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ÀÌ°Í ¸»°íµµ ´Ù¸¥ ÀÎÅÍºä ±â»ç³ª ¹ø¿ªÀ» ÇØÁֽǺÐÀº Àú¿¡°Ô ¸Þ½ÅÀú¸¦ º¸³»Áֽñ⠹ٶø´Ï´Ù^^



Steve Hildrew ÀÇ ECTS Ưº° ±â»ç (¹ø¿ª : ¿¤°¡ÀÓ) [Read It]

Å©¸®ÃÄ ¾ÆÀÏÀÇ ´ëº» ÀÛ°¡, James Leach¿ÍÀÇ ÀÎÅͺä. (¹ø¿ª : ¿¤°¡ÀÓ)[Read It]

Interview with Brian Bowles [Read It]

IGN Interview "Sep 19" [Read It]

GameSpot US Preview "Sep 10" [Read It]

GameSpot UK Preview "Sep 5" [Read It]

MGON.com Preview "Sep 5" [Read It]

IGN Preview "Sep 4" [Read It]

 
Steve Hildrew ÀÇ ECTS Ưº° ±â»ç [PAGE TOP]
Black and White: Creature Isles - Pipeline
ºí·¢ & È­ÀÌÆ®: »ý¹°ÀÇ ¼¶

Pipeline, written by: Steve Hildrew
±Û¾´ÀÌ: Steve Hildrew

Publisher: Electronic Arts
À¯Åë»ç: EA»ç

Developer: Lionhead Studios
°³¹ß»ç: ¶óÀÌ¿ÂÇìµå ½ºÆ©µð¿À

Version: ECTS Feature
³»¿ë: ECTS Ưº° ±â»ç

Expected release: February 2002
Ãâ½Ã ¿¹Á¤: 2002³â 2¿ù


The expansion, entitled Creature Isles, will introduce the concept of mating to the avatars, which players have worked so hard to develop.
==> À̹ø È®ÀåÆÑÀº Å©¸®ÃÄ ¾ÆÀÏÀ̶ó°í ºÎ¸£¸ç, À̹ø ÄÁ¼Á¿¡¼­´Â ±³¹Ì¶ó´Â °ÍÀ» µµÀÔ ÇÏ¿´À¸¸ç, ¾ÆÁÖ Èûµç °³¹ß ÀÛ¾÷À̾ú´Ù.

The missions will see the player and his creature struggling with a series of challenges against a new competitor - the crocodile.
==> À̹ø ¹Ì¼Ç¿¡¼­´Â Ç÷¹À̾î¿Í ±×ÀÇ Å©¸®ÃÄ´Â ÀÏ·ÃÀÇ µµÀüµé°ú »õ·Î¿î °æÀïÀÚÀÎ ¸Â¾Æ ½Î¿ö¾ß ÇÑ´Ù.


The object of this competition?
==>ÀÌ °æÀïÀÇ ¸ñÀûÀº?

The hand of an as-yet-unidentified female creature, with which your creature can have a baby, your pride and joy.
==> ¾ÆÁ÷ ¾Ë·ÁÁöÁö ¾ÊÀº ¿©¼º Å©¸®Ãĸ¦ ¾ò¾î¼­ Ç÷¹À̾îÀÇ Å©¸®Ãİ¡ ¾Æ±â¸¦ °®´Â °ÍÀ̸ç, À̰ÍÀº Ç÷¹À̾î ÀÚ½ÅÀÇ ÀÚ¶ûÀÌÀÚ ±â»ÝÀÌ´Ù.

Once completed, players will be able to go online with their creature and unique baby to compare them with fellow enthusiasts.
==> À̰ÍÀ» ¿Ï¼öÇϸéÀº Ç÷¹À̾î´Â Å©¸®Ãĵé°ú À¯ÀÏÇÑ ¾Æ±â¸¦ °¡Áö°í ¿Â¶óÀλ󿡼­ ´Ù¸¥ Ç÷¹À̾î¿Í °Ü·ç¾î º¼ ¼ö°¡ ÀÖ´Ù.


Your guide through the challenges gives you what Lionhead is currently calling 'Tyke', a small yellow chicken, as a baby-trainer.
==>°¡À̵å´Â ÀÌ µµÀüÀ» ÅëÇØ¼­ ¶óÀÌ¿ÂÇìµå¿¡¼­ 'Tyke'¶ó°í ºÎ¸£´Â ÀÛÀº ³ë¶õ º´¾Æ¸®¸¦ ¾Æ±â ÈÆ·Ã¿ëÀ¸·Î ¾òÀ» °ÍÀÌ´Ù.

It will follow your creature around, and imitate any behaviours you may have taught it.
==>±×°ÍÀº ´ç½ÅÀÌ °¡¸£Ä¥ ¼öµµ ÀÖ°í, ÁÖº¯ ±×¸®ÃĵéÀÇ ÇൿÀ» Èä³»³»±âµµ ÇÑ´Ù.

It's your overriding mission to look after Tyke, and ensure its survival.
==>ÃÖ¿ì¼±ÀÇ ¹Ì¼ÇÀº Tyke¸¦ µ¹º¸°í, È®½ÇÈ÷ ¼ºÀå½ÃŰ´Â °ÍÀÌ´Ù.


The inspiration for the figments of Creature Isles came from the fans of the series.
==> Å©¸®ÃÄ ¾ÆÀÏÀÇ Ç㱸ÀûÀÎ ³»¿ëÀÇ ¿µ°¨Àº ÆÒµé·ÎºÎÅÍ ¿Ô´Ù.

Information garnered from fansites led to the overwhelming conclusion that what players wanted was for their creatures to be able to have sex and to breed, hence the goal of this unorthodox expansion.
==> Á¤º¸´Â ÆÒ»çÀÌÆ®¿¡¼­ ¾ò¾úÀ¸¸ç, ±×°Ô¼­ ÀڽŵéÀÇ Å©¸®Ãİ¡ ¼ºº°À» °¡Áö°í, ¾Æ±â¸¦ ³ºÀ» ¼ö ÀÖ´Â °ÍÀ» ´ë´Ù¼öÀÇ È¸¿øµéÀÌ ¿øÇÏ´Â °ÍÀ» º¸°í, ±×°ÍÀ» À̹ø ÆÄ°ÝÀûÀÎ È®ÀåÆÑÀÇ ¸ñÇ¥·Î Á¤Çß´Ù.

