Spore Impressions (mild spoiler, but not really)
Posted: Tue Sep 09, 2008 12:07 am
Disappointing. Extremely disappointing. I get the feeling they put so much work into the creators that they didn't have time left to make a compelling game out of it. Add to that the fact that the demos clearly demonstrate features you can't actually do in the final release (like dragging corpses), and it feels very cut-back. Let me give my impressions of each stage.
Tidepool (cell stage) — fun for about five minutes, which is how long it should take you to finish it. I really thought there would be so much more to this part of the game. The visual effects are rather spectacular, but that's all it has going for it. Note that there is no water stage as was shown in the demo videos . . . you go straight from flagellum to legs.
Landfall (creature stage) — it's obvious this is where most of the work went. Addictive and fun, but sorely lacking in variety. You can befriend creature packs, or you can kill them. Other activities include: digging up bones for bonus parts, eating plants, eating animals, and avoiding the epic creatures (or being killed instantly by them, which in my opinion is the opposite of fun). Once you've played it once, you're hard-pressed to find a reason to do it again.
Tribal stage — completely worth skipping. It plays vaguely like an extremely dumbed-down strategy game with extremely horrible camera controls. This is where I began seeing real flaws in the design, because the controls become inconsistent at this point and tend to change every stage thereafter. Your options here: befriend other tribes, or kill them. Other activities include: gathering food, avoiding or killing epic creatures. Seriously, that's it.
It may be worth noting that, by this point, I was utterly sick of designing things. I'd spend exactly enough time in the various creators as it took to build something passingly familiar, and then I would proceed with the "game." It's not that making buildings and vehicles shouldn't be fun — admittedly, I did spend a lot of time getting my spaceship to look just right — but when you've spent the last three months fiddling with the Creature Creator, you just don't care anymore. Hence, why the game needs more "game" and less "creator."
Civilization stage — more interesting than tribal, not interesting enough to care. Again, it plays very much like a dumbed-down strategy game, but without any kind of strategy. You have essentially an unlimited income, so you can waste units to your heart's content and simply rebuild them in a matter of seconds. The most strategic part of the game is maximizing the yield of your cities by placing buildings next to houses. There are basically three types of buildings you can place: houses, entertainment, and industrial. Placing either of the latter two next to a house increases its yield. As for vehicles, there are three kinds: military vehicles destroy things, while religious vehicles take them over. I didn't even see an economic vehicle, nor can I tell you what it does. These flavors come in land, sea, and air varieties. I made due with only land and sea.
Space stage — not sure what to think. You can't go just anywhere like they suggest in the demo until you have your hand held through a series of "training" missions. After that, you take missions from the various races you encounter. Missions are all basically the same: go somewhere, do something simple, come back to claim your reward. Occasionally you get to blow up some spacecraft. I've yet to see any real terraforming tools, but I can say this: even though there are literally thousands of planets, and each one looks different, they all end up exactly the same. You throw down some plants, a couple herbivores, and a carnivore to round out the tier. Build a colony if it pleases you. Rinse. Repeat. A thousand times. Oh, and you don't even get to watch the ecosystem grow. As soon as you drop a life form, it instantly fills out the world.
I have to say, I'm severely disappointed that I spent money on this game. From all the fabulous demos, I expected so much more. The creature stage is mindlessly fun, and it is amusing to see your own creatures in the game — especially since nearly every epic creature is one of your own, provided you have enough variety to fill them out. Playing on the ego, I'm sure, except it rather annoyed me; I would have preferred seeing something I hadn't created myself. The space stage has potential, provided you're patient enough to endure until you unlock some awesome toys (the planetary death ray looks pretty killer).
It's also worth noting that the flora and planetary editors have mysteriously found their way out of the software. I was really looking forward to making some plants. I'm sure they're waiting to put out an expansion and milk the public for all they can get. After two seasons of Sims expansions, I should have known.
I don't know. I don't really dislike the game, but I won't be investing nearly as much time in it as I originally feared. In fact, if I never played it again, I wouldn't lose any sleep. I'm going to try to keep my head up for other releases this year, like Fallout 3, Borderlands, and Far Cry 2. I hope they don't disappoint in the same way.
