Black and white preview tekið af www.ferrago.co.uk

Black and White, the debut title from much-hyperbolised developer Lionhead, was something of a mixed-bag in the eyes of many gamers. Whilst some lauded the game as pure innovation, loving every-second of the freedom offered by the unlimited nature of the game, others despised the lack of direction or concrete objectives, stating that the game lacked any ‘game’, and was more of an experiment in artificial-intelligence.

Whichever side of the fiercely fought front-line you fall on, there can be no doubt that for both camps Black and White 2 is of great interest, with Peter Molyneux being his ever-vocal self regarding the planned innovations in the sequel. Indeed, the Lionhead top-dog has gone as far as to comment in previous interviews that they already have the path of Black and White mapped up to number five! Which seem quite ridiculous.

Anyway, on to Black and White 2, a game which hopes to appease the critics and satiate the fans, whilst remaining true to its beginnings in Eden. A lofty task.

“The trouble with doing a sequel, if you pick the middle road and appease the person who's slagging you off, then the person who really likes it gets really pissed off - so it flips over. It needs to be really carefully done and we've talked a lot with people who have played Black and White.” Commented Peter Molyneux in a recent interview with Computer and Video Games. Apparently, Black and White 2 aims to progress the series’ super-objective of growing closer and closer to the world as it is today, and with this in mind the technology will have evolved greatly from the original, with villagers growing more complex as individuals too.

Of course, with this growing sophistication will come wars, we’re promised, between different tribes and villages. This will play a key role in giving the player of the sequel a greater sense of purpose, with the game leaning far more towards Molyneux’s previous creation, Populous. As the ruling deiety in the land, you as a God will be able to dissuade or encourage the war-like inclinations of your subjects, and play a hand in the war itself.

Lionhead are paying a great deal of attention to this aspect of the game, and it appears at this stage that this will be one of the most major additions in the sequel. We’re promised massive, epic battles, of a scale similar to Shogun and Medieval, with thousands upon thousands of fighters surging across the land in battle, armed with a variety of weapons and each with differing abilities (each tribe will be able to manufacture different weapons, Japanese swordsman will use katanas while norseman will use broadswords).”The first thing we wanted to do was create armies with weapons. For instance, with bows and arrows and spears. To really get that feel, you need a little bit of technology and the wars to be fought between hundreds and thousands now.” Stated Molyneux, when previously speaking on the subject.

However, battle or no battle will not be the only moral choice to be tackled. You may instead choose to focus your attentions on your creature, to protect and serve your subjects in war, protecting their City in a battle. The creatures will have progressed in Black and White 2, like everything in the land, and will be far more powerful, as you will be as a God. Trade will also figure as an option, with different villages enjoying different resources.

Building options have been expanded hugely, with Molyneux commenting that the breadth of construction available to you now expands to SimCity-like proportions, with walls and towers being constructed to defend against sieges. Another big event in the new game. Such potential seems to have wondrous multiplayer hope, with Lionhead promising that this will receive specific attention in the game. In fact, a whole different team is working on Black and White Online, and its being developed as an entirely separate game, t o fully exploit the potential available.

All the villagers are being redesigned from the ground-up with better expressions visually, and more advanced AI guiding them – they may now respond negatively to your creature, too, the advances in civilisation having made them less naive. A 200ft Titan striding into a village may come under attack from archers, was the example given.

As it stands, Peter Molyneux is realistic about the design mistakes made in the original. A much-improved interface is promised, which will enable the intuitive grouping of armies in battle, as well as a brand-new camera system to heighten drama but not impede control. A new and much-improved tutorial will feature, and this should make picking up the various complexities much easier for beginners.

Finally, one of the biggest criticisms levelled at the game will also be addressed. Namely, that the whole theme of good and evil, black and white, isn’t as integral, significant, or indeed notable as it could have been. This will be addressed, too, with decisions taken resulting in far more dramatic consequences, whilst all the while the landscape of the game will change to embody you as a God. Molyneux and his team are aiming for a release next year, 2003.

By Luke Guttridge
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