Acquring fan opinion was also the method used for the selection of the crocodile as your opponent, and the chicken as the species for Tyke.
==> Acquring ÆÒ ÀǰßÀº ¾Ç¾î¸¦ »ó´ëÀÚ·Î ¼±ÅÃÇÏ´Â ¹æ¹ý°ú Tyke¶ó´Â ´ß Á¾·ùÀ̾ú´Ù.


The expansion will also upgrade the intelligence of the inhabitants of Black and White, as well as refining the online element of the game.
==> À̹ø È®ÀåÆÑ¿¡¼­´Â ºí·¢ & È­ÀÌÆ®¿¡¼­ÀÇ ÁֹεéÀÌ Áö´É°ú °ÔÀÓÀÇ ¿Â¶óÀÎ ¿ä¼Ò¸¦ º¸¿ÏÇÏ¿© Çâ»ó½ÃÄ×´Ù.

Sub-games will make an additional appearance -- for example, we witnessed a bombing facility with a targeting scope.
==> °ÔÀÓ ¼Ó¿¡¼­ Ưº°ÇÑ »óȲÀ» º¸°Ô µÉ °ÍÀÌ´Ù. ¿¹¸¦ µé¸é, Ç¥ÀûÀ¸·Î »ï´Â ¹üÀ§ ³»ÀÇ ½Ã¼³¿¡ ÆøÅºÀ» ½î´Â °ÍÀ» º¼ ¼ö ÀÖ´Ù.

In common with many upcoming titles, features specific to the Geforce3 graphics chip will be included.
==> ÀϹÝÀûÀ¸·Î ¸¹Àº ŸÀÌÆ²µé°ú ¸íÈ®ÇÑ Æ¯Â¡µéÀÌ Geforce3 Ĩ¿¡ Æ÷ÇԵǾî ÀÖ¾ú´Ù.

Molyneux also hinted at the development of Black and White 2, mentioning specifically that proper cross-breeding would be included.
==> ¶ÇÇÑ, ¸ô¸®´º´Â ºí·¢ & È­ÀÌÆ® 2ÀÇ °³¹ß¿¡ ´ëÇØ¼­ ¾Ï½Ã ÇÏ¿´°í, Á» ´õ È®½ÇÇÏ°í ¾Ë¸ÂÀº cross-breedingÀÌ Æ÷Ç﵃ °ÍÀ̶ó°í ¾ð±ÞÇÏ¿´´Ù.

Newsworthy qu! otes?
==> ´º½º °Å¸®°¡ µÇ´Â ÀοëµéÀº?

"We're not sure whether we'll be featuring the graphic details of the final sequence, but then, after all, the Discovery Channel does, why shouldn't we?"
==> "¿ì¸®´Â ÀÌ Æ¯»ö ÀÖ´Â ±×·¡ÇÈÀÇ Ç׸ñµéÀÌ ÃÖÁ¾ °á°ú¶ó°í È®½ÅÇÏÁö ¾Ê´Â´Ù.ÇÑÆíÀ¸·Î´Â ´Ù¸¥ ¹ß°ß ä³ÎÀ» ÀÌ¿ëÇÒ °ÍÀÌ´Ù."

Games Domain's recommendation?
==> Games Domain¿¡ ÇϰíÇ ¸»Àº?

Cold showers and long runs does wonders for you.
==> ÁÁÀº Àϰú ¹«ÇÑÇÑ ¹ßÀüÀÌ Àֱ⸦ ºó´Ù.


Black and White: Creature Isles should be completed in November this year, with a speculative February launch.
==>ºí·¢ & È­ÀÌÆ®: Å©¸®ÃÄ ¾ÆÀÏÀº 2001³â 11¿ù¿¡ ¿Ï¼ºµÇ¾î, 2002³â 2¿ù¿¡ ³ª¿Ã °ÍÀÌ´Ù.


[PAGE TOP]


Å©¸®ÃÄ ¾ÆÀÏÀÇ ´ëº» ÀÛ°¡, James Leach¿ÍÀÇ ÀÎÅͺä. [PAGE TOP]

==>´ç½ÅÀº À̹ø ÇÁ·ÎÁ§Æ®¿¡¼­ ¾î¶² ÀÏÀ» Çß½À´Ï±î?

==>Àú´Â ÄÁ¼Á, ½ºÅ丮, ¸¹Àº ½ÃÇèµé, ¸ðµç ´ë»ç¿Í À½¼ºµéÀ» Á¤¸® ÇÏ¿´½À´Ï´Ù. À̰͵éÀÌ Black & White¿¡¼­ Á¦°¡ ÇÑ ÀÏÀÔ´Ï´Ù.

==>¿©±â¿¡´Â ¾î¶»°Ô µé¾î¿À°Ô µÇ¾ú½À´Ï±î?

==>Àú´Â Bullfrog¿¡¼­ °ÔÀÓ¿¡ °ü·ÃµÈ ÀÏÀ» Çϱâ Àü¿¡ ¼ö³â µ¿¾È ÄÄÇ»ÅÍ ¹äÁö ÆíÁýÀÚ·Î ÀÏ ÇßÀ¸¸ç, EA»ç¸¦ °ÅÃÄ ¸¶Ä§³» ¶óÀ̿ Çìµå»ç·Î ¿Ô½À´Ï´Ù. ±× ¶§ ¸ô¸®´º´Â °ÔÀÓ »ê¾÷¿¡¼­µµ Á¡Á¡ ´õ ÀÛ°¡µéÀÌ ¿ä±¸µÈ´Ù´Â °ÍÀ» ¾Ë¾Ò½À´Ï´Ù. ±×¸®°í, ±×´Â Ʋ¸®Áö ¾Ê¾Ò½À´Ï´Ù.

==>Å©¸®ÃÄ ¾ÆÀÏÀÇ ÄÁ¼Á¿¡ ´ëÇØ¼­ ¼³¸íÇØ ÁֽðڽÀ´Ï±î?

