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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 indros13 ( 531405 ) * on Tuesday October 25, 2005 @01:24PM (#13873102) Homepage Journal
    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." Excuse me? If gameplay is a problem, then this game is not ready to go gold, especially given the frustrations over the first version. Additionally, Zonk describes being a "good" god as completely boring and the AI as predictably dumb in war. For a game the promised open-ended choices, it's pretty sad to see that it's one sided in practice. I'd call that a major flaw more than a "gameplay frustration." Personally, I enjoyed the original immensely and found the gameplay just fine, so hopefully Zonk just has a different perspective. My problem with Black & White 1 was the bug that crashed the game every time you tried to save. I didn't have the time or patience to try to play through Black and White "savage."
  • by Anonymous Coward on Tuesday October 25, 2005 @01:26PM (#13873120)
    Screw B&W - I want Populous and Syndicate back!
  • Multiplayer (Score:1, Insightful)

    by Anonymous Coward on Tuesday October 25, 2005 @01:34PM (#13873178)
    Does anyone happen to know if they will be adding multiplayer to B&W2 in a future patch?

    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.
  • by bonch ( 38532 ) on Tuesday October 25, 2005 @01:37PM (#13873206)
    I submitted a story this morning that Civilization IV was out today, including a summary of the big changes, as well as a link to the 94% IGN review and the Wikipedia entry that described all the major changes made to the game.

    It was rejected so that Zonk could post another one of his big game reviews, for a game that came out a week ago.
  • by goatpunch ( 668594 ) on Tuesday October 25, 2005 @01:39PM (#13873219)
    Shame that they've still kept the Tamagotchi-like 'Creature'; who wants to train a Cow-Wolf when you can cause Volcanoes?

    Also, why does a god have to waste time performing the harvest etc.?

    Shame, because the idea had potential.
  • Let's be accurate (Score:2, Insightful)

    by brokenarmsgordon ( 903407 ) on Tuesday October 25, 2005 @01:43PM (#13873261)
    A marriage of Nintendogs and Age of Empire? Let's get real here, Black & White predates Nintendogs by some margin. If anything, Nintendogs would be the divorce of Age of Empire from Black & White.

    But not really because it's a poor description, anyway.

  • by RexRhino ( 769423 ) on Tuesday October 25, 2005 @01:50PM (#13873332)
    Black & White was one of the most original and creative games ever made. It introduced a whole slew of gameplay elements not seen before, and was truly brilliant.

    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.
  • by millisa ( 151093 ) on Tuesday October 25, 2005 @01:58PM (#13873410)
    I played B&W2. I am *not* a super-gamer. I finished it from start to finish in maybe 9 hours of game play, a large quantity of it being repetitive and somewhat boring.

    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).
  • by Speare ( 84249 ) on Tuesday October 25, 2005 @02:04PM (#13873462) Homepage Journal
    I loved everything about the first Black & White game, except the frickin' pet. If I wanted one of those Tamagotchi (egg pal) electronic pets, I'd buy it on a keychain. I want to be a 'god' to my 'creation,' not an obedience school to some baby mothra knockoff. I want my 'worshippers' to follow MY vengeance with fear and tribute, not cringe at the Second Coming of the Great Big Teddy Bear. Too bad this is Black & White & Pet II, not a real god game.
  • by Mondoz ( 672060 ) on Tuesday October 25, 2005 @02:06PM (#13873482)
    I loved enslaving people and running around with the entire town in tow before engaging the enemy stronghold.

    Having 4 cyborgs in trench coats whipping out huge chain-guns to mow down the bad (good?) guys whilst surrounded by their army of zombified cyber-slaves was too much fun.

    I would say we need another one of those games, but they'd probably just 3D the heck of it, and you'd end up with a first person shooter.
  • by Dehumanizer ( 31435 ) on Tuesday October 25, 2005 @02:12PM (#13873527) Homepage
    Sorry, but your comment makes as much sense as saying that Gran Turismo should get rid of "that boring driving stuff". If you don't like the genre, fine, but...

  • by Angostura ( 703910 ) on Tuesday October 25, 2005 @02:25PM (#13873652)
    The main problem I had with the B+W 1 gameplay was the sheer amount of graft I seemed to have to do to keep my civilisation running. No matter how much I tried to train my population (or animal) to look after themselves, I seemed to spend an inordinate amount of time watering crops, placing individual huts etc...

    Is that any better in version 2? I'd like the criters to get on with their lives more like Sim City
  • by Durzel ( 137902 ) on Tuesday October 25, 2005 @02:46PM (#13873838) Homepage
    One thing I would say is that whilst the game is technically and graphically very good, the amount of micro-management required even with just two or three townships under your control on a map is too onerous.

    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.
  • by Anne_Nonymous ( 313852 ) on Tuesday October 25, 2005 @03:57PM (#13874565) Homepage Journal
    >> Needy good for nothing worthless sacks of shit that couldn't do anything efficiently but die.

    Now you know how it feels to be god. I'd say the experience was worth $43.95 plus tax.
  • by scarlac ( 768893 ) on Tuesday October 25, 2005 @04:14PM (#13874794) Homepage
    Using Cedega 4.4 there isn't any apparent problems.
    I've installed B&W 1, and it works fine. It is rated 4/5. Game settings won't be saved over sessions and setting to lowest may cause crashes. But apart from that it runs fine for me. I've never had a crash specific to me using linux. The only problem is the performance loss there is.

    My system is debian 3.1, unstable, linux 2.6.12, with some fairly new/standard hardware (geforce fx 5600, 512 mb ram).

    But I have nothing to say about B&W 2... I would love it if they did a native linux port, however.

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