Review: Black and White 2
from the deus-ex-me dept.
- Title: Black and White 2
- Developer: Lionhead Studios
- Publisher: EA
- System: PC
- Reviewer: Zonk
- Score: 7/10
As your people's almighty, you are tasked with propping up and expanding the influence of their civilization. Gameplay to accomplish this is an interesting blend of the open-ended structure of the previous title and more traditional RTS elements. Your presence within the mortal world is personified by a great hand, which you can use to manipulate the physical realm. Using the hand, you can harvest grain from a field or turn trees into lumber. You can dictate roles to your citizens, instructing them to act as fieldworkers or breeders as you see fit. Via interface elements, you can indicate where you'd like to place structures within your civilization's sphere of influence. Structure placement is very intuitive, and every building has some effect on the well-being of your people. The goal is to be as impressive as possible by placing structures on high points, ensuring that the citizenry is happy, and designing the city with certain elements in mind. Simple rules like placing homes a little ways apart to ensure privacy add a layer of strategy to what might otherwise be a mindless mechanical process.
In this fashion you can take on the role of caretaker, and usher your people into a new golden age. Impressive cities attract people from other villages, and if you manage to impress the citizenry of the entire island you are successful by default. The only problem is that if you're dedicated to using this tactic to defeat the game, it may take you longer than some television seasons to work through the title. In a word, the 'good' gameplay is boring. While it's fun to get your civilization up and running, once you've run through all the building types you'll spend hours and hours breeding more citizens, building more homes, seeding new fields, rinsing and repeating.
Besides playing caretaker to your people, you have a pet to look after as well. The Creature was one of the most entertaining aspects of the first Black and White, but training it was often a source of headaches. The attempt at a realistic AI meant that it was hard to determine what exactly your critter felt about any given activity. Thankfully, the sequel has made the Creature's AI more transparent in the interests of playability. If your Creature (be it Cow, Lion, or Wolf) intends to do something, it vocalizes the intent via a large and obvious thought bubble. "I'm going to poop on those trees" might be something you see hovering over your critter's head. At that point you have two options. If you want him to fertilize the trees (not a bad idea), you would click in with your hand and rub his tummy. If you wanted to discourage him from doing that, you'd smack him back and forth across the chops. When you start modifying your Creature's feelings in this manner, a meter will appear above his head. "I'll always poop on trees" is at one end, and "I'll never poop on trees" is at the other. Like the interface elements included to ease city construction, the meter allows you more direct control by stepping back from the free-form nature of the previous title. The Creature is generally more helpful as well, running to and fro to assist your citizenry with their tasks and defending your walls from encroaching invaders.On that note, placing nursing homes in your cities will make people happier but won't let you kill the enemy any more effectively. (Though the idea of crack trained granny ninjas is appealing.) Armories are the structures that allow you to build military units, platoons of swordsmen and archers. These platoons are your offense and defense, and along with your Creature are your only means of waging war against your enemies. By placing a flag from an armory, you call your citizens to arms and form a platoon. Platoons can vary in size from 10 men to more than 50. The number of able-bodied men available in that particular city dictates the maximum size of the platoon. Once you've formed your platoon, they start consuming a lot more food. They consume even more food when on the march, meaning that quickly your idyllic city will start craving grain.
This is where your evil side can quickly gain hold, as it's tempting to turn your cities into nothing more than food producing slave factories. Waging war at all is regarded as an evil act by the game, meaning that if you enjoy the combat elements of the game you'll gain at least some evility. Raising some platoons to take vacated towns is generally taken in stride by your enemy forces, but converting settled villages by converting their altar is not. Unfortunately. reactions to your military conquests are really the only response you'll get from the enemy AI. Battles are tumultuous and dramatic, with hundreds of individuals involved in final and climactic confrontations. The slow trickle of attacks you'll face, though, means that you can safely reserve your forces with no fear of a campaign unless you start one.
