Yesterday, after a pulled pork sandwich dinner that couldn't be beat, our friends
pmat and
shakati introduced
esrblog and me to the latest game that's been eating our friends' brains: Spore.
After some tinkering with cache size (to improve our chances of seeing our budding critter as the graphics engine chugged along), we duly oohed and aaahed over the impressive galactic view and the start-of-your-home-planet sequence. (We let the game name ours Javin.) Our Spikeworm quickly grew until, in an amazingly short time, it was ready to develop legs and climb out onto dry land.
Unfortunately for us, dry land was a lot tougher. We had decided to make Spikey (and his land-based successor, the Stegojumper) a carnivore, and the game would not allow us to backtrack from that fundamental decision. As time wore on, species that were sufficiently weaker than Steggy (and thus suitable prey) became thin on the ground, forcing us to roam farther and farther afield for food, and for potential allies. Sometimes, Steggy got killed, and when he got killed he lost critical advances. All too soon, Steggy was too primitive to impress the bigger, more sophisticated species, which made killing a new species a real crapshoot.
At that point (after about a couple of hours) our friends kicked us out to get some rest, but that was fine by me, because I'd seen enough to realize that, though it was fun, I'm unlikely to become addicted to Spore. The graphics are indeed as wonderful as everyone describes (particularly as each species is generated on the fly by the graphics engine) and the evolutionary process mostly convincing. (Though it was annoying that the coloration of a species doesn't seem to have any evolutionary consequences in the game. Sigh.) The build area, where you get to add new features to your evolving species as you acquire sufficient DNA points, was well done and easy to use.
No, my problem was moving Steggy around the landscape. Not the navigation--the inset map the game provides for you was simple enough to use. On the other hand, Steggy had no brakes, when I ran him; he would miss targets by the equivalent of many yards, and I found turning him around surprisingly unintuitive. I also screwed up camera angle changes, often ending up with a viewpoint that spun uselessly around and around above Steggy's eye level. Though I imagine I would find the process became easier with time, the combination of wrestling with the movement interface and getting killed a lot made me happy to stop.
Though I would like to try it at least once more, with a herbivore. There was an awful lot of fruit on Javin....
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After some tinkering with cache size (to improve our chances of seeing our budding critter as the graphics engine chugged along), we duly oohed and aaahed over the impressive galactic view and the start-of-your-home-planet sequence. (We let the game name ours Javin.) Our Spikeworm quickly grew until, in an amazingly short time, it was ready to develop legs and climb out onto dry land.
Unfortunately for us, dry land was a lot tougher. We had decided to make Spikey (and his land-based successor, the Stegojumper) a carnivore, and the game would not allow us to backtrack from that fundamental decision. As time wore on, species that were sufficiently weaker than Steggy (and thus suitable prey) became thin on the ground, forcing us to roam farther and farther afield for food, and for potential allies. Sometimes, Steggy got killed, and when he got killed he lost critical advances. All too soon, Steggy was too primitive to impress the bigger, more sophisticated species, which made killing a new species a real crapshoot.
At that point (after about a couple of hours) our friends kicked us out to get some rest, but that was fine by me, because I'd seen enough to realize that, though it was fun, I'm unlikely to become addicted to Spore. The graphics are indeed as wonderful as everyone describes (particularly as each species is generated on the fly by the graphics engine) and the evolutionary process mostly convincing. (Though it was annoying that the coloration of a species doesn't seem to have any evolutionary consequences in the game. Sigh.) The build area, where you get to add new features to your evolving species as you acquire sufficient DNA points, was well done and easy to use.
No, my problem was moving Steggy around the landscape. Not the navigation--the inset map the game provides for you was simple enough to use. On the other hand, Steggy had no brakes, when I ran him; he would miss targets by the equivalent of many yards, and I found turning him around surprisingly unintuitive. I also screwed up camera angle changes, often ending up with a viewpoint that spun uselessly around and around above Steggy's eye level. Though I imagine I would find the process became easier with time, the combination of wrestling with the movement interface and getting killed a lot made me happy to stop.
