Black & White was one of the more
interesting games of 2001. Some of the most amazing AI ever to appear in a
game was coupled with a flawed strategy component, and the game inspired both
praise and disdain from gamers. Now there's Creature Isle, an expansion
for Black & White that focuses on the game's creatures while downplaying the
strategy elements of the game.
Creature Isle transports your creature to a new island inhabited by creatures
without gods. They have banded together to form a brotherhood and have
invited your creature to join. In order to gain membership, though, your
creature must first pass a series trials created by the various creatures on the
island. One of these trials includes the hatching and raising of a new
creature, Tyke. Like your creature, Tyke will need to be trained to cast
miracles, feed himself, and to help run villages. However, this time it is
not you doing the training, but your creature. Your creature will train
Tyke in the same manner as you trained him. Evil creatures will teach Tyke
to be destructive, while good creatures will teach him kindness. Once your
creature passes all of the trials, he will gain membership in the brotherhood
and catch the eye of the island's only female creature, Eve.
The trials in Creature Isle are a series of mini-games which include bowling,
soccer, a foot race, target shooting, and the like. Each is run by a
different creature, and completing the trial makes the creature's type available
for play. This is a very nice feature of Creature Isle, as players can
swap their creature type at will after completing a trial. Not only will
players enjoy trying out all the various creature types and watching their
highly animated antics, but they can also use this to their advantage in the
trials. Facing a trail that requires strength? Switch to a tiger or
bear. Speed of the essence? Try a horse or zebra. The
trials themselves are an uneven mix of games that range from amusing to
frustrating, and one literally makes you watch grass grow. Most of the
trials begin, end, and are even interspersed with cutscenes that make some of
them drag out to a very slow pace. For example, one of the early trials is
a bowling match with a cow. You need to bowl five frames and each shot by
your creature and the cow is followed by a comment or insult. These
cutscenes can not be bypassed, so by the third or fourth time you are told that
you've made a bad shot you are ready to grill some hamburgers and forget the
whole brotherhood thing. The slow pace also diminishes the replay value of
most of the trials - you'll be happy to complete them, but will probably not
want to go through the whole thing again.
Some of the trials provide opportunities to cheat a little and take shortcuts
- literally in the case of the footrace trial. However, there does not
seem to be any negative penalty for cheating during a trial. This is
strange since the original game emphasized the making of moral choices when
completing quests, and the choices made affected you, your creature, and even
the world around you. The whole moral component of the game is not just
absent from the trials, but pretty much from the whole expansion itself.
It does not really matter if you follow the good or evil path, either way you'll
still make it into the brotherhood.
Another big change in Creature Isle is the absence of other gods. You
will not need to fight for territory or protect your holdings from rivals.
You are free to take a much leisurely pace in Creature Isle, leaving you with
far more time for exploring or training your creature. Not only are there
no other gods, but the whole strategy aspect of the game has been toned
down. Villagers are nowhere near as demanding as they were in Black &
White, and they seem to always have plenty of food and raw materials.
Villagers in Black & White were voracious, and could quickly strip an island
of resources. Not so in Creature Isle - the forest surrounding the
villages remain as pristine as ever as you play the game. This is a
welcome change as it frees the player to concentrate on the more enjoyable
aspects of the game. Instead of constantly watering fields and hauling
lumber, the player is free to concentrate on his/her creature and the
trials. This change apparently was not applied to the worshippers at the
temple, though. They still are in constant need of food lest they die of
starvation during their rituals. While it is understandable that the
game's designers needed a way to prevent players from emptying their villages to
provide miracle power, it's still an annoying distraction to have to constantly
go back to the temple to feed the worshippers.
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