Besides the city-building and war-making, you'll also be presented with mini-quests or challenges. They're somewhat variable in amusement. On the upside, one of them features you acting in the role of catcher as projectiles are tossed your way. The switchup is that they're placental rockets, newborn lambs being shot from a very pregnant ewe. Less entertainingly is the task that has you tossing casks of beer from island to island. It's an easy to hit or miss task, and the last throw requires you to make your toss with a bad angle and no perspective on your target. Good or bad, they're welcome diversions from maintaining your city or moving your efforts forward against the enemy. Successful completion of the task nets you godly currency as well, allowing you to purchase new elements for your city.Besides graveyards and better lodging, you can purchase some impressively godly things. Miracles allow you (or your Creature) to cast spells of healing, destruction, or plenty as you see fit. Epic Miracles can also be purchased, each with a dramatic effect on the environment. In a single deific moment you can raise a volcano beneath your enemies, shake their cities to rubble with earthquakes, or convert their people with the power of a Siren. These elements are beautiful looking icing on the cake, and are moments that can remind you of the level of power you're capable of wielding.
Above and beyond the gameplay, Black and White 2 is a stunning game with a unique soundscape. The production values of the Lionhead game are top notch, with an incredible amount of detail in every moment. While the hype for this game didn't include being able to zoom in to observe a worm in an apple, the freedom the game gives you to zoom in and out makes for some breathtaking views. Pulling back to observe the entire island you're currently on is as easy as pushing in to monitor a single citizen. The audio environment is just as lush, with warcries from clashing armies and crashing underbrush from deforestation adding highlights to gameplay elements. The musical cues are few and far between, but just like the original game are beautifully orchestrated.
Despite some gameplay frustrations, Black and White 2 is a solid experience. The design has stepped back from the free-form environment of the original, and I think the decisions made to allow for greater awareness and control were wise ones. While I wish it were possible to play as a 'good' god without going stark raving mad, in exploring the various moral decisions it seemed as though the mixed tactic of improving your city while raising armies was the most enjoyable way to go. If you enjoyed the first Black and White title you're definitely going to want to come back to the series, as the freedom and morality play aspects of the game have been woven successfully throughout the sequel. If, on the other hand, you didn't like the original you still may want to give this title a shot. The more approachable interface elements have removed much of the ambiguity of the first title. Black and White 2 is a game first and foremost, and nothing like a toy.
TMI (Score:5, Funny)
Please, please PLEASE tell me that there's no option for online, ah, "interaction" between different Creatures.
Some of the things that a god thinks should remain mysterious.
I'd be happy with solid gameplay if I could save (Score:3, Insightful)
(http://moldybluecheesecurds.blogspot.com/ | Last Journal: Monday April 12 2004, @02:34PM)
More of the same - wrong same (Score:5, Insightful)
Been playing it for quite a while... (Score:5, Interesting)
(http://www.lordfly.com/music.html | Last Journal: Friday July 05 2002, @09:54PM)
This game really makes you feel "Godlike" than the last one; Your hand feels real, as it has a physical effect on things around. You can pick up almost anything, too... I dunno, it's hard to describe. The miracles are pretty sweet, too (The Siren, one of the later ones, is beautiful to watch).
Your alignment seems less important this time around. There aren't as many morality quests, as the ones you do get are fairly cut and dry.
Building a city is tons of fun, as is doing the war stuff... watching a 40 foot cow kick a platoon of the enemy down a cliff never gets old
All in all I'm quite impressed with this Lionhead game, for once. I'd recommend it if you have a few hours a night to kill.
Re:Been playing it for quite a while... (Score:4, Insightful)
Is that any better in version 2? I'd like the criters to get on with their lives more like Sim City
Re:Been playing it for quite a while... (Score:5, Interesting)
Re:Been playing it for quite a while... (Score:5, Interesting)
A typical gamer such as myself would click furiously doing everything and would inadvertantly train the AI to be lazy and rely on the player to do everything for them whereas non gamers would be more content to explore the world, spend time with their creature and generally play at a more relaxed pace mostly letting the AI villagers do what they wanted. The villagers seemed to be quite able to play the game themselves and would grow their villages and go about their lives quite happily with no player intervention at all if left to their own devices. This meant that any attempt to play the game like a traditional RTS would inevitably lead to the villagers getting lazy and waiting for you to do everything for them rather than doing it themselves.