Though I would like to try it at least once more, with a herbivore. There was an awful lot of fruit on Javin....
Spore
Honestly the 'best' part, IMHO, is the galactic phase and seems the most fleshed out. I can spend hours flying around and terraforming planets. Good times.
-EricS
Re: Spore
Re: Spore
It's also worth noting that you're not necessarily locked into carnivore/herbivore by what you choose during the start of the cell stage. You can track your movement up and down the Path Of Death with the button in the far right of the screen, and freely swap between herbivore and carnivore mouths--or even equip both, if you haven't unlocked the omnivore mouth--at any time along the way. Your available mouth types in the creature stage are ultimately based on how you played during the cell stage.
Also, a neat little trick if you want to play a friendly carnivore? When you get sent onto land for the very first time, you'll still have all the cell parts available to you. Just keep an herbivore mouth hidden somewhere on your creature, and you'll be able to eat fruit while playing however you like. (But you can't get it back if you ever remove it from the beast, so if you don't like the look, best to shrink it tiny and hide it inside another body part.)
Re: Spore
Re: Spore
It's useful to remember that even herbivores can equip spikes early on, and run around stabbing things with useful parts to swipe their evolutionary advantages.
Re: Spore
Re: Spore
DNA points you get by eating things. Meat if you're a carnivore, plants if you're an herbivore, but it's straight-up chomp chomp chomp. (Either, if you're an omnivore.) That's what you spend to buy new parts when you're in the cell-fiddling stage after mating.
Parts you unlock by breaking apart the shiny meteor rocks, killing something and having it drop a part that it had and you didn't, or by wandering nearby after something else killed (see above). Parts are what give you options to choose from to spend your DNA points on, after mating.
Mating itself just opens the editor; it doesn't give or take away parts or points, though it'll show you which parts you've picked up that are new since the last time you had the editor open.
Re: Spore
I do understand how mating and DNA works in the game. What I didn't understand is that you can select, to some degree, the type of "new" parts you can get to select from when "mating" by selecting *where* you look for shiny bone piles (the carnivore equivalent to the herbivore "shiny meteor rocks" I guess). I thought you just gathered as much "shiny" as you could and it was potluck what new abilities you'd be able to get. .
Re: Spore
Re: Spore
Yes, the slurping sound is gross. And the way our pretty Steggys looked after getting dismembered by a critter a third again the size...sad.
Re: Spore
playmatesfriends to help us hunt. Unfortunately, after getting killed three or four times, I had lost a lot of the abilities that had enabled me to impress other species, making the game a lot harder. (I found the first species that cared about dancing right after I had lost my 2nd level Dance ability.)Thanks for the hint about adding an extra mouth while still in the primordial ooze; I was wondering how you play as an omnivore
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However, I didn't realize that having pack members would help in impressing other species...but then, we only played 2 1/2 hours.
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Note to the baby boomers among us: if you really want to be put in your place, play Spore for a week and then watch your 9-year-old grandson play it for a morning!!
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Actually, There is only one Mac in our house; the ancient laptop next to my desk that we use for games. Somehow, though, I don't think the Mac edition of Spore could run on its decrepit Mac 9.1 OS. Heck, that laptop is nearly 9 years old; it might not even have enough memory to run the game.
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I was just commenting that we don't _buy_ windows software anymore. (I got Fade a copy of VMWare for the mac for christmas, and she finally got xp installed under it, but the 3D acceleration doesn't seem to work and I dunno how to fiddle with it on either host system or the emulated one...)
Rob
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As I said, if the Matuszeks' older, but still reasonably recent Mac has trouble running Spore, a Windows emulator seems likely to barf on it.
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I wonder if the different planets offer different amounts of plants and animals to eat. You could, I suppose, put on both a carnivore mouth and a herbivore mouth.
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