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After years of crafting games allowing us to play God in every situation,
from city management to Big Brother style, game auteur Will Wright
wanted to craft a grandiose and epic game. The aim was to create
a game that would be the ultimate life simulation, integrating aspects
of all sorts of gaming genres and distilling an epic single player
experience that would also incorporate a multiplayer community.
Instead, what we've ended up with is a game of many different pieces
lashed together into a disjointed yet intriguing and fairly enjoyable
whole.
This
is largely because Spore is essentially a game of two halves, the
more immediate part being the survival and exploration simulation,
which is to be expected. The other half is the Creature Creator
Workshop, which was released to some acclaim in both its full and
demo forms earlier in the year. Its release managed not only to
garner a huge amount of interest in the game but also provide content
for the game itself, as the different creatures, buildings and vehicles
that are encountered in the game are randomly selected from the
thousands that have been created by Maxis and the Spore community.
The other side of Spore is the life simulation, which it is being
so heavily sold upon. In theory the game lets you evolve a species
from the lowliest amoeba up to a civilised space-faring being -
but in practice it's a little more complex than that.
Before
going onto the game proper, it's important to explain that the creator
is essentially a cut and paste builder that looks like the warped
offspring of children's educational software and the car shop in
your average racing game. From here you can select from a vast array
of limbs, claws, extremities and, in the vehicle sections, windows,
guns and rocket-boosters. Each creator can be run independently
of the game after its segment has been completed, allowing you to
access all available parts and making it possible to create anything
from a flying iPhone to a walking Starship Enterprise. Once finished,
these creatures can be shared with the rest of the Spore community
and in turn appear in other players' games.
This
brings us to the life simulation, which is split into segments,
each following an evolutionary stage of your race's existence, the
first of which is frankly so similar to the web browser and PlayStation
Network game flOw that it's surprising that lawsuits aren't being
filed. It's a top down 2D interface where, exactly like in flOw,
you use a mouse to direct a microscopic beastie that swims around
a primordial soup, eating other creatures and subsequently growing
in size. It's here that it becomes apparent that, much like life
itself, Spore simply isn't going to be easy on you. Within minutes
you're surrounded by a variety of similar-sized cute amoeboid life
forms that are either food or competition, depending on whether
you chose to be a vegetarian or a carnivore. There are also other
copies of yourself floating around, which comes in handy when it's
mating season.
Simply
put, you have to eat as much as possible and, if you're lucky, find
and break open meteor chunks that unlock new body parts in the process.
Every so often, a giant screen-swamping predator swims after you
and, usually, munches you into kibbles; but death isn't much of
a hindrance in Spore, as in seconds you'll hatch out and be back
in the water. Eat enough and you're allowed to sing for a mate and
then pay a visit to the creature creator to add bits and bobs to
your plankton-esque avatar. Now re-read that paragraph well, because
the primordial stage is quite literally a microcosm of the entire
game. Each subsequent evolutionary step simply adds layers and options
to this basic concept. After a certain point you become the biggest
fish in the pond and it's time to be dumped unceremoniously on dry
land. A quick trip to the Creature Creator gives you a chance to
add legs, or rethink things completely before the cycle begins again,
this time in full 3D, roaming a picturesque and slightly garish
landscape that is more than a little reminiscent of Shiny's classic
real-time strategy, Sacrifice, but essentially it's mostly the same
as the quite short first stage. This bizarrely is both Spore's greatest
asset and its Achilles heel; it adds to the experience in dribs
and drabs but never fundamentally alters the basic gameplay mechanic.
Spore has a brilliantly ramped learning curve, leading you slowly
from the simplicity of eating and mating to the political shenanigans
of arguing peace with cities, never swamping you with hosts of options
- at least not until the last stage.
Moving
onwards and upwards, the game unceremoniously jumps to a primitive
village culture, and a culture shock it is, as you're suddenly faced
with a community of creatures in a real-time strategy style interface.
Suddenly you have to contend with villages of grumpy tribes and
wage war, or solicit peace from them with offerings of food, music
and dance. Much as before, this is a simple addition of an option
or two on the previous design, only with the added bother of gathering
food from your kills and using it as a basic currency for upgrades
and sweeteners in negotiating a truce with your neighbours. By now
you can't alter your creature's body-shape but instead you can cloth
it with various grass skirts and bone masks. While these add nothing
more than aesthetics to the experience, this also lasts through
the Civilisation stage, which abruptly occurs, whisking your race
into a modern society as soon as you have mastery over the other
sentient species. Now you are the only race and it's a war of attrition
between you and the several colour-coded cities around the map.
Just as before it's winner takes all and your actions to this point
will decide if you are a warlike, religious or economic society.
In practical effect this means that your vehicles (the individuals
are no longer under your control) use either armaments or iconography
or trading. In any event it's a tank rush, with no real strategy
involved, other than bribing a few strategic alliances then sending
as many craft as possible against everyone else.
The
end of the Civilisation stage brings you to the point at which the
game comes into its element; the Space stage has evidently had more
time spent on it than any other part of the game. There is a massive
galaxy map, complete with many hundreds of systems, each with planets
to explore, complete with wildlife and, in some cases, rival space-faring
civilisations. This is when the game opens out and begins to throw
possibilities at you, as well as asking you to suddenly contend
with dozens of options and menus that appear out of nowhere. Gathering
food and money becomes collecting ore from colonies then trading
it at planets; but the paltry returns from this mean that most money
must be gained by taking assignments from planets. These vary from
such fun activities as abducting aliens from one planet and taking
them to another, to wiping out other races entirely or even painting
planets a different colour, all the while forging alliances wherever
possible, building up your fleet and hearing vague rumours about
a secretive race called the Grox.
This
is where the game starts to fall down, because by expanding its
scope and scale, Maxis has also made the progression during this
phase incredibly slow. With the Space stage several times the magnitude
of the rest of the game, it takes hours to amass the sort of power
and achievements that took minutes in the previous stages. What's
more, it is theoretically almost endless, with the entire galaxy
to explore and alliances shifting within it. The Space stage feels
like an almost completely different game; ironically, the factor
that keeps it most like the earlier parts is the superficial simplicity
of it all. As the engine and space travel might look and feel somewhat
like Sins of
a Solar Empire for Dummies, it has virtually no depth or political
strategy and tactics are as meaningless as they were in the early
creature stages, with no benefit other than knowing that there is
one less enemy species around. Ultimately this simplicity is what
will make Spore rise or fall compared to expectations, as the game
has been tooled for the casual audience. Hardcore fans of any of
the genres that are present in Spore will likely feel handicapped
by a system of controls and options that are designed to be simple.
Conversely, younger players and people looking for a fun game with
highly diluted versions of many different genres will love its intuitive
controls and abject silliness.
The
biggest draw for this game is certainly the Creature Creator and
being able to manipulate the in-game avatars so completely is a
definite step forward in game design, as well as the masterstroke
of allowing players to send each other their designs, which has
effectively built Maxis a giant library of fun toys without them
having to lift a finger. Their work on the presentation varies though;
while the cutesy graphics are endearing and the animations incredible
considering their ability to adapt to the weird and curious designs
of the user-base, the sound design is lacking, the entire game is
filled with instantly forgettable muzak, the nonsense languages
of the races are irritating in the extreme and the individual sound
effects do nothing special.
Spore
will most likely appeal to those who don't expect much from it.
It's a curious step in the evolution of games artistry that will
take its place amongst games like Black
& White that, although interesting and innovative, never quite
live up to their potential and promise.
Reviewed by Graeme Strachan for AceGamez (All Rights Reserved).
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