It was quite funny to see that, rather than training the AI to look after itself, some players found themselves being trained by the AI to do everything for it.
Yes... but can you save? (Score:5, Interesting)
(http://www.andrews.edu/~freeman/ | Last Journal: Tuesday November 13 2001, @08:53AM)
Black & White 1 rocked... but fighting crud like that made it get old fast.
Here's hoping Black & White 2 fixed all that.
Does it work with Wine? (Score:4, Interesting)
Multiplayer (Score:1, Insightful)
I found many parts of B&W2 rather annoying, mainly because the enemy AI is terrible. They will sit outside your city with armies, never taking the offense and attacking you when you aren't ready.
Multiplayer would at least allow me to enjoy this game more.
Mac version coming soon! (Score:5, Informative)
The Creature (Score:5, Informative)
(http://www.nephandus.com/ | Last Journal: Saturday May 08 2004, @07:19PM)
First, all replayability (if that's a word) is derived from going through the same storyline each time. You can change your behavior or your creature's, but ultimately there is no multiplayer capability and no "skirmish" capability as most of us are used to it in RTS games.
Second, the game, much like the first, as a tendency to want to overeducate the user. Skipping the tutorial section is optional, but you're still bombareded with tutorial style quests throughout the first two lands. Moreover, many of these quests are tied to Tribute, a strategic asset in the game. Skipping the quests, obnoxious as they are, hurts you in your godly persuits.
Third, your citizens desires aren't terribly clear. There are certain desires, such as a want for grain, ore, houses, etc which are obvious. Other times, your citizens want more free time, or more sleep. No where in the games documentation do we find out how to give citizens more sleep... and while things for people to do DURING their free time abound, there's little in the way of methods to create it.
At the same time, B&W has other excelent characteristics. The creature is less personable than in the previous version, but is also more intelligent. He helps now more than he hinders. I for one spent most of my time in B&W1 trying to get my creature not to destroy everything.
Overall the world as presented is spectacular. While it's easy to be distracted by the constraints placed on what is supposed to be a God game, the fact of the matter is that a great deal of freedom exists in the B&W engine. If you can get past the tutorials and deal with the fact that you can't just toss a fireball into an enemy city on a whim, the game is a lot of fun.
I'd highly recomend it. On a side note, I'd also highly recomend making sure your PC exceeds the system reqs quite substantially. By all accounts, the estimations of Lion's Head as to what runs their software are off kilter.
Re:I loved my old creature! (Score:5, Funny)
(http://www.xenoveritas.org/ | Last Journal: Monday September 24, @04:04PM)
I never really spent any time with my creature. I managed to teach him not to eat villagers, and even taught him how to grow forests (he'd go, grab a tree, stick it some place, and then cast Miracle Water on it until he had a forest).
However, whenever I had my back turned, and he was with my villagers, the party would start. He'd start picking up villagers and putting them back down, flagging them as Breeders. I'd be over some place, dealing with crops or grabbing trees to build buildings, and he'd be over by the town, making breeders.
So when I finally came back to my town, I'd discover that all my villagers were now engaged in a giant orgy of kissing, centered around my creature, who would occasionally dance.
So I tried to teach him to stop making breeders. I slapped him for picking up a villager. In return, he decided to eat them. (Again.) Trying to discourage that behavior, I succeeded in making him afraid to poop.
It was around then I decided I was through with Black and White. And, unfortunately for Lionhead, the primary reason why I'm not getting B&W II.
I hated hearing my creature taking a crap (Score:2, Funny)
Yuck!
I play games to escape, not to walk around with a monster bag.
The first one had too much micro-management (Score:2, Insightful)
Also, why does a god have to waste time performing the harvest etc.?
Shame, because the idea had potential.
I had a big issue with B&W 1... design issues (Score:2)
I can't say I remember 100%, but I know you had to draw circles and squares and such in order to use a skill or spell or something. This is total stupidity, especially when it is just easier to click a button.
If game developers decided to start innovating GAMEPLAY which *was* done with B&W, there wouldn't be such an inherent need to fix the things that aren't broken.
I gave up playing the game for that reason.
Let's be accurate (Score:2, Insightful)
But not really because it's a poor description, anyway.
