Bond
05-23-2002, 04:26 PM
http://xbox.ign.com/articles/360/360483p1.html
We would've like to have played B.C. but it's just not in a condition that lends itself to hands-on play just yet. However, this doesn't mean we have nothing to say about Intrepid's ambitious prehistoric action arcade title. Peter Molyneux's Lionhead Studios is providing professional guidance and assistance on this game, which explains why Molyneux himself was the giving the demonstration. One thing we can say about B.C. is that the visual elements and game design are things that could only be done on the Xbox. You've heard this before about your favorite Microsoft console, but wait'll you hear about what's going on in B.C.
Peter Molyneux's favorite word when it comes to describing his games is "simulation." The whole concept behind B.C. as well as the marvelous Project Ego is to create a living, active world that simply reacts to what you do with the main character. In the case of B.C., that living, breathing world is prehistoric and filled with cavemen, dinosaurs and all kinds of smaller critters. It's the ridiculous level of detail that's making us feel like B.C. is going to be such an accomplishment.
The smaller creatures in the lush highlands that serve as the opening area in B.C. includes little vegetable eating dinosaurs, birds and mice. Molyneux mentioned something about functional anthills but we were unable to find any to confirm their existence. The mice, however, were present and would scurry through the tall grasses that also happen to sway in the breeze. The smaller dinosaurs we saw were kangaroo-sized herbivores that spend quite a bit of time freaking out and running away from slightly larger predators. Sometimes you'll see one of those meat-eaters actually catch one of those scampering little veggie-eating dinos. The stampeding dinosaurs and the predators that try to kill them are just one example of how life is and will continue to go on and do its thing in B.C. until and unless you decide to interfere.
One particularly impressive example is when Molyneux took one of the caveman characters and ran him into an open field. On his way to the field, a giant pterodactyl swooped down looking like he was going to attack but pulled up at the last moment. The folks at Intrepid had to explain to us that the bird was swooping down looking to eat our little caveman because they like to eat anything that's smaller than them. He pulled up out of his dive because he realized our hero was too big to eat. This is how interactive the environment gets.
The control scheme itself is relatively simple. You can control any member of your tribe of cavepeople but, much like a typical real time strategy, you need to make sure the other members of the community are doing something that benefits the group as a whole. One woman was grinding grain into powder using stones as a pestle and mortar but only after she was given the stones and took the time to figure out how they work. An elder caveman was trying to teach a younger caveboy how to crack open a giant ostrich egg but only after the elder caveman was given the egg to investigate. A group of three cavepeople were grouped near a fire gesturing and behaving as if they were having a conversation, even though they were not. They're cavemen so they don't know how to speak just yet, but this is how they show the effort that they're trying. Eventually they will speak but only if you facilitate this by letting them hang out with each other. In all of the above examples the benefits are clear. Ground up grain and ostrich eggs are good for food, which every society needs. The benefits of communication are obvious since it leads to instruction and learning which makes everything easy.
The whole tribe development process seems complicated and convoluted until you learn to look at it in a different way. The cavemen trying to talk or the elder trying to learn how to crack an egg open are analogous to a status bar in an RTS game where you're waiting for a peon to finish building a barracks or castle or something. Rather than simply showing a green bar the grows, B.C. shows the people actually trying to figure out the problem that you've asked them to solve. Taking one caveman character, you tag the members of your tribe you want to control and then lead them to an area or object you want them to deal with. You aim your character at the object, hit the "go" button and they start trying to figure out what it is you want them to do with it. With the three gathered around the fire, they were all tagged, lead to the campfire and then commanded to "go." Since the fire was already burning (something you had obviously invented way before) they chose to explore the social implications of a campfire gathering. They wanted to start telling stories, perhaps scary, but didn't have any language to carry it out.
B.C. is still early in its development process but it stands to reason that however effective you've been as a leader for your tribe determines how quickly and how intelligently they approach the tasks you set before them. In the above example, wouldn't it be possible for the three cavepeople to learn how to cook while gathered around the campfire? These are the interesting and invigorating questions that Intrepid is dealing with right now in finalizing the depth of B.C.
If you couldn't tell, B.C. has instantly and convincingly joined Project Ego as one of the most interesting and ambitious titles scheduled for the Xbox. We have a feeling that your first glimpse at these first shots of B.C. will do a lot of convincing especially since they come directly from the demonstration that we saw.
