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Post by Purebreedalien on Jun 30, 2008 21:19:07 GMT 1
What platform is it on?
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Post by brad873 on Jun 30, 2008 21:22:01 GMT 1
PC
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Post by Cetanu on Jul 1, 2008 4:01:26 GMT 1
It is only the best game EVER (since.........I can't think of a better game ) Necrosis summed it up perfectly. Basically it is a) Awesome b) A PC game c) The most advanced game I can think of! I totally restated those reasons I think it'd only be really good if you have a fast computer 'cause it involves a lot of interaction. It is like Civilization, Diablo, PacMan, and Galactic Civilizations all together in a ball of awesomness!
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Post by Necrosis on Jul 1, 2008 4:54:33 GMT 1
Spore is supposed to be out on Wii too......my PC is rather bad so I might not be able to play the PC version....thank GAWSH that my cousin (who lives nearby) is buying a Wii.
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Post by Cetanu on Jul 1, 2008 14:29:01 GMT 1
I think there is a different game for the Wii though. Like not the same as the one on the PC 'cause there is also one for Mobile Phone and DS but they're just stupid. I might be wrong though, I haven't checked on it in a while.... I just got my laptop and it isnt full JUNK so I can play it happily....until something bad happens
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Post by Purebreedalien on Jul 1, 2008 16:05:57 GMT 1
I may buy it for PC.
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Post by Cetanu on Jul 1, 2008 17:39:19 GMT 1
The real game comes out Sept 7 (?) in the UK and 8 in NA + other. Now you can buy the starter pack for $9.99 (I dont know Euro) and it allows you to make your own monster and share it on Spore.com and vice-versa (you can download other peoples' to edit or save them).
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Post by Necrosis on Jul 2, 2008 0:17:26 GMT 1
Well.....here's as much info on the many stages of the game that I could find. [NOTE: I DID NOT TYPE THIS MYSELF. THIS WAS FROM AN INFORMATIONAL SITE]
Start of life The game opens using the concept of panspermia. A meteor plummets toward a planet and into an ocean. The meteor, now a geode, then splits, from which a tiny organism emerges.
CELL PHASE The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular or microbial phase. The player guides simple protean microbes around in a 2D environment where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. Once the microbe has eaten several cells, the player can enter an editor in which they can modify the appearance, shape, and abilities of the microbe by spending "DNA points". A player may choose to remove some part from the microbe, which will refund some DNA points. If the creature dies, the player may restart from an earlier phase or point in the game.
As the microbe grows, objects that are in the background move to the foreground, which can mean being eaten by a microbe that had previously been swimming in the background. The surface land becomes more prominent, and the option to move to land eventually presents itself, allowing the creature to crawl out of the tide pool to the creature phase. Legs are not a prerequisite to moving to land; if the creature lacks legs, it will move in a slug-like fashion, which implies there will be a smooth transition between the two phases. The microbe resembles a strange insect with cartoonish, human-like eyes, which were used "to make it cute".
The main unit of "currency" is "DNA Points".
CREATURE PHASE The creature phase is similar to the cell phase, but with several important differences. Principally, the environment is now truly 3D. Other creatures will inhabit the world, and most of them will have been created by other players. Creatures will automatically be introduced into the environment to maintain a balanced ecosystem. If the player creates a bigger, tougher creature, the predators that are downloaded will likewise be stronger than average.
In this stage, the basic goal is the same: hunt food to earn DNA points, reproduce, and avoid being eaten by predators. Unlike the asexual reproduction of the cell phase, the player must now locate a mate. Once the creature has laid an egg scavengers will attempt to steal the eggs and the player must defend them (conversely, the player may eat other creatures' eggs as well). Before the egg hatches, the player will have the opportunity to 'evolve' their creature via the creature editor, spending DNA points to buy body parts. When the egg hatches, the player controls a baby version of the creature. "The Science Behind Spore" video featured a non-player controlled creature taller than a tree threatening a city, indicating the size possibilities at the other end of the scale.
Creatures have stats for Abilities, Attack, and Social, using a numeric rating system. Adding specific body parts grants the ability to perform actions, such as "Call" and "Jump". Creatures can be given a name, description and tags. Evidence of flying creatures has been seen, and the Spore Creature Creator shows winged creatures to have an ability called "glide", however the description for this ability is that it allows flight for a certain distance (the distance increasing as the level of flight increases). All creatures will be land-based; there will be no marine creatures. If it has no legs, it will move around like a slug. Body parts can be found during gameplay, which add that part to the editor for future use.
This stage will evolve the creature's social behavior, as the creature may make friends and form a herd or pack. Will Wright referred to this as a simplified version of the friend-making mini-game in The Sims. Creatures may also make friends with other species. The evolutionary goal of the creature phase is to increase the creature's brain capacity. Once they have enough, the creature becomes intelligent and the game progresses to the tribal phase. As with the cell phase, DNA Points serve as currency.
TRIBAL PHASE After the player's species evolves its brain far enough, it enters the tribal phase. Physical development ceases, as does the player's exclusive control over an individual creature. The player is given a hut, a group of fully evolved creatures, a mini-map of the world for the first time, as well as two of six possible "super powers". These are unlocked depending on the species' behavior in the previous phases.
In this phase the game is similar to an RTS (real-time strategy game). The player may give the tribe tools such as weapons, musical instruments, and campfires. Food now replaces "DNA points" as the player's currency. Creatures also gain the option to wear clothes that demarcate their professions. The player may also tame other creatures, and even use them as livestock. Domesticated creatures seem to undergo neoteny in contrasting photos of the same species, but it is unknown whether it is automatic or if the player was permitted to edit tamed creatures in the editor. Contact with other tribes of the same species can take place in this phase,[citation needed] and creatures also learn to speak. Their language is dependent on the type of mouth they possess; primate-type mouths, for instance, result in Simlish (A language from THE SIMS game series).
