

"Imagine the ability to pick up and start to build things with your hand. This is the one area that Peter Molyneux believes - more than any other - will shape the game and allow you to do things you've only ever dreamed of.Īs with its predecessor, you'll control your on-screen actions via a giant omnipotent cursor-like hand, which use to pick up and manipulate any object in the world and cast a devastating array of spells. The Laws Of Physicsīut more on wars and battle tactics later, as our tour begins with a visit to the physics department. On the other hand, you can just go out and reap your revenge on the jfc enemy by building huge armies and waging all-out war.
#BLACK AND WHITE GAME FOR MAC FULL#
In doing so, you can have Helm's Deep-like defences, full of vast buildings and farms, and let the game and the enemy come to you. If you want, you'll be able to follow the path of 'good' and concentrate on building up a thriving metropolis. Your reaction to this neargenocide will be completely up to you.

Cast out to sea with the remnants of your race, you embark on a voyage to 12 beautiful and diverse islands populated by the Norse, Japanese, Egyptians - and of course, the bastard Aztecs.

Your role is to play as the god of the Greeks, a people on the knife-edge of annihilation, forced to flee their homeland by the barbaric Aztecs who are led by power-hungry high priests intent on world domination. The game will mould itself to you, depending on how aggressive or peaceful you are." Even how you choose to treat your people will decide what kind of god you become and which paths you ultimately tread. As Peter explained before we began our tour: "The core of B&W2 is for the world to change to reflect what you're like, and to look after your people and creature. A tall order indeed, even for this pair.ī&W2's fabric, its very essence is based upon cause and effect, with every action creating a reaction. Their goal is to bring you a game with almost infinite choice and personalised gameplay, yet one with instant accessibility too. Mistakes were made with Black & White - the epitome of a flawed masterpiece - and Peter and Jonty, in their determination to right these flaws, are listening ceaselessly to the views and opinions of the B&W community. Still far from finished, B&W2's distinct parts are already melding into a potentially breathtaking whole of revolutionary physics, graphics and freeform gameplay. If all of its ambitious visions are realised, Black & White 2 could well change the face of strategy gaming forever. During our stay, we visit every nuance, subtlety and groundbreaking idea within the studio's epic vision, in the process revealing a game of huge potential. Matthew's desk is our last port of call in an exclusive tour of studio and game, a journey led by gaming legend Peter Molyneux and studio head Jonty Barnes. The collective aim is to produce one of the most ambitious titles in history, god-game-come-RTS, Black & White 2. His dedication to perfection and accuracy is an embodiment of the ethos at the studio, a 43-strong team working 12-hour days (16-hour on Tuesdays and Thursdays) - each an essential cog in this creative machine of game development. He's been reading the text for months, painstakingly dissecting each page, every diagram of war and subtle battlefield formation, before attempting to translate them into game code. Matthew Wiggins, chief army programmer at Black & White Studios has his head buried in a book called The Art Of Warfare On Land, brow furrowed in a state of absolute concentration.
