Catachan:
"So...", I hear you shout, "...What's so good about this
game?"
Catachan: OK, you wanna know something about what you can expect to see in
the actual game itself, huh? OK!
Black
& White
is a strategy game packed with the sort of unique features that PC gamers have
come to expect from a Peter Molyneux title.
From a spired citadel located in a remote corner of the game-world, you survey
the surrounding 3D landscape. In technical terms, the game-world is constructed
using Lionhead’s
revolutionary new, fully scalable, rotating, environment-mapped, modifiable
landscape with an engine giving though-the-eye vision, bump mapping, light
sourcing and reflections.
Dotted about the landscape are tribes of human-type creatures. From a
perspective high above the clouds you can zoom in to watch these individuals
going about their daily business. Just by observing them, you will find they
live ‘natural’ lives with virtually every aspect of village life built in.
Not only will the villagers plough, hunt and fish, but they will visit friends,
play games, fall in love, get married… A full range of natural behaviours
are designed into each tribe.
The tribes are an integral part of the game. There will be a large number of
different tribe types, based on parallels from past and present history: Norse,
Japanese, Tibetan, Aztec, American Indian, Celtic and Egyptian. Each has its own
particular purpose in the game. And within the game, the tribesmen will be
particularly impressive. An incredibly large number of individuals might
appear on-screen at any one time.
The player starts by ‘converting’ the villagers in an attempt to persuade
them to worship you. Once they have become your loyal followers, they can be
used to perform a vital function. By summoning them to your Citadel, you can
have them perform strange and elaborate worship rituals in your honour. And
as they dance around the Citadel praising your name, they are generating
lifeforce; the essential ingredient for the magic spells you will soon be able
to cast.
Each tribe is capable of producing lifeforce of a specific type. A vast number
of spells are written into the game, each being unique to its particular tribe.
The alignment of spells vary from pure good to pure evil and everything in
between. The choice of which spells you want to use is entirely yours to make.
However, your choices are monitored carefully throughout the game. The more
magic of any particular alignment you choose to use, the more your environment
will gradually alter to reflect this fact. If you tend towards using evil magic
(destructive, fear-invoking spells), your homelands will physically alter in
accordance with this. Your citadel will become dark, angular and foreboding; the
surrounding green fields will become black and charred. Your followers worship
you out of fear. But if your preference is good magic (protection, healing etc.
spells), your citadel will gradually come to resemble a fairytale palace, with
the surrounding lands bright and colourful – perhaps even nauseatingly so. And
your loving followers will dutifully obey your every command.
Playing Black & White is like taking a huge personality test. The results
will reflect the sort of games player you actually are. And the way you
choose to control your land is reflected in the game by a corresponding
evolution of your own territory.
You are not alone in this game. At the start, whilst you expand your territory,
a number of other sorcerers are creating their own power base. Ultimately you
will clash. In these battles, your weapons are your magic spells.
When magic battles between sorcerers arise, the game comes to life.
Thunderclouds roll across the skies as lightning bolt attacks are directed at
opponents’ villages. Armies of skeletons are summoned who stride across the
countryside scything everything – and everyone – in their paths. Earthquakes
tear the ground apart.
The way magic is handled in Black & White is revolutionary in three ways.
Spells
directed against you can be anticipated. You always have time to react to
spells. And time to cast an appropriate counter-spell in time. | |
Lionhead
have developed a new technology – ‘Gesture Recognition’ technology – which allows spells to be cast, practised and perfected by
mouse movement. To cast a firewall, for example, you must sweep the mouse in
a circle. From this gesture, Lionhead’s GR technology can sense the type
of spell you wish to cast and (according to how accurately the spell was
executed) determine how strong it was. | |
Your
worshippers are all-important in that they provide the lifeforce (energy)
you need to cast spells. In the heat of battle you can order your followers
to increase their worship rituals. The more frenzied the dancing and
chanting, the more energy they will provide for you. But when you push them
too hard, some will be unable to maintain the pace and will die in the
process. |
There
is one type of magic which does not rely on your followers. The magic cast by
your familiar. In Black & White, you have various roles. As a ruling
overlord you must manage your tribes of followers as you see fit. As powerful
sorcerer you must practice and perfect your spell-casting technique. There is
also one other major area in the game which will demand your careful attention. You
must take on one further role - as responsible parent.
By plucking any living beast you might find in the game-world and dropping it
into your citadel, this unfortunate creature goes through a magical
transformation. Like a child, it begins to grow. It grows. And grows… By the
time it reaches adulthood, it will have transformed into a gargantuan creature
towering above the tribesmen, able to flatten a whole village with a single
footstep. Exactly how it conducts itself as it strides across the countryside
will depend on how you have raised it.
As you may choose to use good or evil magic, you may also choose to raise your
titanic familiar to be good or evil. This you must do in training sessions
whilst the game progresses. As you might with a growing child, you must punish
it when it does anything wrong and reward it when it acts correctly. If the
creature is hungry and stuffs its mouth full of tribesmen, you will probably
reward it if these tribesmen are followers of a rival sorcerer. If they are your
own, people, you will thrash it. Gradually the creature will learn what it may
and may not do.
Another important aspect in the education of your growing creature is its
magical ability. Your creature will learn to perform only those spells you have
taught it. In battles between sorcerers, this is all-important. When the spells
are coming thick and fast, relying on your exhausted worshippers may not be
possible. But your creature casts spells created with its own source of
lifeforce.
Black & White is a cross-genre game which involves resource management (in
this case human resources), spellcasting skills which rely on dexterity and
practice, battle strategy and parenting skills. The game is played in real time
and will accommodate multiplayer play over networks and internet play. Another
original feature is that your creatures are portable, from single player game
to Internet game and back. Thus you may train your creature in the comfort
of your own home before taking him off to an Internet game.
Black & White is a hugely ambitious project which is setting new standards
in game design and execution.
Catachan: Well, I hope that's given you some insight into the game. Need
more? Just contact
us and ask!