Another review (Score:3, Informative)
(http://www.hamonicamundi.org/nds)
http://www.eurogamer.net/article.php?article_id=6
Based on this, I'm not sure I'll be picking one up. I think having more feedback from your creature is wonderful -- this was one of two complaints that stopped me from finishing the first one. It just became too frustrating to train my creature.
The other complaint I had does not seem to have been fixed -- the bullshit quests. You're a *god* -- why are you having to find lost sheep or bring wood to a bunch of sailors?
Of course, I'm also pleased to see that Peter Molyneux continues to do interesting, innovative work. I might give him the benefit of the doubt and get a copy of this game anyway.
Will wonders ever cease? (Score:3, Interesting)
Man, I hate it when they call my games toys (Score:3, Funny)
Last I checked video games were supposed to be toys.
Wanted to love Black & White (Score:5, Insightful)
Unfortunatly, it just didn't PLAY that well. I wanted to love it! I wanted to tell people how great of a game it was. It SHOULD have been one of the greatest games ever because of the creativity, and quality of production. I have no problem saying a game isn't good when it is clearly a low-budget ripoff, or another lame first person shooter. But it is another thing to say a game isn't good when it is clear that the creaters didn't sell out, and truly tried to push the boundries and create something new and great.
Hopefully Black & White 2 corrects these things, but from the reviews it sounds like it still has some problems.
Black & White, ugh (Score:5, Interesting)
I'll always remember Black and White as being one of the most emotional gaming experiences I've ever had.
At first the game was amazing, simply amazing. We immediately bought copies so that everybody could play. The AI was SOOO impressive. The graphics were great. The animation was clever and funny. The game was unique and bizzare. For days and days we played.
But then after a few days we quickly realized that they forgot to make the GAME part of the equation fun. In fact, it was less than fun, it was downright irritating, frustrating, annoying, rage inspiring.
I have never played a game where I actually grew to HATE every aspect of it. I hated my creature and my only release was to torture him repeatedly. I'm not a hateful person, mind you, but I hated that zebra bastard who I had once found cute and entertaining. So yeah, he of course would rampage and burninate all my peasants, but I didn't care because I HATED my peasants. Needy good for nothing worthless sacks of shit that couldn't do anything efficiently but die. It wasn't long before I just destroyed everything. Everything. I even realized that I hated the whole game concept and I didn't really care about the outcome. Oh no you captured my creature? You can have the bastard, I'd rather play without him. Multiplayer was an terrible excercise in who cares. I played Dungeon Keeper 2 for quite a while so I was familiar with the concept of playing a game where the only thing in your direct control is micro-managing resources, but at least DK2 was fun. B&W missed the boat.
After a week, maybe a little longer, we sold all our copies on eBay and I remember feeling GOOD as I was mailing them out. Not good because I got a fraction of my money back, but good because I'd never have to see that zebra's sour face or hear those whiney ass peons bitching and moaning ever again.
I've played many games that turned out to be pretty bad, but this was the only one to actually inspire inner rage. Playing Black and White was about as much fun as dragging a cart load of cranky kids through a crowded Walmart.
Not worth the money . . . (Score:5, Insightful)
The game is *very* pretty. If you have the graphics card and a nice sound system, you'll have some wow factor. But game play? Come on. The AI is downright stupid. The enemy creatures get 'stuck' looking at trees because they lose their pathing when you close off your gates to your city. Their armys will stand there waiting for you to open the gates, but if the gates close, they stop. I got past peekaboo early on in life and just playing it with an army until it gets close enough for archers to take out doesn't do much for me.
What's worse is I completed every single quest (barring a couple that would have switched my alignment) and I finished this game in less than a half day's worth of playing.
I'm sorry, but 50 bucks for something like this? Just for pretty graphics? I want my money back. (on the other hand, I didn't get any save crashes).
When I thought of this game... (Score:2, Funny)
Tamagotchi on the PC (Score:5, Insightful)
(http://www.halley.cc/ed/)
OK, admit it.... (Score:3, Funny)
(http://www.internetgenealogy.com/)
ah, memories (Score:5, Funny)
(http://www.davidleblond.com/)
Really Pay Attention to System Specs (Score:1)
First off, it requires Pixel shader 1.1 support on your video card chipset, which many Nvidia cards do not support(I know many of them do, just not some of mine)
List if Un-supported Nvidia cards [custhelp.com]
Secondly, you are going to need a newer generation video card with 256 Mb minimum.