Screen shots:
http://xboxmedia.ign.com/xbox/image/BCE3_01.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_02.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_03.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_04.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_05.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_06.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_07.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_08.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_09.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_10.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_11.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_12.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_13.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_14.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_15.jpg
We would've like to have played B.C. but it's just not in a condition that lends itself to hands-on play just yet. However, this doesn't mean we have nothing to say about Intrepid's ambitious prehistoric action arcade title. Peter Molyneux's Lionhead Studios is providing professional guidance and assistance on this game, which explains why Molyneux himself was the giving the demonstration. One thing we can say about B.C. is that the visual elements and game design are things that could only be done on the Xbox. You've heard this before about your favorite Microsoft console, but wait'll you hear about what's going on in B.C.
Peter Molyneux's favorite word when it comes to describing his games is "simulation." The whole concept behind B.C. as well as the marvelous Project Ego is to create a living, active world that simply reacts to what you do with the main character. In the case of B.C., that living, breathing world is prehistoric and filled with cavemen, dinosaurs and all kinds of smaller critters. It's the ridiculous level of detail that's making us feel like B.C. is going to be such an accomplishment.
The smaller creatures in the lush highlands that serve as the opening area in B.C. includes little vegetable eating dinosaurs, birds and mice. Molyneux mentioned something about functional anthills but we were unable to find any to confirm their existence. The mice, however, were present and would scurry through the tall grasses that also happen to sway in the breeze. The smaller dinosaurs we saw were kangaroo-sized herbivores that spend quite a bit of time freaking out and running away from slightly larger predators. Sometimes you'll see one of those meat-eaters actually catch one of those scampering little veggie-eating dinos. The stampeding dinosaurs and the predators that try to kill them are just one example of how life is and will continue to go on and do its thing in B.C. until and unless you decide to interfere.
One particularly impressive example is when Molyneux took one of the caveman characters and ran him into an open field. On his way to the field, a giant pterodactyl swooped down looking like he was going to attack but pulled up at the last moment. The folks at Intrepid had to explain to us that the bird was swooping down looking to eat our little caveman because they like to eat anything that's smaller than them. He pulled up out of his dive because he realized our hero was too big to eat. This is how interactive the environment gets.
The control scheme itself is relatively simple. You can control any member of your tribe of cavepeople but, much like a typical real time strategy, you need to make sure the other members of the community are doing something that benefits the group as a whole. One woman was grinding grain into powder using stones as a pestle and mortar but only after she was given the stones and took the time to figure out how they work. An elder caveman was trying to teach a younger caveboy how to crack open a giant ostrich egg but only after the elder caveman was given the egg to investigate. A group of three cavepeople were grouped near a fire gesturing and behaving as if they were having a conversation, even though they were not. They're cavemen so they don't know how to speak just yet, but this is how they show the effort that they're trying. Eventually they will speak but only if you facilitate this by letting them hang out with each other. In all of the above examples the benefits are clear. Ground up grain and ostrich eggs are good for food, which every society needs. The benefits of communication are obvious since it leads to instruction and learning which makes everything easy.
The whole tribe development process seems complicated and convoluted until you learn to look at it in a different way. The cavemen trying to talk or the elder trying to learn how to crack an egg open are analogous to a status bar in an RTS game where you're waiting for a peon to finish building a barracks or castle or something. Rather than simply showing a green bar the grows, B.C. shows the people actually trying to figure out the problem that you've asked them to solve. Taking one caveman character, you tag the members of your tribe you want to control and then lead them to an area or object you want them to deal with. You aim your character at the object, hit the "go" button and they start trying to figure out what it is you want them to do with it. With the three gathered around the fire, they were all tagged, lead to the campfire and then commanded to "go." Since the fire was already burning (something you had obviously invented way before) they chose to explore the social implications of a campfire gathering. They wanted to start telling stories, perhaps scary, but didn't have any language to carry it out.
B.C. is still early in its development process but it stands to reason that however effective you've been as a leader for your tribe determines how quickly and how intelligently they approach the tasks you set before them. In the above example, wouldn't it be possible for the three cavepeople to learn how to cook while gathered around the campfire? These are the interesting and invigorating questions that Intrepid is dealing with right now in finalizing the depth of B.C.
If you couldn't tell, B.C. has instantly and convincingly joined Project Ego as one of the most interesting and ambitious titles scheduled for the Xbox. We have a feeling that your first glimpse at these first shots of B.C. will do a lot of convincing especially since they come directly from the demonstration that we saw.
Screen shots:
http://xboxmedia.ign.com/xbox/image/BCE3_01.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_02.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_03.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_04.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_05.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_06.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_07.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_08.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_09.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_10.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_11.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_12.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_13.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_14.jpg
http://xboxmedia.ign.com/xbox/image/BCE3_15.jpg