==>¿ì¼±, ¿ì¸®´Â Black & White¸¦ ÇØº» »ç¶÷µéÀ» À§ÇØ °áÁ¤Çß½À´Ï´Ù. ¿ì¸®´Â °¡Àå ¸¹Àº Çǵå¹éÀ» ¾ò±â À§ÇØ ´õ ¸¹Àº Å©¸®Ãĸ¦ ´Ù·ç±â·Î Çß½À´Ï´Ù. ¿ì¸®´Â Ç÷¹À̾î¿Í Ç÷¹À̾îÀÇ Å©¸®Ãĸ¦ À§ÇÑ ÀÏ·ÃÀÇ ½ÃÇèµéÀ» ¸¸µé±â·Î °áÁ¤ÇÑ ÈÄ¿¡, ÀÌ·¯ÇÑ °ÍµéÀ» Å©¸®ÃÄµé ½º½º·Î°¡ ½ÃÇèÀ» ÇØ°áÇØ ³ª°¡µµ·Ï Çß½À´Ï´Ù. ¿ì¸®´Â Å©¸®ÃÄ¿¡°Ô »õ·Î¿î Àç·á¸¦ °üÂûÇÏ°Ô Çϰí, °Å±â¿¡¼­ ÀáÀç·ÂÀ» Àϱú¿ï¼ö ÀÖµµ·Ï Çß½À´Ï´Ù.! ÀÌ·¯ÇÑ ÀÏ·ÃÀÇ ½ÃÇèµéÀ» Åë°úÇϸé Àü¼³ÀûÀÎ ¹«¾ð°¡¸¦ °æÇèÇÒ ¼ö ÀÖ´Â ¸ÚÁø »óÀÌ ÀÖÀ» °ÍÀÔ´Ï´Ù. Çì¶óŬ·¹½º°¡ ±×·¯Çß°í, er, À²¸®½Ã½º(°í´ë ½ÅÈ­¿¡ ³ª¿À´Â Àι°), ±×¸®°í, ¼Ò¼öÀÇ ¿¾³¯ ŽÇè°¡µéµµ....

==>Å©¸®ÃÄ Ä³¸¯ÅÍÀÇ ¾ÆÀ̵ð¾î´Â ¾îµð¿¡¼­ °¡Á® ¿Ô½À´Ï±î?

==>±Û½ê, ¿ì¸®´Â Å©¸®ÃĵéÀÇ Ç¥ÁØ ¸ð½ÀÀ» »ç¿ëÇÏ´Â °ÍÀ» ¿øÇÏÁö ¾Ê½À´Ï´Ù. ´Ù¸¸, ±×°ÍÀÌ ¸Â±â¸¦ ¹Ù¶ö »ÓÀÔ´Ï´Ù. ½ÇÇèÇÏ°í ³­ ÈÄ¿¡, ¿ì¸®´Â ·¯½Ã¾Æ ´Á´ë°¡ ÀÏÀ» ÇÏ´Â °ÍÀ» ¹ß°ßÇß½À´Ï´Ù. ½ºÄÚÆ²·£µåÀÇ ¾ç°ú Àεµ »ó·ù °èÃþÀÇ È£¶ûÀ̵µ. ¿ì¸®´Â µ¹°í·¡ ÈÆ·Ã ¾ÆÀ̵ð¾îÀÇ ´Ü¼­´Â °¡Áö°í ÀÖÁö ¾Ê¾Ò½À´Ï´Ù.

==>½ºÅ丮 ¶óÀΰú ½ÃÇèµéÀº ´©°¡ °áÁ¤Çß½À´Ï±î?

==>¶óÀ̿ ÇìµåÀÇ ¸ðµç »ç¶÷ÀÌ ¹«¾ùÀ̵ç Á¦¾ÈÇÒ ¼ö ÀÖ¾ú°í, ¶ÇÇÑ ±×µé¿¡°Ô¼­ µé¾ú½À´Ï´Ù. ¿ì¸®´Â À̹ø¿¡´Â Å©¸®Ãĵ鿡°Ô ÃÊÁ¡À» ¸ÂÃâ °ÍÀ̶ó´Â °ÍÀ» ¾È ÈÄ¿¡, Àú´Â Å©¸®ÃÄ ¾ÆÀÏÀÇ ÄÁ¼ÁÀ» ½ºÄÉÄ¡ ÇÏ¿´°í, °Å±â¿¡ ¶Ù¾î³­ ¾ÆÀ̵ð¾îµéÀ» Æ÷ÇÔ½ÃÄ×½À´Ï´Ù. Àú´Â »ç¶÷µéÀÌ ¿­¸ÁÇÏ´Â °Í¿¡ Á¦ ÀÚ½ÅÀÇ ¾ÆÀ̵ð¾î¸¦ ½ÃÇè¿¡ µ¡ºÙ¿´½À´Ï´Ù. ±× µ¿¾È¿¡µµ µðÀÚÀ̳Ê, »ðÈ­ ´ã´çÀÚ, ÇÁ·Î±×·¡¸çµéÀÌ ¾ÆÀ̵ð¾î¸¦ Á¦¾È ÇÏ¿´½À´Ï´Ù. ±×¸®°í, Black & White¸¦ °¡Áö°í ! ÀÖÀ» ¶§, »ç¿ëÇÒ ¼ö ÀÖµµ·Ï ÇÏ¿´½À´Ï´Ù. ¿ì¸®´Â Georg BackerÀÇ ¾ÆÀ̵ð¾îµéÀÌ ¾ðÁ¦³ª ÃÊÇö½ÇÀûÀÏ ¶§, Á¶½ÉÇØ¾ß ÇÏ´Â À¯ÀÏÇÑ »ç¶÷ÀÔ´Ï´Ù.

==>´ç½ÅÀÌ ÁÁ¾ÆÇÏ´Â Å©¸®ÃÄ´Â ¾î¶² °ÍÀԴϱî?

==>Á¦°¡ ÁÁ¾ÆÇϴ ij¸¯ÅÍ´Â ½ÇÁ¦·Î´Â ¿îµÐÀÚÀÔ´Ï´Ù. ±×´Â ºÐ¸íÈ÷ ¹ÌÃÆÁö¸¸, ±× ¹«¾úº¸´Ùµµ Àç¹ÌÀÖ´Â ¿¬¼³À» ÇÕ´Ï´Ù. ±×·¯³ª, Å©¸®ÃÄ¿¡ ´ëÇØ¼­´Â Naxo¶ó´Â ÄÚ»Ô¼Ò°¡ ÀúÀÇ ¸¶À½¿¡ µç´Ù°í ¸»ÇÒ ¼ö ÀÖÀ» °ÍÀÔ´Ï´Ù. ¾î¼¸é ½È¾îÇÏ´Â ¿µÈ­ ij¸¯ÅÍó·³ ¿òÁ÷À̱⠶§¹®ÀÏ °Ì´Ï´Ù. À̸¸, ´õ ÀÌ»ó ¿©±â¿¡ °üÇÑ ¾ð±ÞÀ» ÇÏÁö ¾Ê°Ú½À´Ï´Ù.

==>½ÇÁ¦ ¶Ç´Â Ç㱸ÀûÀΠƯ¼ºÀ» °¡Áö´Â ´Ù¸¥ ij¸¯Å͵éÀº ÀÖ½À´Ï±î?

