Showing posts with label Spore. Show all posts
Showing posts with label Spore. Show all posts

Wednesday, July 15, 2009

Spore Galactic Adventures

I recently picked up the Spore Galactic Adventures expansion, which I've been playing with my son, and it's just a whole lot of fun.

First of all, the new content has a ton of charm. The first few missions that I did -- one of which was a Shakespearian Romeo and Juliette adventure -- had great writing and the wholesome, bubblegum appeal that I've come to enjoy with Spore. And the new stuff works seamlessly within the existing game, and allows you to have greater enjoyment with those creations that you've labored over throughout all the other games you've run. You can take adventures just like missions in Space mode that actually put you down on a planet, and you get to walk around and look at stuff, going "Hey, I made that" or "Wow I totally fought those guys before" and "Stupid piplup creatures are here and throughout the entire galaxy!" And if you get tired of the dynamic adventures in Space mode, you can always create your own using the amazing tools that come with the game.

I can't say enough about the new tool sets. Using the tools, you can create your own adventures and terraform the planets where your adventure is set. But they are the most full-featured and easy-to-use tools I've ever encountered. I've played with Maxis tools for a long time, ever since the SimCity 3000 days, and these in Galactic Adventures are just unmatched. When I was terraforming, I was just awed by the options and the ease of use, I literally uttered out loud "I can't believe how good this is."

For example, as sort of a test, I created an adventure with some direction for Alex. You start with your captain, placing that placeholder creature anywhere on the planet. I spawned a tank vehicle, something I'd created before in a previous game, and set a goal on that vehicle that directed the player to destroy it. I experimented with various ways of destruction, but ended up placing a number of bombs (which I put on a respawn timer just in case) that the player could lob at the tank. Because the tank had a high HP value that one bomb wouldn't knock to 0 in one shot, I just edited its health, and voila, one shot one kill.

I then created a small enemy base, again using buildings that I'd created in previous games, and required the player to seek out a key (hidden under the tank they should have destroyed) to open the gate that allowed access to the base. I terraformed a ramp into a formerly impassable hill that allowed a path into the base. Hidden past patrolling guards (that I'd created in past games, that I set in "aggressive" behavior and enemy detection ranges for and determined their patrol path) was another key, that opened a gate to where captive and adorable Pikachu creatures were held. Once you opened the gate, the Pikachus were freed, and your mission was over.

Throughout the process, I was able to customize character movement, behavior, and speech, object properties, music, environments, terrain, vehicles, buildings, ambient objects, and mission goals. With Spore Galactic Adventures, Spore finally has that possibility of being the "everything game" where you can use your own creations to recreate any other game experience, from GTA to Legend of Zelda to Pong or whatever, and other original things completely up to your imagination.

It's my hope that the online community will continue to develop good adventures, similar to what the LittleBigPlanet online has become, a constant source of innovative and charming game experiences. Galactic Adventures has definitely given the game that potential.

Friday, June 12, 2009

Spore: Galactic Adventures Trailer

Pretty much everyone I know who considers themselves a "gamer" made fun of me for really enjoying Spore and playing it endlessly. Maybe they just take themselves too seriously. But maybe they had some legitimate complaints about the game feeling like it was stretched a little bit too thin, with not enough to do, and more of a toy to create objects than a game in and of itself.

Well, Galactic Adventures aims to change that.

The new trailer here demonstrates that new, more complicated adventures await in the Spore universe.



Looks pretty exciting to me. I'll have to dust off the game and give Galactic Adventures a shot. I know my kid will love it, at least.

Wednesday, October 15, 2008

Spore Superweapon Gravitation Wave

I haven't fooled too much with the superweapons in Spore. Usually they cause your friends to hate you and enemies to hate you even more. But it's fun to play with them and not save your game! View the quick video below for a demonstration of the Gravitation Wave, a disruptive force that destroys all cities on a planet, leaving it ripe for colonization.

Monday, October 13, 2008

Spore Creepy & Cute Expansion

Finally confirmed was an update to Spore, releasing in March 2009, entitled Creepy & Cute Parts Pack. It should add new gameplay and new modelling capabilities.

Sunday, October 12, 2008

Oh, The Humanity!

I finally got around to getting one of the darkest achievements within Spore -- Oh, The Humanity! This is gained for destroying the Earth. Yikes! I did that (without saving my game, of course) and recorded as much in the video below.

Wednesday, October 1, 2008

Epic Caterpillar

Not much else to say. This thing will eat your face.


Rrrraaar!


















Spore does crazy things.

Wednesday, September 24, 2008

More Spore and the Hungry Shark!

(Alex just loves that those words rhyme.)

Hello everyone. My name is Nick, and I'm addicted to Spore. So are my wife and son. We're an addict family!

