Creatures 2
   HOME

TheInfoList



OR:

''Creatures 2'' is the second game in the '' Creatures''
artificial life Artificial life (often abbreviated ALife or A-Life) is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry ...
game series made by Creature Labs, and the sequel to the 1996 game '' Creatures''. It features three species: the cute, dependent Norns, the cantankerous Grendels and the industrious Ettins. The game tries to simulate life, and includes a complex two-dimensional ecology of plants, animals and insects, which provide the environment for the three main species to live and develop in. The player interacts with the world using a hand-shaped cursor, and tries to encourage the creatures' development by manipulating various objects around the world, guiding the creatures using the cursor and encouraging the creatures to speak. Many new gameplay features included in ''Creatures 2'' not present in the original game include a new
physics Physics is the natural science that studies matter, its fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. "Physical science is that department of knowledge which r ...
model and a global weather system, along with brand new applets and a world twice the size of the ''Creatures 1'' world. The executable file for the game was in fact an interpreter for its scripting
language Language is a structured system of communication. The structure of a language is its grammar and the free components are its vocabulary. Languages are the primary means by which humans communicate, and may be conveyed through a variety of ...
, thus allowing users to make total conversions or derivative works from the game.


Gameplay

Like the other games in the series, ''Creatures 2'' is mostly open-ended, with no predetermined goals, allowing the player to raise Norns at their own pace. In each new world, the player begins in the
incubator An incubator is anything that performs or facilitates various forms of incubation, and may refer to: Biology and medicine * Incubator (culture), a device used to grow and maintain microbiological cultures or cell cultures * Incubator (egg), a de ...
cavern area. The
hatchery A hatchery is a facility where eggs are hatched under artificial conditions, especially those of fish, poultry or even turtles. It may be used for ex-situ conservation purposes, i.e. to breed rare or endangered species under controlled cond ...
, one of the game's in-built applets, allows the player to add Norn eggs to the world, which can be hatched via the incubator. Norns may also be downloaded from the internet and imported in to use in the game. Once Norns reach adolescence at around an hour old, they are ready to breed, and female Norns will begin an
oestrogen Estrogen or oestrogen is a category of sex hormone responsible for the development and regulation of the female reproductive system and secondary sex characteristics. There are three major endogenous estrogens that have estrogenic hormonal acti ...
cycle. When Norns mate, there is a long kissing sound with a pop at the end – known as a kisspop. Like real life, not all mating results in a pregnancy. The Norn reproductive process can be monitored via the Breeder's Kit. At the beginning, the player is only able to navigate a small area of Albia. As their Norns explore the world, however, more areas will be able to be visited. If a Norn falls into water and is picked up, it cannot be placed in an unvisited area. Like the previous game, every plant, animal and insect in Albia is a separate system called an autonomous agent, or just "agent" for short. Many user-created agents have been made, which can be injected into the world using the Injector Kit applet, which also includes an analysis page giving the opportunity to check new objects for potentially harmful contents before injecting them. Albia, the world in which ''Creatures 2'' is set, is a vast disc-world filled with a wide variety of flora, ranging from the Cacti that inhabit the desert to the exclusive mushroom-like Gelsemium plant that can only be found in a single cavern. Albia is also home to a substantial amount of animal life, such as bees which pollinate
flower A flower, sometimes known as a bloom or blossom, is the reproductive structure found in flowering plants (plants of the division Angiospermae). The biological function of a flower is to facilitate reproduction, usually by providing a mechani ...
s and create
honey Honey is a sweet and viscous substance made by several bees, the best-known of which are honey bees. Honey is made and stored to nourish bee colonies. Bees produce honey by gathering and then refining the sugary secretions of plants (primar ...
, and Zander fish, which provide a food source for creatures near the oceans. Scattered throughout the world are various seed launchers, which can be used to replenish stocks if any life-forms become extinct. Albia also has four seasons:
Spring Spring(s) may refer to: Common uses * Spring (season) Spring, also known as springtime, is one of the four temperate seasons, succeeding winter and preceding summer. There are various technical definitions of spring, but local usage of ...
, Summer,
Winter Winter is the coldest season of the year in polar and temperate climates. It occurs after autumn and before spring. The tilt of Earth's axis causes seasons; winter occurs when a hemisphere is oriented away from the Sun. Different cultur ...
and Autumn, and boasts its very own climate, with weather such as snow mainly occurring during the colder months, and rain mostly during the Spring. The game also has an on-screen
thermometer A thermometer is a device that measures temperature or a temperature gradient (the degree of hotness or coldness of an object). A thermometer has two important elements: (1) a temperature sensor (e.g. the bulb of a mercury-in-glass thermometer ...
, allowing the player to monitor Albia's temperature at all times.