My first PC has 128mb geforce MX, 512Mb ram,2.6Ghz intel , and the game will not start due to the pixel shader 1.1 issue.
My other pc is 128mb quadro Fx,1Gb ram, 3.0 ghz intel, and the framerate makes it unplayable even at the lowest quality settings.
These are both PC's that have done fine with Doom3, HL2, and many other games. I now own a $50 game I won't be able to play without dropping another $200-$300 dollars for a top-notch video card.
Hey... (Score:1)
(http://moaph.blogspot.com/)
Micro-management gets old fast (Score:3, Insightful)
(http://www.superficial.net/)
The enemy AI, not unlike games like Command & Conquer, becomes fixated on constantly attacking you very early on in the game to the point where you barely have any other time free to do much else. This coupled with the fact that you have to manually create armies to defend your bases just adds to the frustration. You can assign your armies to defend certain structures, but any force that does not pass directly through this defensive circle is just left unchecked to wreak havoc. If an army manages to get past a group of archers, well.. they just sit back and watch them maraud through the town.
The collection of resource is another annoyance. You can have several storehouses (structures that store wood, grain and ore - required to feed your people/armies and build other structures) but invariably one will sit there near empty whilst the others are completely full up, even if they are placed adjacent to eachother. Again, managing this requires you to take time out and move resources around manually - something the AI is plainly incapable of doing.
It is also not always immediately obvious what the mouse is positioned over, and it can be frustratingly difficult to isolate something quite small when there are other objects that can be picked up in close proximity. Picking up individuals, for example, when your population is quite high can be annoying at times.
There are also a number of faults in how the A.I reacts to events. For example, you could position an armada of archers on your walls and towers, and if positioned correctly the enemy A.I will continue to send armies along a fixed path straight in the firing line. I counted at least 10 times where this occured (the A.I never seems to learn that its last brigade got massacred before even launching an attack themselves), before the A.I - I'm sure by chance - got blocked by an obstacle and was forced to take a different route.
Another key failing (although you could view this as intentional) is that it is difficult to earn "tribute" (essentially credits with which you can buy better structures) unless you follow the "good" path. Very early on in the game you are tasked with removing a boulder from someones garden, a task which - if you simply remove the rock - you are awarded a valuable amount of tribute. If you choose to disregard the persons cry for help, and instead throw them in the sea before depositing the rock on their house, you get nothing.
All in all, a disappointing game unless you are a fan of extreme micro-management and practically zero autonomy.
B&W requires patience (Score:4, Interesting)
(http://www.mobydisk.com/)
The most common complaint I hear about the first B&W was that the creature was too hard to train. So now it pops up bubbles explaining to you what it is thinking. The second biggest complaint was constant micromanagement of villages.
I thought it was easy to train a creature: less is more. By the end of the first level I had trained my creature to heal hurt peasants, give them food if they need it, and water trees and fields in the spare time. It didn't take much effort and it was quite intuitive. And the creature did all the micromanagement for me. Brilliant!
But on to my point about patience: I watched my 9 year old brother play the game. He spent 99% of the game doing stuff with his creature. Punishing him, rewarding him, giving him stuff to eat, etc. Whereas I spent 10 minutes out of each hour doing that. His creatures never acted on their own, they followed him around, they ate everything, they pooped on everything.
I get the impression that most people doing game reviews have the attention span of 9 year olds. It wasn't the game's fault: these reviewers need to go back to playing Quake 3 because they fingers were twitching too much.
My Two Cents (Score:1)
(http://slashdot.org/)
While my machine is on the lower end of the specs for the game, I believe I'm well within tolerance. So far, I have had crashes involving the start of the game, clicking on scrolls within the game, and army battles.
It's quite frustrating, really. And since I promised myself I wouldn't spend $300 upgrading my machine just to play a game, I guess I'm out of luck.