==>¾Æ´Õ´Ï´Ù. ¿ì¸®´Â 'È¥¼ºÈ­ Àå¼Ò(?)' Áï, ÄÃÆ®ÀÇ ½ÃÃʶó°í ÇÏ´Â °ÍÀ» ¿øÄ¡ ¾Ê½À´Ï´Ù. ±×¸®°í, ´ç½ÅÀÌ ¹¯±â Àü¿¡, Bao ³ª¹«, ±×¸®°í, ¼ÒÁßÇÑ ¹°°ÇÀ» º¸È£ÇÏ´Â »ç¶÷Àº ºÐ¸í ¶óÀ̿ ÇìµåÀÇ ¿¹¼ú°¡µéÀÌ ±â¹ÝÀÌ µË´Ï´Ù. ±×¸®°í ´Ù½Ã, ¿ïºÎ¢´Â Ballista BlokeÀº Georg¿Í À¯»çÁ¡À» °¡Áö°í ÀÖ½À´Ï´Ù. ±×ÀÇ ¸ñ¼Ò¸®ÀÇ º¼·ýÀº °¡Àå ÀÛÀº °ÍÀÌ ¾Æ´Ï¾ú½À´Ï´Ù. Èì, ¿ì¸®´Â ±×¿¡°Ô einen Oesterreichischen Akzent¸¦ ÁÖ¾î¾ß Çß½À´Ï´Ù!


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IGN Interview [PAGE TOP]
As far as videogame conventions go, not much was going on at this year's ECTS in London, England. While the big news at the show was Blizzard's announcement of World of Warcraft, we really had to do some serious drinking, er, thinking to sniff out any other big, worthwhile stories.

Thankfully, Lionhead came through for us, as founder Peter Molyneux showed off Creature Isle -- their self-proclaimed "mini-sequel" for Black & White -- at the show.

After the Creature Isle presentation, we had a chance to sit down with Peter and Jonty Barnes, the head of the Black & White team, to talk a bit about Creature Isle and the future evolution of Black & White. In the interview, Peter revealed a lot of details on Creature Isle as well as Black & White 2, and even their console plans for the series.

IGNPC: How do you envision Creature Isle in the Black & White universe? What was the inspiration behind it, and what kind of features is it going to add to the game?

Jonty Barnes: Black & White Creature Isle was pretty much a reaction to the feedback we got from the original game. There was quite a lot of research into the elements of Black & White that people found most enjoyment from. People generally seem to fall into two camps -- one was a very much creature-based side of gameplay, and one was the real-time strategy side -- but when it came to comparing the two, the creature-centric side was the stronger concept to go with first. In fact, we had a plan to do Black & White Creature Isle and Super Gods as well, to cater more to the real-time strategy side, but were more keen now to press on with Black & White 2 and let that benefit from some of the ideas that we had for Super Gods.

IGNPC: You said you did a lot of research into the feedback you got from the original game. In coming up with the idea for Creature Isle, how much did you look to the online community for such inspiration?

Jonty Barnes: The community for Black & White on the 'net has just been huge, and they're very vocal and constantly demanding. Much of what we're doing with Creature Isle comes directly from their input, and is a reaction to the community.

The thing about Black & White is that we were under so much pressure to get it out. I wouldn't say we compromised, but we just had a lot more ideas than we couldn't possibly get in the game, and we wanted to realize them within Black & White as soon as we could, and Creature Isle was a great vessel for that.

Peter Molyneux: One of the problems was, in order to get things right, we had to do a little paring back. The creature's intelligence was a little bit...well, it got in the way a lot of times. So what Creature Isle allows us to do is show off more of the potential of what the creature is around a central focus, and the end objective of mating with another creature was definitely requested a number of times by the community.

IGNPC: So there are a lot of AI improvements in the creature as well, and he can do a lot more?

Peter Molyneux: Yeah, he can do a lot more. It's not that the system has changed, it's just that we've managed to get out a lot of problems with the original system, the idea that he can look at what you're doing and try to work out that it means you like these people or not like these people, whereas in the original Black & White we had to cut that back a lot because he started doing things which were a little bit strange.

We've had Richard Evans, who did all of the creature intelligence in Black & White, working on Creature Isle for the last three months on Creature Isle and making improvements.

Jonty Barnes: Well, one of the exciting things that people requested and that we wanted to do was the ability to breed.

Peter Molyneux: Yeah, to have sex.

IGNPC: Yeah Jonty, let's not try to cover it up [laughs].

Peter Molyneux: Well yeah, that's what it is really is. They are creatures, after all. You can watch those wildlife programs and see what's going on. You don't have to worry so much about it, because these are actual animals.

Jonty Barnes: A very exciting gameplay element of that of course is that you're going to have inherent behavior from your creature that you spent hours playing with. But equally, your creature is going to have a whole new purpose as well, which is to teach, what we're calling "tyke" within Lionhead Studios, his own son effectively. So, everything that tyke learns is direct from your creature and not you as a player, but then indirectly from you because you're teaching your creature.

IGNPC: When you start Creature Isle, how will you transition from Black & White? Will you just pull your creature over into the game, and how will the game actually begin? What are your goals in the very early parts of the game?

Jonty Barnes: We don't throw everything at you straight away obviously. The story begins with the missionaries, the popular yet annoying singing missionaries.

IGNPC: Of course, the three guys at the beginning of Black & White that you got the meat and grain for.

Jonty Barnes: Exactly. They've gone traveling and brought belief in you to this new land -- the Creature Isle. So you start out the game with your creature, and suddenly it becomes very apparent that you're in this realm with no gods, which is great because you've got complete and utter freedom. You can't go wrong and you don't have to be cautious -- you can just do as you like straight away. And then you discover that there's something much more intense going on -- there's a whole realm of creatures, and there's a whole set of trials for you to go through to impress the female creature, because with the ultimate goal to breed, who's going to want a weak creature to breed with?

Peter Molyneux: This is an elaborate mating ritual that you're going through, and there are other creatures trying to go for the shag as well. It is a direct reflection of how little social contact the team had in the completion of Black & White [laughs].

As Jonty said, one of the things that you're given is this little tyke, whether you like it or not. Because this little thing needs feeding and it needs looking after, some people won't be bothered with that, and you'll end up seeing this thing being dragged along on with your creature not even really paying attention to the tyke.

IGNPC: Will the tyke grow as well over time like your creature does?

Jonty Barnes: Yeah, definitely.

