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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

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  • by gseidman ( 97 ) <gss+sdot@anthrop ... t ['dro' in gap]> on Tuesday October 25, 2005 @01:34PM (#13873180)
    Yes, a Mac version is in the works (being ported by Feral Interactive [feralinteractive.com]). Of course, there is no stated release date on the press release [lionhead.com], but what can you expect?
  • The Creature (Score:5, Informative)

    by TGK ( 262438 ) on Tuesday October 25, 2005 @01:35PM (#13873189) Homepage Journal
    I've been playing with Black and White for a while now and, while the game is impressive, there are some worthwhile complaints.

    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.
  • by ElGameR ( 815688 ) on Tuesday October 25, 2005 @01:40PM (#13873224)
    The 1.1 patch fixed that, among other problems. Although, if you could save in 1.0, your saved games wont work in 1.1.
  • by Carnage Pants ( 801975 ) on Tuesday October 25, 2005 @01:41PM (#13873239)
    Despite some gameplay frustrations, Black and White 2 is a solid experience. Let's try a parallel: "Despite some graphic design frustrations, Adobe Photoshop is a solid experience."
    I'd say any game is going to have gameplay frustrations. Gameplay bugs might be better suited to what you're saying. If I keep dying in a FPS because I suck, that's a gameplay frustration. Certainly not a reason for halting the printing of the game.
  • by dclydew ( 14163 ) <dclydew@gmail.com> on Tuesday October 25, 2005 @01:42PM (#13873250)
    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.

    According to the onlie info I found, this was pretty much the typical experience. I'll have to try it under the new wine code release and see if it finally works.
  • Another review (Score:3, Informative)

    by Kaimelar ( 121741 ) on Tuesday October 25, 2005 @01:44PM (#13873272) Homepage
    Eurogamer did a review of B&W2 recently at

    http://www.eurogamer.net/article.php?article_id=61 124 [eurogamer.net]

    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.
  • Re:The Creature (Score:3, Informative)

    by HarvardAce ( 771954 ) on Tuesday October 25, 2005 @01:48PM (#13873303) Homepage
    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.

    I was confused at first too, until I got to the tutorial about changing time. When you attempt to change the time (by clicking the action button on the sky), you'll see a clock. In the afternoon time, at about 3 or 4 o'clock, you'll see an icon (I forget what it looks like) that I believe matches the statue on the town center when they want free time. Set the time of day to that time, and the people will have free time. The same is true for sleep -- if they want to sleep, just set the time to be night-time. Unfortunately, it seems as if the day doesn't go fast enough, and the citizens want sleep and free time before it would normally come, so you'll find yourself accelerating time to free time and sleep time often.

    Also...one more thing of note -- any disciples you create will continue to work during the "free time" part of the day, so if the citizens are still complaining about free time, you may want to decrease the number of disciples you have (or replace old disciples with new ones).

    It would of course be nice if the manual actually told you all this stuff, and the tutorial doesn't talk about free time at all, with the exception of the one liner about disciples not using free time (which is very easy to miss).

  • by Zeussy ( 868062 ) on Tuesday October 25, 2005 @02:02PM (#13873443) Homepage
    i found it hard enough to get B&W 1 to run correctly in WinXP. Until i cracked it... Then it worked fine. Copy protection just seemed to lockup on my XP install. Never know, give it a try under cedega, might help.
  • Re:Another review (Score:3, Informative)

    by maxpublic ( 450413 ) on Tuesday October 25, 2005 @02:50PM (#13873864) Homepage
    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?

    Because you start out as a pathetic, minor, forgettable little demigod and can only achieve greater status by increasing the number of people who worship your ass - which requires that you actually do something for them, else they'll find some OTHER pathetic, minor, forgettable little demigod to worship.

    Just because you're a god doesn't mean you start out as Zeus. More like Demeter, or Persephone, and from there you have to work your way up the ranks.

    Max

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