Development

''Creatures 2''s release was widely anticipated. It is likely that around 450,000 copies of the original ''Creatures'' had been sold by the time the game was released, and a huge following had developed behind it. The "Early Adoption Program", a promotion where 250 copies of ''Creatures 2'' were given away prior to its official release in September 1998, was scheduled to begin in July 1998, but was pushed back as the game was not close to release quality at the point at which the EAP was scheduled to start. In the end, most received their copies several weeks after the release date. The creatures themselves had been provided with "considerably more sensory input, more actions they can take, and improved brain dynamics". The game world included a "complete working eco-system". Upon release, the game suffered from numerous flaws, such as a deficient Norn genome that lead to a condition dubbed "One-Hour Stupidity Syndrome (OHSS)", which caused Norns to forget basic survival skills such as eating and sleeping. The task of creating the new Norn genome was given to Sandra Linkletter (Slink), who was also a member of the ''Creatures'' community. During development, many problems emerged, most likely due to disagreements between Slink and the ''Creatures 2'' team. Slink later claimed that her design had been compromised by the geneticist brought on to finish her work, Eric Goodwin, and later accused Cyberlife of deriving their update from hers. Cyberlife later released a patch with an improved genome after several weeks had passed. Several users also created improved Norn genomes, such as the Canny Norn genome created by Chris Double and Lis Morris. Two expansion packs, Life Kit 1 and Life Kit 2, were released for C2.


Reception

200,000 copies of ''Creatures 2'' were immediately shipped upon its release. ''Creatures 2'' was considered "much more difficult" than ''C1'', and the new, more challenging environment and Norn biology was described as frustrating, but that after installing a new genome and going through successive generations, the Norns seemed smarter. Nick Walkland described the gameplay as a "labour of love", noting that the challenge was to sustain your Norns' lives. Sid Fisk of Gamezilla criticized the audio for ''Creatures 2'' for not alerting him when his creature was near-death, but playing a "funeral dirge" as the body left the screen.


See also

*'' Creatures'' *''
Creatures 3 ''Creatures 3'' is the third game in the '' Creatures'' a-life game series made by Creature Labs. In this installment, the Shee have left Albia in a spaceship, the Shee Ark, to search for a more spherical world. The Ark was abandoned by the Shee ...
'' *
Docking Station In computing, a docking station or port replicator (hub) or dock provides a simplified way to ''plug-in'' a mobile device, such as a laptop, to common peripherals. Because a wide range of dockable devices—from mobile phones to wireless mou ...


References


External links


Creature Labs
*

*{{cite web, url=http://www.gamewaredevelopment.com/downloads/C2Manual.pdf , title=Creatures 2 Manual , publisher=Gameware Development , access-date=2012-11-12 , url-status=dead , archive-url=https://web.archive.org/web/20131004232906/http://www.gamewaredevelopment.com/downloads/C2Manual.pdf , archive-date=October 4, 2013 Artificial life Creatures (video game series) Creature Labs games Virtual pet video games Biological simulation video games Video games developed in the United Kingdom God games Windows games Windows-only games 1998 video games Video game sequels Video games scored by Richard Joseph Mindscape games