IGNPC: We saw the chicken tyke today. Will there be several different kinds of tykes in the game?

Jonty Barnes: Well, the chicken is your starting tyke -- sort of like your practice tyke -- but it's also one of the trials in the land. Eventually, you're not limited to that, though.

Peter Molyneux: It's like there's two different trials: the individual challenges that you go to, and the overriding challenge to get this little chicken to grow and to look after it. The other nice thing is this simple mechanic of the scoring system, which shows how well you're doing and how close you are to actually getting the "big prize."

IGNPC: So the tyke isn't actually your offspring, right?

Peter Molyneux: No. The way it works is there's this one miraculous creature that's in this dojo building so that you can't actually see her, and she keeps sending you out on these tasks to prove how good of a parent you would be. One of the tasks is to look after your tyke whilst you're doing all these other challenges, and there are a lot of other creatures out there doing it as well.

You may be brilliant at doing certain challenges, but you may be really poor at looking after this little tyke, and it all kind of averages out. If your score is over a certain amount at the end, you get to win the hand of this miraculous female creature, and see everything in glorious technicolor.

IGNPC: So, any plans to make this multiplayer as well, so you'll actually be going up against other human competitors with there creatures and tykes as well?

Peter Molyneux: You will definitely be able to take your tyke online. The other thing we'd love to do is let you take your creature and tyke back into the original game so you could play the original game with your tyke. The only slight downside to that is that we would have to include a patched version of Black & White on the disc, and that may have a testing impact at EA, but I'd love to be able to do that.

IGNPC: In the demonstration, you said you have about half as many trials in the add-on pack that you had in the original game. What are some of the trials we can expect to see in Creature Isle?

Jonty Barnes: They're completely varied, from almost arcade games using the physics systems to looking after tyke to interacting with the villagers a little. A lot of them are very enclosed, but a lot of them equally pan across the entire story.

For example, you've got something like the cow; a very arrogant cow who also happens to be very good at bowling. One of the early trials is to beat this cow at bowling. At the same time, you have tyke, who the villagers get very involved with because they're so enthusiastic to help you.

IGNPC: We saw the new crocodile model today. Are there any other new creature models in the game?

Jonty Barnes: There's the rhino, which didn't get fully discovered in the original game. He's especially cool because he's got a lot of special powers. We call him the Jedi Rhino, because he's got some special fighting techniques. There's a whole new fighting AI system now as well, that includes a number of new elements.

IGNPC: We heard about the ability to queue moves now in the presentation. What are some of the other additions to the fighting system?

Jonty Barnes: Well, using the Jedi Rhino as an example, he uses real-time morphing to use mind powers and new special moves. There are also some new miracles in the game. For example, there's a speed-up miracle which obviously has an impact on fighting, but also an anti-miracle system so you can protect yourself in the fight arena.

IGNPC: On the rhino model, what was the little gold ring that we saw in the demo today? It kind of looked like an armband.

Peter Molyneux: Good God Tal, how did you spot that? It was only on-screen for a nanosecond!

IGNPC: Hey, that's my job [laughs].

Peter Molyneux: Well spotted indeed. I guess we better tell him them, Jonty [laughs].

Jonty Barnes: That's kind of an establishment of the Brotherhood on the Creature Isle. A lot of the creatures got together for a common goal. That's actually currently not necessarily a final visual, but it's sort of a first stage towards some kind of entry to the trials.

Peter Molyneux: What you've got to do is, before you have the right to get the overall prize, you have to have gained entry into the Brotherhood. Any creature who joins the Brotherhood gets this gold bangle, so when you go online, you can see Brotherhood creatures because they have this gold band, and that means they're probably not virgins anymore.

I keep coming back to that, don't I? I almost sound obsessed [laughs]. I don't even want to tell you about the next game...

IGNPC: It sounds like you may have been a little more obsessed than the rest of the development team.

Peter Molyneux: Yeah, probably.

IGNPC: You mentioned that the villagers will be in the game. How are they going to play out? Obviously you're not going to have to manage them as much as you did in the previous game...

Jonty Barnes: No, not at all. They won't be a chore in any capacity, but at the same time, we're not going to limit the player in what they can do, so you can happily expand. The villagers have a number of reactions to your situations, but they are incredibly enthusiastic that you're here with your creature. They won't, for example, ask you to look for their sheep or any simple chores like that. They're there encouraging you and also very enthusiastic for you to use them as a vessel for miracles and anything else impressive.

Peter Molyneux: The other thing about villagers is that, at the end of Creature Isle, your creature gets the ability to build things. So if you do take him back into Back & White, you can get your creature to build up an entire village, which is quite important for the online element. That was one of the things we found with online is that the game is too slow because it took so long for villages to build up, but if you've got creatures who have this ability to create a whole town, that should speed things up quite a lot.

IGNPC: Is there anything else big that you'd like to talk about or mention?

Jonty Barnes: One thing is that you don't have to finish the original game to play Creature Isle. In fact, if you've lost your save game, it by no means affects you in a negative way. You'll be given a creature with minimum requirements, but not limited requirements.

Peter Molyneux: One of the things that we're setting up is the ability to archive your saved games, so you can go online and upload your save game which will stay there for years, and when Black & White 2 comes out, you'll be able to download your saved game. I never, ever save my old games, and I always regret it. That happened to me with Baldur's Gate 2. I replaced my computer about three times since the original Baldur's Gate, and I miss my old characters.

IGNPC: Speaking of Black & White 2...

Peter Molyneux: Uh oh, what have I done now?

IGNPC: Hey, you brought it up [laughs]. So, speaking of the sequel, what can you say about the game right now? Will you be able to bring your creature into the sequel?

Peter Molyneux: Yeah, definitely. I'd like to bring over the creature's mind and definitely your alignment, and making that fairly important in the start of the game, so if you've archived your creature away, then you can start the game off with your old friend.

We're also thinking about a system of guessing what kind of alignment you are through a series of questions if you don't have a history, just to try to get people off to a certain alignment at the start of the game instead of starting off neutral like you did in Black & White.

Black & White 2 will have a lot more concentration on the little people, and the idea that they will have wars. I really like the idea of these really big, quite vicious wars going on, and then you as a god coming back to this world after you left it in peace. When you come back, you'll have to pick what side you and your creature are going to support, and you will have a lot of miraculous input into these wars.

IGNPC: So the focus of Black & White 2 is going to be a lot dirtier than Black & White?