The good news is, contrary to what Maxis actually tells you, you can run it natively on a Mac. The bad news is, it runs emulated under Cider, which generates its own share of problems (especially if you use Little Snitch, which arbitrarily blocks all outgoing traffic from Cider). You're far better off dual-booting to XP with Boot Camp and running it there.
Tidepool (cell stage) — fun for about five minutes, which is how long it should take you to finish it. I really thought there would be so much more to this part of the game. The visual effects are rather spectacular, but that's all it has going for it. Note that there is no water stage as was shown in the demo videos . . . you go straight from flagellum to legs.
Landfall (creature stage) — it's obvious this is where most of the work went. Addictive and fun, but sorely lacking in variety. You can befriend creature packs, or you can kill them. Other activities include: digging up bones for bonus parts, eating plants, eating animals, and avoiding the epic creatures (or being killed instantly by them, which in my opinion is the opposite of fun). Once you've played it once, you're hard-pressed to find a reason to do it again.
Tribal stage — completely worth skipping. It plays vaguely like an extremely dumbed-down strategy game with extremely horrible camera controls. This is where I began seeing real flaws in the design, because the controls become inconsistent at this point and tend to change every stage thereafter. Your options here: befriend other tribes, or kill them. Other activities include: gathering food, avoiding or killing epic creatures. Seriously, that's it.
It may be worth noting that, by this point, I was utterly sick of designing things. I'd spend exactly enough time in the various creators as it took to build something passingly familiar, and then I would proceed with the "game." It's not that making buildings and vehicles shouldn't be fun — admittedly, I did spend a lot of time getting my spaceship to look just right — but when you've spent the last three months fiddling with the Creature Creator, you just don't care anymore. Hence, why the game needs more "game" and less "creator."
Civilization stage — more interesting than tribal, not interesting enough to care. Again, it plays very much like a dumbed-down strategy game, but without any kind of strategy. You have essentially an unlimited income, so you can waste units to your heart's content and simply rebuild them in a matter of seconds. The most strategic part of the game is maximizing the yield of your cities by placing buildings next to houses. There are basically three types of buildings you can place: houses, entertainment, and industrial. Placing either of the latter two next to a house increases its yield. As for vehicles, there are three kinds: military vehicles destroy things, while religious vehicles take them over. I didn't even see an economic vehicle, nor can I tell you what it does. These flavors come in land, sea, and air varieties. I made due with only land and sea.
Space stage — not sure what to think. You can't go just anywhere like they suggest in the demo until you have your hand held through a series of "training" missions. After that, you take missions from the various races you encounter. Missions are all basically the same: go somewhere, do something simple, come back to claim your reward. Occasionally you get to blow up some spacecraft. I've yet to see any real terraforming tools, but I can say this: even though there are literally thousands of planets, and each one looks different, they all end up exactly the same. You throw down some plants, a couple herbivores, and a carnivore to round out the tier. Build a colony if it pleases you. Rinse. Repeat. A thousand times. Oh, and you don't even get to watch the ecosystem grow. As soon as you drop a life form, it instantly fills out the world.
I have to say, I'm severely disappointed that I spent money on this game. From all the fabulous demos, I expected so much more. The creature stage is mindlessly fun, and it is amusing to see your own creatures in the game — especially since nearly every epic creature is one of your own, provided you have enough variety to fill them out. Playing on the ego, I'm sure, except it rather annoyed me; I would have preferred seeing something I hadn't created myself. The space stage has potential, provided you're patient enough to endure until you unlock some awesome toys (the planetary death ray looks pretty killer).
It's also worth noting that the flora and planetary editors have mysteriously found their way out of the software. I was really looking forward to making some plants. I'm sure they're waiting to put out an expansion and milk the public for all they can get. After two seasons of Sims expansions, I should have known.
I don't know. I don't really dislike the game, but I won't be investing nearly as much time in it as I originally feared. In fact, if I never played it again, I wouldn't lose any sleep. I'm going to try to keep my head up for other releases this year, like Fallout 3, Borderlands, and Far Cry 2. I hope they don't disappoint in the same way.
The good news is, contrary to what Maxis actually tells you, you can run it natively on a Mac. The bad news is, it runs emulated under Cider, which generates its own share of problems (especially if you use Little Snitch, which arbitrarily blocks all outgoing traffic from Cider). You're far better off dual-booting to XP with Boot Camp and running it there.