Tribe members are assigned roles such as fishing, gathering, or hunting. The creatures' behaviors are affected by the way the player utilizes them. If a player uses them aggressively, their autonomic behavior will reflect that; conversely, if the player uses them peacefully, "conquering" other tribes, say, with music, their behavior will be more kind. Even their idle behavior will reflect this; warlike tribal members will practice combat while docile members will practice instruments and throw parties.
CIVILIZATION PHASE Once the player's tribe reaches a point of superiority, a statue is built and transition to the civilization phase occurs. Food serves as the phase's currency, which the player can spend on items and structures, or use to barter with other tribes.
The player's tribal camp is now a city. Players now have a building editor to create or change buildings. The game will attempt to detect what style of content the player prefers, download similar content created by other players and add it to the buy menu. Also, players can now use a vehicle editor, allowing construction of land vehicles, aircraft, ships and submersibles.
At this point players are allowed to view the planet from space. When the player elevates the camera past a certain point, the detailed features of the planet become more exaggerated. For example, the cities of the planet change from a properly-scaled view with all individual buildings visible to a more cartoon-like depiction.
The goal in this phase is to gain control of the entire planet, and it is left for the player to decide whether to conquer or unite. Once players have gained enough spice, they unlock the UFO editor. The main unit of currency is now Spice
SPACE PHASE A "mission" structure now provides new goals and paths to follow as the player begins to spread through the universe.
The player may now terraform and colonize neighboring uninhabitable planets with special tools (water tool, volcano tool, etc). The ultimate tool is a technology which Wright dubbed the Genesis device. Terraforming tools include pumping carbon dioxide into the atmosphere to act as a greenhouse gas. Left unchecked this can cause oceans to rise, then eventually to evaporate and transform the world into a desert planet, followed by a molten rock in space.
The player may cause comets to crash into a planet to create water, or force volcanoes to erupt to increase atmosphere. Players may build cities underwater or on the surface of an inhospitable planet once they gain the ability to create bubbled cities, similar in function to self-sustaining arcologies.
During exploration of other worlds, the player may scan content and add the information to their Sporepedia. The player may also abduct creatures and transport them to other planets to test a planet's habitability. The player may interbreed species, or place a monolith on a planet, triggering evolution of intelligence. On lifeless worlds, the player may also find strange "artifacts" with unknown purposes.
Later, interstellar travel becomes possible. There are more than 4 billion planets in the game's galaxy, more than anyone can visit in a lifetime. During the 2007 TED Conference seminar, Wright used accelerated time dilation in the zoomed-out galaxy view to show the dynamics of the entire galaxy, as supernovae exploded in brilliant points of light, and the galactic arms slowly turned. He pointed out that the nebulae, which the game features in real-life separate categories of planetary nebulae and reflection nebulae, perform their actual functions in space. He also brought the UFO close to a black hole, keeping a cautionary distance from the gravitational singularity.
Players can make contact with other civilizations, most of which are created by other players. Intelligent species can be found, and when the UFO visits that world, they may impress the beings with fireworks, attack them with weapons, or try to establish a language with the civilization via a Close Encounters of the Third Kind-styled musical mini-game. The player may beam down a holographic image of his/her creature to interact more directly with an alien species. A user-created civilization's AI reacts depending on its behavior and personality, both of which are based on the play-style of its user. The player can unite or conquer the galaxy by creating a federation or sparking an interstellar war. As a show of great force, the player may even completely destroy a planet, which may bring retribution from that species and its allies. The player is sometimes called upon to fight off an invasion of their home planet.
Currency, as with the civilization phase, is Spice.
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Post by Cetanu on Jul 2, 2008 6:49:21 GMT 1
Thank god you didnt sit there and TYPE it all.
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Post by Purebreedalien on Jul 2, 2008 16:04:49 GMT 1
0_0 I really don't want to read all that
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Post by Cetanu on Jul 2, 2008 16:17:43 GMT 1
I dont blame you Basically Cell > Space Civ. You design all your vehicles, buildings, creatures. It is an endless game that never gets old 'cause you can download new races to kill or command whenever you want.
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Post by Necrosis on Jul 2, 2008 16:39:05 GMT 1
Of course I didn't type this all. I still have a life. And as a person with a life, I did what most humans think of life.......doing nothing and have a machine do things fer ya!
Ahem.....anyways, if you can't read it all, here's a little summary.
At the beggining of a game, you start life as a small microscopic cell. You just keep on eating thigns and 'evolving' until you reach land. On land, your creature is bigger now, and can hunt/gather food, mate, protect young wittle babies from dangers, and do toher animal-like things. Your creature will eventually evolve a more bigger brain capacity, and becomes erm.....smarter....if you will. They can now speak, build villages, and live in social groups. After a while, your creatures become so smart, they achieve space flight and can do different thigns to different planets.
Hopefully THAT wasn't too long.
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Post by Purebreedalien on Jul 2, 2008 18:49:20 GMT 1
Cool. I may get this game. Is it out yet?
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Post by Necrosis on Jul 2, 2008 22:42:25 GMT 1
Cool. I may get this game. Is it out yet? It's coming out September 17th 2008 (I think). Anyways, Purebreed, I've found a video that might actually teach you more about this game. The only problem, it's 35 minutes long so, you might need to get alot of free time in order to watch this.....but still. The beginning is quite cool. As a note, this isn't what the creature/cell will always look like. Your cell could grow into ANYTHING. Not just that green dinosaur-like species. Most of it, of course, is how you 'evolve' your beasty.
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Post by Cetanu on Jul 3, 2008 15:39:27 GMT 1
Oh, the 17th?! I was under the impression that it was the 7th...okay.
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