Peter Molyneux: Not necessarily dirtier, but the fact that time has moved on, and the little people aren't these innocent things that just go out into the fields and collect wood to build houses. They have a bit of technology now, and they're fighting against each other, and they're not nearly as impressed with gods as they were before. You know, they were very passive in the first one, and I see this as being a progression as we move into Black & White 2 and Black & White 3 that time moves on as we get closer and closer to today's world.

One of the coolest things in Black & White 2 will be the ability to make walls. I know that sounds fairly boring, but you'll have the ability to actually draw out boundaries and define what your kingdom is and defend against the onslaught against it.

You'll also continue to develop your creature's AI, and have him technologically move on as well, and you'll have him making tools and weapons as part of the evolution of Black & White.

IGNPC: It sounds like Black & White 2 is going to have a few more RTS elements than the original.

Peter Molyneux: Yeah. The tribes were fairly passive in the original, and there weren't many RTS elements in there. I'd like there to be RTS elements around what Black & White is, so this idea of building a kingdom and maintaining that kingdom against the onslaughts of different tribes and different gods will be cool.

IGNPC: With it still being a god game, how much direct control over your villagers are you envisioning at this point?

Peter Molyneux: This is not locked in stone at all, but I think the ability for you to be able to single out certain people within tribes and make them leaders of legions of people would be quite a good mechanic to work with, and that sort of lives between an RTS game, where you control every single unit, and a god game, where you just influence. So you'll directly influence a smaller number of people who then rally and gather people and take them off to war. I see it being much more bloody and vicious.

IGNPC: So sex and violence is the evolution of Black and White...

Peter Molyneux: [laughs] Sex and violence are the key words.

I can almost see a separate product for the nurturing part of what Black & White is -- we'll have to see how Creature Isle does. I don't want to ignore that at all, but I also want to introduce this element of competitiveness.

IGNPC: Going back to the original Black & White, how is multiplayer progressing or evolving?

Peter Molyneux: Yeah, there was a lot of plans for multiplayer, the trouble with the multiplayer version of Black & White is that it should have been a separate game; a completely separate game. We should have given it the time it needs to have. You can see from Creature Isle there are definite mechanics we are putting in there to make the multiplayer less of an exhausting experience, you know multiplayer games can take four or five hours and that's just too long. And so I can see those elements being continued, enhanced. The other thing I really want to do is, hopefully in the next two months, is to have a number of registered Black & White, almost developers. We're trying it with a couple of people at the moment, and that's people who maybe come into Lionhead for a little while, and then take a lot of the source code away and create things like creature editors or map editors or landscape editors and they create them as separate products. I'd like to give certain people in the world the source to Black & White and see what they come up with on the multiplayer side because you need someone to really continually enhance and improve it.

IGNPC: Speaking of branching out, how are Lionhead's console plans going now?

Peter Molyneux: Well, there are two console games in production by two separate teams, one called Big Blue Box, and the other called Intrepid. Big Blue Box is doing a game called Project Ego, which is a role playing game with a number of distinct differences, and it's looking pretty, pretty cool. I could talk about it for hours and hours on end. I'm really enjoying helping them with some ideas in it; they're really doing a fantastic, amazing job.

On the other side of it is Black & White Next-Generation, which is the console version of Black & White, which is completely different from the original version of Black & White because you get to control your creature directly. It's a mixture of first and third person and you can do some very cool things... You can go in with your creature, control him with the joy pad, do a number of actions, and your creature will learn to do those actions, so when you aren't controlling him directly, he can actually do those things that you've shown him to do, and they can be quite varied: you can actually teach him to throw things by literally picking up and throwing things yourself. So, it's very, very different, and now centered totally around the creature. The creature now has the ability to go into towns and persuade the little people to follow him, so you'll have your creature going around with this huge snake of people following him. The more people that follow him the more miracles he can perform. So the concept of you having a citadel and having worshipers in the citadel is completely gone in console Black & White, it's all centered around your creature, and the number of followers you have the more powerful your creature is.

IGNPC: Well, we don't want to take up too much of your time, so is there anything else you'd like to add?

Peter Molyneux: [laughs] I think we've already revealed too much.

IGNPC: Well thanks for your time.

Peter Molyneux: Thanks for having us.

Make sure to check out the full twenty-minute Creature Isle' presentation from ECTS this year.

-- Tal Blevins


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GameSpot US Preview [PAGE TOP]
Black & White's semi-intelligent creature, with AI that made it capable of learning and acting on its own in surprising and frustrating ways, is no doubt the game's most memorable achievement. Many fans of the game came to really care for their creatures. Besides the impressively lifelike behaviors of Black & White's creatures, their large, glassy eyes and articulate gestures made them seem even more real. It should be no surprise that the next addition to the Black & White world focuses exclusively on creatures--plural, because now in Black & White: Creature Isles there's a whole menagerie of them for you to play with and two that your creature can raise on his own.

In Creature Isles, you've landed in a very large land populated by many mature creatures, but none of them have godly masters like yours does. So the native creatures are a bit impressed with yours, and he's invited to join the Brotherhood if he can pass all the trials they've set out. But even that isn't your final goal. Mercutio, a giant crocodile who leads the Brotherhood, is the guardian of Eve, a female creature yours would certainly like to breed with if he can get the chance. But this challenge is more than just finding a mate--it represents your creature's chance to have offspring, making the life cycle go full circle as the creature you raised from infancy in the first game becomes a parent himself.

If this seems a bit touchy feely, it's not necessarily. With their British humor and directness, Lionhead puts the goal in quite blunt, vivid terms on the order of "Your creature wants sex." It will likely be treated as matter of factly as the facts of life were presented in the first game, although Peter Molyneux, Black & White's creator, does envision that the game's ending might include some graphical reenactment. One consequence of Lionhead's calling your creature's betrothed Eve is that your creature is now pretty clearly male, a previous ambiguity.

But that's just the beginning and the end of the game. During the course of your creature's quest to join the Brotherhood and impress Mercutio and Eve, he'll have to complete approximately 25 trials. Many of these trials are minigames that your creature himself must learn, but you can join in after he's got them down. One of the first trials is a bowling contest. It uses the game's capable physics engine to set up a bowling lane on one corner of an island, and your creature throws a ball at pins to compete with a smart-aleck cow. Another minigame involves shooting at targets with a ballista through a new first-person targeting view. But the funniest one we saw is the one in the Japanese tribe's cemetery that resembles whack-a-mole. Other types of trials include fights with other creatures, and these won't necessarily be easy. One creature, the Jedi Rhino, calls upon "the source" for a number of special Jedi-like powers, and he's a strong fighter to boot.

