Spore Creature Creator Review
Ironically, not evolutionary: revolutionary.
Version tested: PC
It's an unusual situation, to say the least. The Spore Creature Creator is one small part of the full game of Spore, due out on 5th September. Specifically, it's the bit - and smart, title-reading readers will spot this - about creating the creature. You stick bits together, in the manner of a 21st Century Mr. Potato Head, and watch it animate. There's no game. Of course, since one of Spore's main selling features is that your in-game universe will be populated with everyone else's creatures, they'll turn up in a game eventually, but right now there's nothing more than making a creature out of computer clay and marveling as Maxis' magic brings it to life. Maybe put it in front of a different background. Make it dance. Make it play with kids.
But to review or not to review? That is the question. The 'nay' argument: this is only one part of a much larger project, and in the UK it's basically a pre-order thing so you can get your money back. The 'yay' argument: whenever a company charges money for something, you bloody well review it. Like, obviously, you blithering idiots. Review!
If you've any interest in videogames, you should at least play the demo. While it's going to be disappointing to some people - and I'll explain why in a bit - this is absolutely one of the cutting edges of videogames at the moment. That it does what it does so naturally almost undersells its achievement: it just works. The difference between the demo and the full version is that you simply get a lot more parts out of which to construct your creature. Which, when written down, makes you wonder why anyone would pay for it. It'll all be in the game eventually, and you can have a crack at a fair chunk of it now... why pay?
Well, firstly, it's dirt cheap. But a better reason is to imagine a palette of paints. They've given you red and yellow for nada. And, sure, you can paint anything beautifully with the two colours. But those other five are awfully tempting if you're liking how these oils are spreading on the canvas. You want to see what you can do with the full spectrum.

The music loop the creatures dance to has forever been marred by it soundtracking a million dancing phalluses. Elsewhere, when you change the background, your guys look confused and scared. It's a bit adorable.
You can do a lot of nifty things. The flexibility from the start is enormously impressive. When I was reviewing it, I wanted to see how quickly I could make a functional creature, knowing that within half a minute I could pull the spine into shape, lob on some limbs, add eyes and... well, I could have done it in the time. In practice, it was so adorable that I just stopped and carried on tweaking. Sure, it was a ball of legs, but it was my ball of legs.
That's the magic of it. I suspect in screenshots some people have been turned off Spore. It's pretty damn cute, and the saccharine may evoke a gag reflex in some. But when it's your creature it changes. It hits the parenting parts of the psyche hard when you see something you've made come to life. And, of course, the second you get involved with the game you discover you don't have to be nearly as cute as the pre-generated shots. And at that point we start talking about Spornography, and this is a family site. Stay away from the mobile phalluses.
There are limitations with the tools, despite the flexibility. For a start, the creatures you create basically have to be symmetrical. So while you can have one eye at the front, you couldn't actually have one, alone, on the right. The animation is a second point - while the ability of it to work out how to move with a horrific mass of legs attached to the side is impressive, there are some even simpler formations that lead to something that moves while twitching. It requires some careful tweaks to get beautifully smooth animation. That said, creating a fun gait is absolutely part of the art. And finally, there's a limit to the total complexity of the creature possible, with a maximum number of moving elements allowed. Well, at least without disabling it with one of programs that have spread out online and you can locate with the magic of Google.
But these are small fry - the biggest problems with the Creature Creator are those of expectations. From its initial announcement, people have been cementing their idea of how Spore should work. That the concept seemed so vague - what is it you do exactly? - that people have been spinning out their own concepts, and this is the first point where those beliefs are going to be confounded.
The problem is that while the game's capable of enormous variety, that variety is really solely aesthetic. You add a mouth, it can eat. If you add a jaw, no matter how much you change its dimensions, it'll bite at the same strength. Add more leg parts to add more speed. Add more armour parts to add more health. No matter whether one character is enormously fat with tiny stumpy arms and another is a spindly, long-limbed giant; as long as it's got the same claws at the end of its body, it'll strike as hard. If it's got the same number of legs, it'll move as fast. You don't get to do things like - say - play with novel limb lengths to create a creature with more range, or add muscle in areas to make a weapon stronger. This isn't robot wars. This is doodling a robot.
In other words, while the Spore Creature Creator lets you play god, it doesn't let you be god.
