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PC Games (Games)

Review: Black and White 2 165

Peter Molyneux's Black and White was universally hailed as an innovative switch-up in gaming prior to its launch, and frustrated critics referred to it as a toy once they'd had a chance to see the depth of the title's gameplay. The design of the sequel, Black and White 2, seems to be a deliberate response to the denouncements leveled at the original game. The result is a more traditional, less open-ended RTS with some identity issues. Despite that, being a god still has as much appeal as it did back in the days of Populous. Read on for my impressions of Molyneux's marriage of Nintendogs and Age of Empire: Black and White 2.
  • Title: Black and White 2
  • Developer: Lionhead Studios
  • Publisher: EA
  • System: PC
  • Reviewer: Zonk
  • Score: 7/10
While most Real-Time Strategy titles put you in the role of a commander or general, the Black and White series invites you to tap into your inner Marduk and play god. As the deity of the Greeks in an archipelago of war-torn islands, you are tasked with the safety of your people as they're besieged by competing cultures. The Aztecs, the Norse and the Japanese all take part in what appears to be a concerted effort to wipe Greek culture from the face of the planet. As in the original, the pure prayers of your people summon you from the nothingness of the spaces between space. Since this is a Molyneux game, your recently summoned self is a blank slate. Your godly presence's moral compass is up for you to decide. Within your sphere of influence your power is fairly absolute, and you can crush the life out of your citizenry just as easily as you can ensure their survival. This sort of temptation is the basis for much of the gameplay in Black and White 2.

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.

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Review: Black and White 2

Comments Filter:
  • TMI (Score:5, Funny)

    by mblase ( 200735 ) on Tuesday October 25, 2005 @01:23PM (#13873097)
    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.

    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.
  • by Anonymous Coward on Tuesday October 25, 2005 @01:38PM (#13873211)
    An OK game, but c'mon, why did I have to hear my creature taking a crap all the time.

    Yuck!

    I play games to escape, not to walk around with a monster bag.
  • by giblfiz ( 125533 ) on Tuesday October 25, 2005 @01:46PM (#13873286)
    critics referred to it as a toy
    Last I checked video games were supposed to be toys.
  • Re:TMI (Score:3, Funny)

    by wpmegee ( 325603 ) <wpmegee&yahoo,com> on Tuesday October 25, 2005 @01:46PM (#13873291)
    Multiplayer seems to be more of a deathmatch than anything else... You mean you wouldn't like to be a giant god-like creature breeder?

    Check out the gamespot review for some more multiplayer info
    http://www.gamespot.com/pc/strategy/blackwhite/rev iew.html?page=2 [gamespot.com]
  • by Anonymous Coward on Tuesday October 25, 2005 @02:01PM (#13873433)
    I thought "Look to the cookie"!

    "The thing about eating the Black and White cookie, Elaine, is you want to get some black and some white in each bite. Nothing mixes better than vanilla and chocolate And yet somehow racial harmony eludes us. If people would only look to the cookie all our problems would be solved." - Jerry Seinfeld, Seinfeld (The Dinner Party)


  • by lilmouse ( 310335 ) on Tuesday October 25, 2005 @02:03PM (#13873450)
    I loved my old creature! I had an Ape. I did have some trouble with him at the beginning, but once I taught him that he could eat grain, it wasn't so bad. He did get hungry a lot, though... So I'd come over, give him some grain, rub his belly 'till he ate it, make him happy. We'd play with the beachballs (he did have a tendency to eat them, though), I'd leash him to a friendly village so he could help out (and raid their stores) - it was a good life.

    It took me about a month before I realized that I'd trained him to be fat, lazy, and complain a lot (you're complaining? Here, have some food, and I'll rub your belly). At least he was affectionate - he'd pay attention to my hand when it was around. No doubt waiting for the next handout! I never gave him anything heavy to carry so he wasn't that impressive in combat, either... I was so pleased when I realized that I'd done! (Not pleased with the result, mind you - pleased that it could be done at all!) I'd spoiled a creature!!

    Just wait 'till I have a kid!

    --LWM
  • by TrevorB ( 57780 ) on Tuesday October 25, 2005 @02:14PM (#13873545) Homepage
    Alright everyone, admit it, you're trying to waste time reading other game reviews trying to pass the 24 hours for Civilization IV is released...
  • by DavidLeblond ( 267211 ) <me@david l e b l o n d .com> on Tuesday October 25, 2005 @02:18PM (#13873584) Homepage
    The only way I found to win a game during Black and White 1 was to toss my creature's poop at the opposing side's food supply. As soon as you landed one in there, game over!
  • by _xeno_ ( 155264 ) on Tuesday October 25, 2005 @03:18PM (#13874142) Homepage Journal

    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 could never get B&W 1 to run under Wine, even with Cadega. It would install, start and then explode in a shower of jerky graphics and fail.

    So you're saying that Cedega emmulated the Windows experience perfectly?
  • by AndroidCat ( 229562 ) on Tuesday October 25, 2005 @04:08PM (#13874711) Homepage
    Why not some mixed genre games like God Theft Auto?
  • by Fallingcow ( 213461 ) on Tuesday October 25, 2005 @04:10PM (#13874748) Homepage
    God Theft Auto, eh?

    "Dude, I just totally jacked Mercury! He's fast enough to get me over that bridge jump I've been having trouble with! Sweet!"
  • by T-Bucket ( 823202 ) on Tuesday October 25, 2005 @04:30PM (#13874956) Homepage
    There you go... You could be God in the GTA universe.. Instead of a 40 foot cow, you could have a pet gang member... You could hurl the excrement at the west side, rather than another island, and instead of wanting grain and wood your subjects want beer and weed!

Always try to do things in chronological order; it's less confusing that way.

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