Seriously though, Spore has been just a tremendous amount of fun. Alex has made so many crazy creature creations, and Kasey is an incredible architect. I create the vehicles, and that just about covers it!

I recently made the journey to the center of the galaxy, and wow... That was rough, but it was very cool to achieve that in a game like this. Maybe it's not for hardcore gamers, but it sure was hard!

Enjoy the Hungry Shark!

Monday, September 8, 2008

A Day of World-Building with Spore

I picked up Spore yesterday, and spent a great deal of time with it Sunday. It's seriously fun. Very light-hearted and easy to play, each game mode offers a little twist on the central game mechanic -- playing with the best creation tool set yet.

The cell stage is very simple, eat or be eaten. The style of the game is immediately presented, soft colors and cute monsters that you gape at while simultaneously running from. Collect the bits of ruined creatures to gain access to new parts, such as jets or pointy bits to defend yourself. The choices you make and the game you play here echo throughout your species by defining the type of game you're best at -- social, warfare, or a combination of both.

Leaping onto the land as a goofy, bug-eyed lizard, I started life with a handful of others of my species in the creature stage. The exploration gets even more enjoyable as you encounter other species which you may befriend or destroy as you see fit. My herbivorous nature lent itself to social interactions, as I sang, danced, charmed, and posed my way to many friends around my colorful continent. Similar to the cell stage, the more DNA points you collect, the more you develop, allowing a more-complex creature as well as a larger brain. Filling up the development bar allows graduation to the tribal stage.

The hallmarks of tribal involve the use of tools and a funny homage to 2001: Space Odyssey. Your chief gathers everyone together and proclaims the start of social structures, and you commence your dominion over other tribes. Here you cease developing your creature and instead add costuming that affects your social, combat, or economic statistics. You may gain the favor of other tribes by gifting them with food or playing instruments to please them. Make them happy and you ally with them, or give up on making them happy and crush their tribe beneath your boot. The game here plays like a simple RTS where the only resource is food. Conquer or make friends with each other village and you no longer have competition, paving the way for cities, and the civilization stage.

Civilization is perhaps the most fun for anyone who enjoys the creative elements of this game. You now have the ability to create first your epic Town Hall, as well as all the other vehicles and buildings that make up your burgeoning city. I had so much fun creating the aircraft and ships of my own design, as each part is now available right from the start, unlike the creature stage where you have to unlock things. Create vehicles with which to do war or, as was my case, convert heathen cities to your way of thinking through religious conversion. In the simple RTS action, you collect spice from geysers (Thanks Frank Herbert!) and spend those sporebucks for buildings or more machines. After conquering all cities on your world, you enter a new stage -- Space!

I was not prepared for the epic scale of space. I've played Sins of a Solar Empire, Galactic Civilizations, and their ilk. This game is like none other. When you zoom out to the galactic view and watch your home star disappear into a field of thousands of other points of light, all visitable and filled with wondrous creations of possibly your own from past games or other online users... This chapter of Spore blows all the other previous away with its scope, customizability, and wonder.

I attempted to build my spaceship in the form of an Imperial-Class Star Destroyer. While there are plenty of components available to do so, I wondered if anyone had already tackled the problem. I loaded up the Sporepedia and after a quick text-string search for "star destroyer" I found several promising prospects. I picked my favorite and downloaded it, inserted into my game, and I was off.

There are all sorts of things to do in Space mode, besides exploring the nearly never-ending sea of stars. Primarily you have your ship, and can outfit it with all sorts of upgrades: new weapons, better drives, health, and energy storage, bigger cargo bays, and more. Missions are also offered, both from your home world and its colonies, as well as from other space-faring species. Oh, did I mention you establish colonies and meet other space-faring species? You can plop down new cities for your species, and even terraform those planets so your buddies are more comfortable -- and profitable! With regards to other species, you can trade with them, get missions from them, and of course war with them if you are so inclined -- in my game, I found it much more profitable to sell them spice (Thanks again, Frank Herbert!) or perform missions for them to get them on my good side.

The missions have all been interested as well. One found me disposing of shameful wrecks of failed battles for a particularly proud war-loving race. By removing their fallen wrecks, I both helped restore their pride and sold them for profit! Other missions found me eradicating diseased creatures on planets, harvesting helpful plants, and establishing trade routes.

Space can be a little hard to manage -- all the stars kind of jam together in your mind. Helpfully, there are filters that allow you to see where you've been, what systems relate to missions, and so on. Still, I'm unable to find some places where I need to go, specifically when it's a secondary part of an optional mission. But I'm still learning.

My impression of Spore has been overwhelmingly good. I've enjoyed every minute of the six hours I've played up to the Space stage, and that's barely half the game. The wealth of personal and extra-player created content makes replayability worthwhile, and achievements for different play styles reward the examination of all sorts of behaviors within the game. This is a game I will be enjoying for some time.