You can see why Maxis took this approach. The second you make every decision functional, you have two effects. Firstly, a whole load of novel-looking creatures would simply be impractical in-game - if you made something look cool, you were unlikely to be able to compete with a more efficiently-designed creature. Secondly, there would be certain optimum solutions to a problem. At best, this means that there'll be a universe full of creatures with a certain specific arm arrangement that proves terribly brutal. At worst, they'll be hyper-optimum solutions which bear no relation to anything in a conceivable life. I'm thinking of the Spore equivalent of the one-room houses in the Sims, which minimised floor-space so Sims could move from job to job with unrealistic efficiency. In the Sims, where you were on your own PC, that's no problem - your personal choice is your personal choice, and if you want to create a box, that's your call. But when your hyper-efficient yet not-creature-looking creatures are being shared across the internet, it's no good at all and...

An attempt to make something that actually looks like a real thing. This one's a horse.
Well, we've actually moved from talking about the Creature Creator to Spore proper - which, of course, we haven't played yet. That's the other odd part of the exercise - that while you can't actually see how Spore will play, you can see how it won't. Playing the Creator Creator sort of hints at the whole picture - normally, demos only show a selected fragment of the game. This is a little different - it actually shows one element of the game... but perfectly. (Though there's also vehicle, building and plant editors in the full game, so there's more than this.)
But being a teaser for the future Spore is actually only part of it. If you're buying from certain UK retailers (EA Store, GAME and Zavvi) it acts as a pre-order pack. But this is actually a fine object in and of itself, which is going to be played with by people who'd never normally play a traditional videogame. Because even if you were the sort who was expecting a design test rather than a design tool, you must not underestimate what an enormous achievement the procedurally generated animation of Spore is. In a real way, the characters you create in a couple of minutes' work are comparable to ones which are weeks of work in other games' animators. The genius is in how it makes almost everything transparently easy - take, for example, the .png files the game outputs. If you see one of them, you can just save it to your hard disk and the assorted meta-data to the object will allow you to import it into your game.
It absolutely re-democratises creativity in this way. As the number of successful total conversions drop in the mod scene, not least due to the effort in making even a single modern-tech model, this opens it right back up again. People can play. Is it worth a fiver? Completely. While it acts like a pre-order incentive, in actual fact, playing the Creature Creator, it absolutely justifies itself. Even if you never plan to play Spore, it's absolutely essential you play this.
9 / 10
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Comments (52) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It'll also run on absolute crap as even my work desktop PC with Intel integrated shite manages to work quite nicely with it, something I doubt the final game will do.
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so the 360 for me
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there's simply no way this wont be out on the current consoles
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Wot? Are you sure?
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But I'm sure Spore will be great.
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Baaaarf! Note to all Americans and writers who read too many things written by said:
s/absolutely// # this will work 99.9% of the time
s/re-// # this will also work almost all of the time
s/personal(ly)?// # not strictly relevant, but it'd be great. In my personal opinion. Not my impersonal one.
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I now have to fight my gf off my computer as she's addicted to making creatures - and that's just the demo.
Annoying that the mac version has higher gfx requirements, but that's what you get when the game is basically running on WINE. grrrr.
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Erm.. are you sure? You can click on the preset colours and it brings up a swatch with more variations of the same colour. So you can have the blackest mofo this side of... ok now I sound racist.
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I did manage to create a non symmetrical creature (through creating massive mesh clashes) however it would not save - which is a shame as I was going to enter it in to the dance competition (it was a bit of a mover - even when stood still).
Like Whizzo said - far more entertaining than most of the stuff on XBL.
Bodes well for the final release and it is probably a great introduction to the final package.
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If there's one good thing about EA's furious desire to maximise ROI, it's the fact that an EA game will invariably end up on whatever gaming device you own.
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Do you simply create creatures and then er look at them. I'm failing to see what's so fantastic about it. Sorry.
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It's not. I even removed the downloader service from my desk after installing the premium version of spore creature creator. Not really necessary to have that service-tool and - in some cases - it even bugs the spore cc (can't start creature creator because of it etc.)
Edit: friggen typos
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i'm having loads of fun with this
i worked out my lunch cost 89 billion dollars
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lol, mugabe for queen!
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You can also ditch the preset colours and create your own base, coat colour and detail layers.
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I'm not a "play a real guitar instead of guitar hero" guy, but in this case I absolutely recommend buying 5 quid of plasticine over Spore Creature Creator.
edit: I did read the text btw, it doesn't sound like a 9 to me either. It can hardly re-democratises creativity when it doesn't provide a sufficiently flexible outlet to be really creative. Unlike a sketch pad or blog or whatever.
