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The latest from Peter Molyneux.
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1) As soon as you start the game, you become a god, and you have these worshippers. Now that's what I call instant gratification.
2) Every time you do something, you get to see a cool 3D animation.
3) It has the cutting edge graphics and original game play to grab the player in, and the solid addictive game play to keeps her there for hours and hours. There's always something to do, or some resource to do just seconds away.
4) There are so many different things to do in this game: Handle the six different desire flags, get people to worship you more, develope your creature, expand you boundaries, build a village, throw around rocks, trees, and other things, continue with the story, deal with the different silver and gold scrolls, and more.
5) The addition of the story element drastically improves the god game genre. This is also a story unlike any other I've heard of before; a battle between the different gods that govern the earth.
6) The whole game is conceptually built around the idea of good and evil, yin and yang, black and white. You can see the results of what happens when you do things the evil way, and also what happens when you do it the good way. It's a reflection of an aspect of the human condition.
7) The game also does not force you to do it any one way in order to succeed. It is completely up to the player to do it they way they want. This also allows the player to put their own personality into the game, and shape the world the way they want to.
8) The gensturing system gets rid of menus that can often clutter the screen. The interface for this game is one of the most complex yet seamless interfaces that I have ever seen in a PC game. It's also nice to have the shortcut keys in case the gesturing becomes too difficult to do correctly all the time.
9) The action buttons do something different depending on the context in which it's pushed. This also makes the interface more seamless. This technique of context sensitive commands is similar to that seen in some of Nintendo's famous games, such as Zelda Ocarina of Time and Conker's Bad Fur Day.
10) Much of the game play is socially oriented: the villagers have a different social reaction depending on how you treat them. I think that the social aspect makes this game hand itself nicely to a female audience.
11) Some of the gestures used to deal commands are much more life-like. If slap your monster by quickly moving the cursor across his face, that is much more life-like than clicking a button to deal that command. The life-like gesture commands make the game more immersive.
12) The use of the concience characters teaching you how to play makes the tutorial very seamless and fun.
13) There are tribes of several different unique types: celtic, japanese, american indian, norse, etc. The diversity of tribes adds some variety and depth to the game.
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1) The game controls are somewhat difficult to get used to, and often times pushing the hot key is much easier than doing the gesture, rendering the gestures somewhat useless.
2) The game spends a lot of time teaching you how to play. It is a good thing that the game has a lot of features, but I think it would be better if the interface was more intuitive, so that the player can instantly figure out how to play very easily instead of having to listen to his concience tell him how to do it.
3) High system requirements.
4) Saving during the middle of play without the player's permission can get annoying after awhile.