it is likely to be whatever gender you wish
it to be. |
I'm wondering why they even bothered inserting this bit of text
in the manual. Considering the ease with which gender, or lack
thereof, could have been handled, to me this paragraph feels
like a weak sop acknowledging the issue.
In my interview
with designer Peter Molyneux, he stated:
| Actually
I really wanted the creatures to have no sex at all and
the game never refers to them in terms of gender so a lion
can be a lion or lioness. I felt it was more powerful for
the creature to [be] given a gender by the player. |
It seems that someone on the team didn't want this stated goal
very badly, in light of the fact that the lion in the game has
a mane (only male lions have manes), the less than tactful wording
here and there, and the complete and utter lack of any ability
to customize the creature's gender.
I realize I am bringing up minor points, but I do so because
the amount of effort to fix them would have been just as
minor. With that in mind, it honestly seems like blatant
and deliberate disregard. After all, with the statement in the
manual they clearly realize it was an issue, so why didn't they
correct it?
As I said earlier, I am sure the designers meant well; in the
brief interaction I had with the Lionhead staffers, they seemed
quite nice. It was likely an oversight. Unfortunately, that
really seems to typify and summarize all of the problems I had
with Black & White. The pacing, the micromanagement . . . likely
oversights that could have been resolved with just a bit more
effort and time. I don't like criticizing something that was
clearly someone's dream, it's just a bit painful to play Black
& White and see rough spots that could have been fixed, bits
that could have been much better with just a bit more attention
and time. The dream could have been better realized.
Overall Impression:
IceWolf
says:
I can't decide if I'm disappointed or not. I am enjoying the
game very much, yes. I think it's got excellent graphics, and
a great story line. I would've loved to see more replayability,
more flexibility. After reading some interviews with Molyneux
and hearing descriptions of the last
hours before the game went gold, I've gotten the impression
that the folks at Lionhead got so close to the game that they
couldn't see the problems.
Banshee
says:
Although Molyneux has been labeled as a Peter Pan figure capable
of getting the press and his team to share his enthusiasm at
an early point for the ephemeral bits and bytes in his head,
it's not entirely Lionhead's fault that the game has been hyped
to the moon. Keep in mind that many members of the press followed
merrily along. With a bit less cheerleading and press buildup,
Black & White might have surprised us with how good it is rather
than how much less it has actually turned out to be. After all,
it's not all bad, nor am I trying to intimate that this
is the case. The game does have some appeal: for example, a
very cute moment occurred when I noticed that my tiger was decorating
its sleeping space with rocks and planting little trees inside
the area. Unfortunately, the animal was a better interior decorator
than village manager. Ultimately, I have to agree with IceWolf:
with a bit more time and a bit more objectivity from the team
members, it likely would have been a better game than it is.
It's ironic: ideally, Black & White should force us to ask questions
about ourselves, about good and evil, and about finding solutions
both easy and difficult to problems. One of my college majors
was philosophy: I get into this stuff. Unfortunately, it's likely
that players will find themselves far too busy gathering wood
and watering crops to do much more than wonder why their followers
aren't self-sufficient enough to allow them time to muse upon
more godly matters. No, unfortunately, the only philosophical
question it really inspired was one perhaps befitting existentialist
Albert Camus. When I put the game down, the question in my mind
was not the nature of humanity or myself, but rather: "Is that
all there is?"
Links of Interest
The
Final Hours of Black & White (GameSpot)
Download
additional creatures |