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It is fun for about 15 mins, then I get frustrated with the lack of parts available (even with the whole lot unlocked) and switch it off.
Why include a selection of wings if your creations can't fly?
It would be nice to be able to upload your own skins to wrap around your creature (Randle from Monsters Inc. anyone?)
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Spore CC is fukken great. But..*shrug*
Review "mIRC" next time please! Also a great app to have fun with. Check it out (y)
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Seriously, EG: Start acting like journalists and report these things!
See?
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Your post is the most worthless post I have read today
@hahayou
EG used the first half of the first page of the review to explain to you that they are just reviewing the creator creator as it is. What do you expect to be able to do with the creator? Anything else other than what it already does would and it would not be called Creature Creator any more would it?
@Everyone else
The sheer technical achievement of this software is worth all of the 9/10 given to it and the ease of use for such an achievement is truly stunning.
Remember there will be a sequel in a few years time and I would imagine things like unsymmetrical creatures and more detailed construction will be work on
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Totally part of EA.
Also, Spore 2 confirmed! Yosh!
Btw, is that supposed to be..an argument?
"Remember! There will be a sequel down the line. (Ps, if you buy this!)"
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Just one monkey example
Import it, and have a shot with that one.
And I recommend anyone curious to see the possibilities to look at the over 1 million creatures so far created at the Sporepedia here:
Sporepedia
My comments? Being able to tear off parts of limbs and then join extra full limbs to them is invaluble for creating some very weird and wonderful creatures! The main limit I wish removed is not being able to turn the hind feet (e.g. for insects)
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That's the most moronic comment i've read on here since hearing a ps3 owner tell me the ps3 has better graphics than the 360.
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And the skin looks like bark... and the eyes, the weird googly eyes...
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At least you can INTERACT with this...
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LOOOOOOOOOL
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http:/ /www.spore.com/sporepedia#qry=usr-sucram]I feel plenty creative[/link] despite the limitations. Sure making asymmetric creatures is hard but I don't want Maya, I want a sketchbook of creativity, which is what it is.
I've seen people make fairly impressive humanoids as well as recreations of all sorts of inanimate objects.
That said my 12 legged centipede would like to have the low complexity limit explained.
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lulz, thought everyone had smelly on Ignore already. Not so, obviously.
Quite funny, that. Must be hard to be an ass/troll when only 5% of the eurogamers see your comments.
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Grrrrrr.
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Won't buy the full game either because of this - just as I'll pass on Mass Effect. I was quite interested in both, but I don't want to pollute my PC with malware. When will publishers finally learn that invasive "anti-piracy" measures prevent more sales than they protect?
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I respect how simple this makes creature building but at least with the limited demo components it's just not good enough, and I doubt adding more horns and orifices will improve things. Adjusting the skeleton is not really practical, any time you get one bit right you mess it up if you try to bend it another way. Just as I feared, the horrific art style is the absolute death of it for me. I wanted to make a vaguely credible creature of nightmare, but even with compound eyes and serrated mandibles they still exude insincere Maxis plastic charm. Animations may be proceedurally generated, but that just makes them clever, not good, amusing or fun to see more than once. No sale. And, of course, without any kind of game behind it the whole exercise is utterly pointless, the gaming equivalent of "get to 10,000 posts!" threads. I do agree with the whole "but it's my creature, it's special" thing, but as soon as you realise that you can't actually do anything with the beasts you make (other than wait three months), it all falls apart.
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I think thats one of its stronger points tbh. Creatures can look very different, but its still clear that its a spore-creature.
If you would be able to create your own skins etc, I think it would end up MUCH worse and more SecondLife-ish = soulless and boring. (Rather than just somewhat boring.)
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You've managed to get souls into your Spore creatures? I'm impressed.
Centipedes are too complicated.
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Whats your point?
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IT SHOULD BE A FUKKEN TEN!!!
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Yeah yeah..
I'm SURE you're NOT just saying that to justify pirating it to yourself (and in doing so downloading all manner of viruses/trojans/etc which you probably dont care about).
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Love your Bert creature, can we expect any more of the trap door bunch!!! ;P
@everyone whinging about the score
It's a small taster of an upcoming and potentially really good game. The fact that in most cases you'll get your money back off the full game (if you buy it of course) that essentially makes this free! Best £0.00 I ever spent!! ;P