A Learning Experience

Once you defeat other creatures in the land, their symbols appear at the dojo, your central structure in Creature Isles. From here, you can summon other creatures into the ring to practice fighting or you can choose to switch your creature's body into one of the new forms. While many players get pretty attached to their creature's particular appearance, it's likely that most will give at least the Jedi Rhino and the crocodile a try. Naturally, everything your creature has learned is transferred from one form to another, but there are behaviors innate to each creature type and different natural propensities toward strength, speed, and intelligence, as in Black & White. It's just much more direct to switch between creature forms in this game, and there are a few more options in addition to the free add-ons Lionhead is releasing for Black & White.

One of the very last trials before you win the heart of Eve requires you to raise Tyke--a surrogate child that looks a bit like a yellow rubber duck--to prove that your creature will be a good father. It's at this point in the game that your creature begins to learn how to take care of another creature, and you get quite a bit of advice from your two advisors. Since you can't directly influence Tyke, your creature has to encourage or discourage developing behaviors. In the screenshots to the right, for example, we can see a creature kindly petting Tyke. All creatures learn by example, so you also might not want to let other creatures wander in and give Tyke the wrong ideas.

Creature Isles is being worked into the rest of the Black & White world. With the Creature Isles enhancements, Black & White's notoriously slow multiplayer matches should be much quicker. Your creature is now quite a bit smarter and can build structures on his own. There's also a speed-up miracle that should move things along much quicker. When you've completed Creature Isles' single-player game, you'll have not one but three creatures to help you, as both Tyke and your creature's child will be persistent throughout Black & White--even in the first game's single-player campaign, if Lionhead's planned patch for the game works out. Given that the stakes involved in losing your saved creature data are going up considerably with the expansion, Lionhead is thinking of making it possible to save your creatures on a central server. In any case, both Creature Isles and the full Black & White sequel will include basic preset creatures that should let new players get into the game without having to start at square one with an infant creature.

Creature Isles will take the most popular part of Black & White--creatures--and give them a whole new level of personality. This means that while the story-based elements continue into the new expansion--with new gold and silver scroll challenges and the return of favorite characters from the first game--there aren't any new scenarios focused on strategic conquest. Originally, Lionhead thought of doing two expansions, Creature Isles and another called Super Gods that would have brought new depth to the godly conquest. But in the end, the Black & White team decided to just focus on one. It seems clear from what we've learned of Black & White 2 that Lionhead is trying to blend it all back together for the sequel, though. Fortunately, fans won't need to wait nearly so long for Creatures Isles.


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GameSpot UK Preview [PAGE TOP]
Everyone's favourites, the bone-idle missionaries, return with a brand new song that's more annoying than ever. And in the process, discover a new land for Black & White that's full of amazing creatures and arcade challenges.

Blame the evil powers of rock and roll, because while Black & White's battle for your soul was (and still is) a tantalising choice between good and evil, the game proved once and for all that the devil has by far the best tunes. Surely this could have been the only explanation for the miserable standard of Black & White's resident songsmiths, the morally pure and lyrically inept missionaries.

And now the missionaries are back - after rumours of creative disagreements, a new two-step garage direction and them sinking into a drug-addled celebrity hell along with the All Saints (or not) - they return to our PCs with a new song (rumoured to be their worst yet), and the small matter of having discovered a whole new godless land for Black & White players, the setting of a new add-on for the game.

The Creature Isles are dominated by The Brotherhood, a band of enlightened atheist animals, who get along just fine without gods, and number in their midst several new species, such as a guitar-playing crocodile, and an as yet mysterious female character. In order to keep their archipelago in its state of divinity-free nirvana however, the Brotherhood insists on newcomers undergoing a series of entry tests, and these challenges form one of the key additions that Creature Isles makes to Black & White.

While the original game was in many ways like playing in a sand-box, an open ended and creative experience, Creature Isles' mini-games are like heading down to the arcade with a pocket full of change and a desire to engrave your three initials on the hi-score board. Players import their creature from Black & White, and travel around the isles trying to complete challenges - many of which are based on beating a Brotherhood creature. From smashing high-scores to out racing them, it's all about trouncing them at their own game.

The more trials the player completes, the more become available, and of course, your two sidekicks and the impressive system of in-game hints and tips are always on hand to give you adequate instruction. The mini-games range from the relatively simple bowling and shooting marauders to a dice based board-game and even a version of Missile Command.

The mini-games demonstrate the flexibility of Black & White's 3D engine - the shooting trials present the player with a gun-sight view, while throwing dice and bowling balls becomes second nature to a frustrated god. According to members of the game's development team at ECTS, Creature Isles will include nearly 40 different challenges, all of them re-playable once they are complete.

As well as adding these objective based mini-games, which give Black & White players a more rigid structure of levels to play through, Creature Isles also expands the game's general mode of explorative play with the addition of 'Tyke', a little Chicken creature that is adopted by your own creature. Tyke learns from his parent, and so his behaviour is taught indirectly, as opposed to the direct instruction employed in the original Black & White. So if your creature has a taste for flinging innocent villagers into the ocean, the chances are you're going to have one troublesome fowl on your hands - it's like father, like son. As Tyke grows however, he becomes more confident and capable of acting on his own. However, if you or your creature find being a single parent is getting you down, Tyke has his own cage that can buy you some valuable respite. All together now: "Get to your room!"

As well as all the complications and subtleties that the indirectly controlled parent/child relationship introduces into the game, Creature Isles promises to update the AI routines with new actions and behaviours that didn't make it into the release of Black & White. Other improvements include a land-mass that's double the size of the original and new dialogues for the side-kicks (including a Britney Spears joke routine).

Creature Isles is nearly complete, the team hopes to have it ready for either an October or November release. Also in development are the PSX version of the original, and at Lionhead itself, a PS2 conversion. Rumours of a Christmas single by the Missionaries fortunately appear to be unfounded.

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MGON.com Preview [PAGE TOP]

Creature Isles ECTS Preview

Reported By: Corven


Whilst reporting from this years ECTS event, we had the fortune to sit in a presentation by Peter Molyneaux, at the Nvidia stall. After a few embarassing sound problems, Peter soon burst into full flow and gave us a demonstration of the upcoming "mini-sequel" as he calls it: Creature Isles, you can find out all about it from the link below.
It all looked very impressive, the graphics have been given some more attention with the addition of new terrains and more detailed game environments, as well as new creature animations and facial expressions.