As someone who grew up playing PC games (starting with Dungeons of Daggorath on the TRS80), I have to say I'm pretty disappointed with the stability.
As far as the gameplay, I do enjoy it. Given that I don't have a lot of time to play, though, I just can't tolerate losing 15m to
Whatever. Nevermind.
Ahh, comicary.... (Score:2)
Seems to sum it up quite nicely.
After trying out B&W 1 (Score:2)
(Last Journal: Monday February 13 2006, @07:11PM)
My only recommendation to people not yet having experienced B&W is to try to always keep in mind that this is about a computer game, with the regular limited AI, and regular limited game play through a quest system and limited content, andof course that you don't control a world, but an animal.
This is the kind of game where your fantasy combined with others hype is your worst enemy...
I think B&W is a game that would be earth shattering if ideas and visions ruled game design, but I believe that unfortunately for Peter Molyneux, it's the other way around. Great ideas can lift a game a lot, but it still needs to have the foundation of being fun. If it doesn't, it risk feeling to me like a game made by a "mad designer" where you... well, spend time slapping monkeys to destroy villages. Sure the idea is fun, but without other concepts such as exploits of human's collective minds (Diablo II) or competitive nature (FPS games), strategic and analysing thinking (RTS games), etc, how long is it fun, really? For me, about 2 days or so, and I really wanted it to be good.
Big Problem - Trackballs (Score:2)
Biggest problem in the original game was that it was somewhat awkward to use anything but a mouse. I had difficulty using my trusty wrist-saving Logitech Trackman FX Marble to cast spells, throw things, and compete in some of the contests (e.g., bowling). There was talk from the developers about how the new version would get rid of some of the mouse-ballet-dancing annoyances in the original.
Unfortunately, B&W II seems worse for trackballers overall. Spells are more point-and-click, but elementary movements (zoom in and zoom out) that worked fine with a trackball in the original don't work at all in B&W II. And throwing things is still a godawful (no pun intended) pain.
Any help for trackballers from anyone out there? Can I change the preferences to use a game controller or joystick? Or must I buy a mouse to play this one game?
One word: (Score:2)
(http://parodiac.com/)
bad part of B&W2 (Score:1)
welcome to the 80s. :-) (Score:2)
(http://web.lemuria.org/)
Heya! They reinvented Populus!
Nah, just kidding. There ain't any new game ideas coming out of any major dev studio anyways, so I'm happy if they do some old stuff in a good way. It looks interesting, but it definitely has lost the "wow, this is a cool, new and unique idea" bonus.
ANALYSIS OF FIRST SENTENCE. (Score:1)
So. Frustrated critics referred to this game.. as a toy.. I FAIL TO SEE THE PROBLEM HERE!!!!
Check the minspec... (Score:2)
Now, I have a fairly beefy computer. Not brand new, but beefy. Dual athlon 1600s, 512mb DDR, GeForce 6800 GT, SBLive... This barely hits the minimum specs for the game. And those specifications are low. Exceptionally low. By the time you exit the tutorial, any mediocre city bumps the ram consumption near 480meg. Fine fine, I'll bump the details to nothing, turn all of the shiny things [and there's many, the game is beautiful] off. By land #5 any sizable city sends my machine into heavy thrashing.
Maybe I'm just old and crotchety, but a game shouldn't require 1.5-2 gigs of ram in minspec mode.
Re:Get Rid of the shite Tamagotchi (Score:2, Insightful)
(http://tlog.dehumanizer.com/)
Re:Pixel Shaders 1.1 - Fair warning (Score:1)
(Last Journal: Thursday August 16, @08:22PM)
Re:Pixel Shaders 1.1 - Fair warning (Score:1)
(http://slashdot.org/ | Last Journal: Thursday November 04 2004, @06:51AM)
More than a little. I had the same expereince with Theif 3: got the game, installed it, but it wouldn't run because I didn't have a DX9 card. Son of a bitch!
I have a 6800 GT now, more than qualified to run B&W 2, but the game is an absolute dog. It does not look that much better than the previous game, yet I've caught it trying to use up to a gig of ram. Hitting ESC during the game (to save or quit) sometimes takes over a minute to bring up the menu.