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Manage your village, construct buildings, produce or forage for resources wood and food are the staples , and explore to discover mini-quests in this case, scrolls that can enhance your chances for success.

While not overly challenging, the puzzles provide a means for increasing your arsenal of tricks and items. Gold scrolls, for example, are essential to story advancement. What the game boils down to, though, is user preference. Fans of linear, do-this-to-accomplish-that goal-oriented adventures may be put off by the open-ended quality of gameplay, which is somewhat reminiscent of The Sims. Those who decry micromanagement in any form may be dismayed at the level of involvement required to keep the villagers from whining and complaining constantly.

Still others may be turned off by the overabundance of defecation and puking sounds. Regardless, the game has the potential to give each player a real insight into his or her own psyche. The name of the game is self-expression through the character you develop.

Besides, the game is simply pure fun once the learning curve is behind you and offers an immense canvas on which to paint any god-like aspirations. Go forth, multiply and rule! Graphics: Absolutely stunning and gorgeous graphics add to the belief that you're really a part of this fantasy garden of Eden.

Fluid movement of characters, luscious backgrounds and general environmental settings are praiseworthy. Oddly enough, though, individual villagers are simply and undeniably ugly by design perhaps?

He'll look at your stuff and say, Ah, you've built lots of houses - you're going to create an army! You interact with the world, as in the first game, with a ghostly hand of god, that's used to doing everything from the placement of buildings and roads, to picking up poor townspeople and flinging them viciously across the landscape to a painful death. However, you can only affect the area inside the green circle of influence around your town centre, that expands or retracts based on how many people believe in your godly existence.

If you need to check on the stats of your individual minions, all you do is move your hand over them and a list of info pops up displaying their wants, needs and happiness, allowing you to make informed decisions - which is obviously quite important for an omniscient being.

At the beginning of the game, food and shelter are the most important items, but that changes as your people become more sophisticated. However, to ensure your population keeps expanding, you need to manage the two resources of wood and ore. These holy places are where you can conjure up magic spells - such as Water - that can either be poured for watering crops, putting out fires or thrown for more aggressive water bomb attacks. Eventually you can earn epic spells, including Volcano, that when cast on an enemy town, violently erupts out of the ground, spectacularly hurling molten rocks into the air and spewing white hot lava over defenceless buildings and people.

That's always my favourite part," says Molyneux, casting spells and toasting the enemy. You can choose between an ape, a cow, a lion or a wolf, and in the new game, the animal is hugely more intelligent. There is now a sliding scale between pet where he'll do whatever he wants , gatherer where he'll collect resources for you , and robot where he'll obey without question - useful for the army.

Training and teaching the animal is easy - you can punish the creature by slapping it if it does something wrong, or reward it by stroking gently if it pleases you.

You can use an army for defence and that's good. Everything changes visually too. With a release mooted for autumn, let's just hope Peter Molyneux can tear himself away from those five women to finish it I've Just Thrown Suzy Wallace from atop a cliff edge, watched placidly as her body bounces sickeningly off every jagged protrusion on the way down, heard her scream with terror as she plummets to the ground below and seen her land in an unnatural slump at the foot of the rocks, dead.

Then for good measure, I've chucked her lifeless body on top of a burning altar and looked around for the barbecue sauce. I'm an evil god and she displeased me with her lack of humility.

Alternatively, in another saved game time stream, I set her to work in my forests, then rewarded her efforts with a lovely home to rest within, a thriving community to mix with and a sturdy army and solid wall to protect her.

Then I fed her to my giant monkey pet. I don't do good. We've also been given the chance to star in the game, along with just about every other member of the gaming press as well as the names in your Outlook Express address book.

So yes, now you too can make Will Porter a sex-crazed breeding machine, or put Jamie Sefton to work in his natural home down t'pits. Following the at this stage unstoppable tutorial sections - covering basics such as camera control, peasant interaction, rock throwing and pet abuse - and several lifetimes worth of "oohing" and "ahhing" at the prettiness of the graphics lovely water effects - it was our first real taste of game action and Well, er, it's a bit Age Of Empires really.

I mean, good and all. Lovely to look at and oozing clever little touches, but still sticking to the villager-exploiting, resource-gathering template set up so many years ago. So you can build things just by picking up a tree and squeezing the wood out of it yourself. Or train your pet to entertain the masses or devour them, or shit on them, or sit around being bored at them.

Or, as we found out in the early map open to us, build walls around your villages in non-gridbased patterns'. Yes, for years we've wished construction games would ditch their dependency on keeping everything rectilinear fashion and finally we've got it.

There were also Rome: Total War -style troop movements and setups albeit on a slightly smaller scale , all giving the impression that fans of mass slaughter are well catered for. We only had access to a small amount of the total game, and the whole thing is still being tweaked and polished and, well, considering the various bugs we encountered, fixed.