You'll probably remember the missionaries who you build a boat for in the first island of Black and White, and they set sail. Well they return from their travels to announce that they have found a new world with new creatures and a marvellous "secret".

The main addition to creature isles is the appearance of your little baby-creature known as a tyke. Once you enter this new world you are given the responsibility to look after your little friend and nurture him as creature's child. The tyke will mimic your creature's actions and learn from him, so it's your job to give him a decent upbringing.

As the "secret" the missionaries spoke of is a female creature that you are trying to impress, and show her that you creature is the only choice for her, as you have competition from all the other creatures in this new world to gain the affections of the female. Peter Molyneaux wouldn't reveal exactly what creature type this female would be, and only made vague hints about you would be able to instantly recognise the distinct form of the female.

Why are you trying to catch the eye of the female? Why else? You are trying to mate with her. Yes she has become the love of your creature's life and the fire of his loins, so now he must prove himself in a series of challenges to compete for her affections.

Peter Molyneaux did say that they haven't made a final decision on whether we will actually get to see the physical act once we have captured the female's interest, but full creature inter-breeding is planned for inclusion in Black & White 2.

The "Brotherhood" seem as the guardians of the female and they must be certain that you are the right creature of their prize, so they set you a number of challenges to test you worth against other creatures on the island. I had the chance to ask Peter how many new challenges there would be in Creature Islands and he said there would be an additional 15-20 gameplay and we counted 25+ challenges that were shown in the presentation.

There will be 3 new creature types including 2 that we're voted for by the community, which are the Crocodile and the Chicken, the third wasn't shown but we assumed obviously that this was the new female creature as previously mentioned.

Combat has also been given some new attention; there are a whole new range of fighting moves, and even the ability to record pre-set combinations of moves to use in future creature fights. There's also plenty of new spells that have been added and the creature AI has been tweaked and balanced, to make them more reaction to different situations.

You will be able to bring your old creature from Black & White into Creature Isles or create a new creature as well as bring your new creature from Creature Isles back to Black and White. In addition once the interbreeding is implemented this means whole new mix-breeds of creatures will start appearing and you will be able to swap and compare you creatures online.

But the creatures aren't the only ones to get some new loving, the villagers will now be able to go to war with each other, resulting in large armies of villagers fighting for towns, and you can intervene and help sway the tide of battle or throw your creature into the fray and have him stomp a few enemies.

Peter Molyneaux was reluctant to give out a release date, but said that they we're planning for release between November and February. Overall Creature Islands looks very promising, and seems to be moving away from the village resource management and concentrating more on the creature aspects of the game, much like the console version of Black & White due out soon.


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IGN Preview [PAGE TOP]
While there's not much at ECTS that we haven't seen before, there was one special announcement that took us by surprise. Today at the NVIDIA booth, Lionhead's Peter Molyneux unveiled the add-on pack for Black & White, entitled Creature Isle.

Peter nonchalantly opened up the demonstration with the blunt statement, "Overwhelmingly what the fans said is they'd like to see their creature have sex with another creature." With that said, Peter explained that the ultimate objective of Creature Isle is to breed with a female creature.

As the name suggests, the emphasis of Creature Isle is definitely more on your creature. Rather than splitting your time between teaching your pet and managing your villagers, you will explore the island and take your creature through a number of trials and tasks as you progress through the game.

Creature Isle will introduce a new creature type -- the crocodile -- whose goal is to breed with the female on the island just like you and several other creatures that you're competing against. As in nature, the strongest, most desirable creature earns the right to breed, and your dominance will be put on the line in several of the challenges in the game.

Creature Isle will also introduce "tyke" creatures, small creatures that will learn from your larger pet. Your pet will be given a tyke creature in the beginning of the game to prove that he is worthy of being a father. Your creature will learn from you, and in turn, will teach the tyke how to act. You'll also be able to bring your creature with tyke back into the original Black & White, giving you even more of a chance to teach your creature to be a good (or bad) father.

Creature Isle has been in development since shortly after the release of Black & White earlier this year, and Lionhead is expecting the expansion to be released between November 2001 and February 2002.

While no screenshots are available at this time, we did get video of the entire presentation, which we'll post on the site as soon as we return from England.

-- Tal Blevins


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Interview with Brian Bowles[PAGE TOP]

How easy was it to come up with voices for 60-foot animals?

Brian Bowles

Well, to be honest, it was easier than it might appear. It's only difficult coming up with suitable voices when there is no image. On such occasions you do the voice - the image is created and you think 'Oh my God, that's not right! I'd have made him a Liverpudlian with a Czech mother who had spent a good deal of time in Canada and Central America!' But the characters in Black and White were a gift. One could see them moving in an environment. They already had a personality of sorts (albeit one that mutated!) so all I did was to apply a suitable voice. The one which jumped out at me particularly was the mandrill.When I saw the image I noticed he had what looked like dreadlocks on the back of his head. And so I offered a Jamaican Rasta voice and it seemed to work - not sure if I¡¯m, allowed to do such a thing in these PC times but I hope it fits the bill. Basically, when you've played a pencil, a soup packet and a tree (which I have) anything with a pulse and a central nervous system isn't too much of a challenge. .

What did you think of the game?

What I saw of the Creature Isle at Lionhead, it looked really mesmerising. That said I'm not particularly into computer games as such. I loved the idea of the characters transforming to reflect the playing style (Mr. Nice / Mr. Nasty) - no wonder it has been so successful that's a really novel departure. What really struck me is the fact that there is nothing like it and that it¡¯s full of new ideas and things that have never been seen before in games..

Have you done work for games before?

Yes, I did some characters on Heart of Darkness. I am also Simon the Sorcerer in - you guessed it - Simon the Sorcerer. I¡¯ve done a lot of work on various educational CD-ROMs, and, although it¡¯s not a game, I¡¯m in the current TV series of Captain Pugwash on ITV1. I play Tom the Cabin Boy, Willie and Swine.

How much leeway did you have when voicing the lines?

The guys at Lionhead were great. They gave me a character profile and some sort of context for the characters. We threw possible ideas around. I thought some might be too leftfield - like a Dolphin Trainer who¡¯s very New York and rather camp - but the guys seemed to like it and so we went with it. Obviously the straighter characters needed to be done in a reverential way - they needed authority and gravitas so their characters were less extreme but I think as colourful in their own way. I did around eight characters so it was important to have character voices that were wildly different in terms of regional accent as well as tone. I think to a great extent we succeeded in this. I really enjoyed working on the project and hope to be involved in any subsequent games produced by Lionhead (voice-over artist unashamedly pitches for work!)


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