
When Spore was first revealed to the outside world over three years ago via a Will Wright GDC lecture, everyone was blown away. The idea of shaping the evolution of a microscopic organism all the way to a space faring civilization was something that had never really been done in games before. The added feature of an easy-to-use editor to make your creatures and other structures was just icing on the cake. Or so it seemed.
Since then Spore has gone on to massive hype, lots of E3 awards (it won for Best PC game at the E3 Game Critics awards three times and won Best of Show in 2005) and tons of anticipation. After all Wright is responsible for not one but two massive PC game franchises (Sim City and The Sims). Yet there was always this nagging feeling that Spore's press demos might mask the fact that the game couldn't live up to expectations.
Having now played Spore in all of its five stages and reading what Will Wright has to say about the game itself in recent interviews, it's now become clear what the game is really supposed to be all about and for what kind of audience it was created to serve. Spore is a true casual game, a title that was made to appeal to the biggest audience possible. That audience, according to Wright, wants fun but not too difficult gameplay. To Wright and his Spore team, the far more important part is the user creation tools; these are the many different editors that will extend the game's surface content to what will likely be massive levels.
However, Wright has also admitted that the actual gameplay of Spore is shallow. After playing the game we would have to agree. You can check out our view of the titles first three stages (cell, creature and tribal) in our Out of the Box article. All three of these stages have very simple gameplay mechanics compared to similar games in their intended genres. The cell stage is the quickest and simplest of all; simply eat enough to get big enough so that your organism can evolve feet to get out of the water. The creature stage is a big longer; you can make tons of changes to your creature as it tries to survive and evolve to become sentient.
The tribal stage is a simple squad based RTS title with your now finished creature battling with other similar intelligence species to take over the planet. Here you can dress up your character by either conquering or making friends with the other tribes and winning the use of new clothes. These clothes can also improve your creature's health, combat and gathering abilities. Like the first two stages, the tribal portion of Spore is pretty quick; it can be finished in about an hour or two.

Then comes the civilization stage where you get to make structures and vehicles for your town. The editors give you near infinite choices to make things like a city hall, factories, houses and entertainment and like a traditional RTS game these structures give you bonuses to make more vehicles and structures. You can design your own land, sea and air units as well.
RTS fans will likely love the fact that they can completely design their own units but the game doesn't really allow for much in terms of designing units that do different things. You are pretty much stuck with making one type of ground vehicle, one type of sea unit and one type of flying unit. All of these vehicles have pretty much the same kind of firepower. Putting in a different weapon model won't change the amount of hit points you can inflict upon the enemy.


Nice review. I've still not decided whether to buy or not, my usual magazine (PCZone) has given it a 95% but there's been a big fan backlash it seems.Posted at 3:41PM on Sep 9th 2008 by Haggard