So hopefully your hand-of-god mouse pointer will be that little bit more responsive, the villagers won't all be sharing the same dozen or so names and that tutorial sequence will have a skip function.

Oh, and it'll be the best god game ever. That'd be good too. Slapping giant apes might not have been everyone's idea of fun. It was probably one of the buggiest too. When it does though, it will likely blast a hole in the asphalt and send pieces of pavement flying in all directions. That's how big it's gonna be.

Graphic-hounds can look forward to some sublime engine changes, allowing a much more realistic world environment and impressive amounts of detail. The main change is that it's going to be much more bellicose, with whole civilisations at war. You're still a god though, and along with the decision of being good working towards peace as you build up a legendary society or bad wiping out all other forms of life as you struggle for violent supremacy , you can become involved in the war personally, through spells or via your creature.

Add technological advances and side-stories and you have the ultimate god game. Despite bugs, controversy and heated debate. Like no other game, it put your own morality at the heart of the experience, not to mention boasting some of the most innovative game design ever seen. Responding to criticisms of the first title, the sequel is set to be a far more complete affair, though once again the focus is on your King Kong-sized creatures.

They're far more intelligent, meaning they can be key in the overall game strategy, but they're easier to train. These brainier beasts are also key to the increased tactics available to you during battles. If you're in defensive mode, your aim is to repel your attackers from your city, so you need to use your creature to repair any damage to your ramparts. If you're attacking, your beast will lead your armies, which are organised by joining small units into bigger formations.

These can then be split into two parts, with you leading one half, and your creature the other, so you can overcome the opposition with a pincer movement. Clearly there's a stupendous game in the making here - keep an eye on our monthly Lionhead Diaries' for more updates. The creature's technology employs such things as hair that gets burnt or wet.

If you're evil, then the very ground around you will crack open and grow thorns, while flowers, grass and trees will wither and die. But if you're good, then flowers spring up, trees blossom and life seems to spring from every nook and cranny," comes Ron's reply.

Oh no, not by a long shot. This is particularly true now the team has decided to do away with the game's multiplayer options though Ron hopes online options will be added further down the line , in order to concentrate on making the singleplayer game as deep, compelling and entertaining as possible. The armies are being developed to capture the sort of combat and force of impact that you'd expect to see in a major Hollywood film, promises Ron.

And then there's your creature, which is promising to be infinitely more useful than it was in the first game, as well as much easier to understand and influence. Your creature is essentially your friend and ally that you teach and nurture or beat and abuse in order to have him do your bidding,'' explains Ron.

If you're a good god and a city builder, he helps you out, defends your city and entertains your villagers. If you're an evil god and a warmonger, the creature acts as your most powerful unit, leading armies into battle. Play as a more neutral god and the creature does a bit of both. He would go to the toilet on a field and by the time you'd congratulated or punished him, he'd done something else like eaten a villager.

Now there's a creature 'mind interface' that enables you to go back into the recent past and, using a simple drag-and-drop interface, tell him what you think is good or bad,'' says Ron.

And as if all of that wasn't enough, you'll also be able to tell what your creature is thinking and feeling thanks to some still under-wraps innovations that enables you to quickly and easily discover exactly what mood your creature's in. Ron was sadly unable to tell us much about all of the game's other innovations, except that the control interface is set to be far more streamlined and intuitive than before, meaning you can learn how to play the whole game simply from the feedback you receive while playing.

Sounds intriguing. The downside of all this innovating though, is that it looks like we're still going tn have to wait a fair while for the finished product. However, even if only half of these innovations are successfully implemented in the final reckoning, then waiting is something we're more than happy to do.

And as if you couldn't have guessed, these are being revamped too. We're redesigning the spells in order to make them more unique and useful, especially in combination with themselves and other elements of the game, explains Ron. Even casting methods are being looked at What I'd like to achieve is having each spell cast in three different ways. Take a fireball for example: you can throw it, pour it like molten lava or spray it, flamethrower-style.

You can imagine how that might apply to lightning. We sure can Ron, and we like what we're imagining. Don't you just hate them? You spend three years working yourself up into a wet-panted stupor about the prospect of your favourite game building on its success, exploring new avenues and throwing up new cerebral challenges to your game-addled brain, and what do you get?

I'll tell you what. The same bloody game, that's what. Same engine only with 1. If you're lucky. Unless that is, your sequel is being made by one of the greatest names in PC gaming history, Peter Molyneux.

His exploits are legendary, including rumours that he is capable of programming two hit games - one with either hand - at the same time. And given his near-impeccable track record, it wouldn't surprise me in the slightest.

If you're not excited about this game by the time you reach the end of this preview, then you're dead from the neck up. Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. EMBED for wordpress.

Want more? Advanced embedding details, examples, and help! The player acts as a god and takes control over villages. The goal is to defeat Nemesis, a god wanting to destroy all others and take over the world.



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