Spore Galactic Adventures

Plus Spore Hero. Efficient!

Spore is in an awkward situation. It launched and sold masses of copies. Not in the league of The Sims, but enough that commercial necessity demands Maxis work out ways to - hnngh - expand the franchise.

However, more than any game of last year, it managed to alienate a lot of core gamers having other priorities other than just being entertaining. The team has been quoted as saying that the Spore experience is one third building, one third sharing stuff you've built and one third actually playing. People just interested in the final third are going to be annoyed.

Equally, the priorities for the first part were much more about just building stuff. Rather than make a game where the design of your creature and equipment was explicitly judged, maxis made a game where you could pretty much make what you wanted and go ahead and still play it. Fundamentally, it's a game of plasticine rather than a game of Robot Wars. And a lot of people just shrugged and wondered, "why the hell should I bother making anything then?" There was no point.

So, with all that going around my head, we come to the first real returns to Spore's universe - as I don't think anyone is going to count the Creepy & Cute Parts Pack for the mother game as anything serious. The newcomers are the Spore Galactic Adventures expansion pack for the PC, and Spore Hero for the Wii and DS. And after seeing them both in action, I get the feeling one of them may actually do something about that particular issue. The other will only annoy those previously annoyed even more.

Of the pair, Spore Galactic Adventures may be onto something. It has the potential to be the sort of expansion pack that extends the thinking implicit in the original game's design and turns it into a complete entity. Which sounds grandiose, but what I mean is it gives the building stuff a purpose.

Spore Galactic Adventures primarily expands the space stage of Spore. As well as a spaceship, you play a character - a captain - who is able to beam down to planet's surfaces to complete missions. Basically, you do the Captain Kirk thing, going to a planet with some manner of problem, beaming down, solving it and heading off. As you do so, you can level up, gaining more and better equipment.

'Spore Galactic Adventures' Screenshot 2

The Adventure creator creating an adventure.

So far so normal. But where it heads into more interesting terrain is how it integrates into the create-and-share bits of Spore's design. As well as a mass of Maxis-created missions, the game ships with an actual adventure creator, so players can make their own. These are, like Spore's other content, shared with everyone else who's playing the game. After you play each mission, you get a chance to rate it, and that feeds back into who gets to play the mission some more - as well as showing a leaderboard for the mission.

Linking back to what I said earlier, where this is interesting is that it takes what was creation-for-creation's-sake and turns it into creation-for-a-reason. In other words, before, that guy who spent all that time making a building look like a chair was just showing off. Now, he's a source of props for everyone who wants to make a mission featuring a chair. Spore, as a game, decided that it wanted to be about people's creative urges, but not their scientific engineering urge. And the ability to actually use that creative stuff to make your own mini-games gives Spore something analogous to a real endgame. The point of making an alien that looks like a Dalek is that you want an alien that looks like a Dalek for a level.

(It also adds a fun level to the idea of Spore recapitulating games' development. Starting with simple arcade games it goes through all the genres, ending in an almost-freeform exploratory god-game thing. And now, on top of that, there's another level where you become the actual creator of games.)

Which all sounds terribly exciting, but whether it works is down to the creator (as in the tool - not Him). From my brief look, it seems to lean towards the friendlier end of that scale, rather than something incredibly ornate. Still, you're able to do things like create multi-stage adventures where each act leads to new things appearing or disappearing, tied together with user-generated text.

In other words, expect to see my Sweary Adventures, featuring thousands of enormous and monstrous phalluses. In terms of obvious things missing, there's no ability to add your own music, own voice-acting, no riding vehicles ("yet") or to have something akin to a conversation tree, but there's plenty of potential for people to easily create stuff. For example, during the demo, gargantuan penguins are created hidden behind a wall of exploding barrels. After they're defeated, there's an attack by unicorns. Player objectives and sound effects are thrown down randomly. It's not much of a level, of course, but it's been done in seconds. I'm immediately thinking what sort of things I could do. And more so, what those who actually put the effort into Spore's character creators are going to do.

And then there's Spore Hero, which goes completely the opposite way, and immediately raises the hackles of anyone who ever liked the idea of Spore in the first place. It's basically an arcade-adventure with you playing a Spore creature. In other words, it's a little like the creature stage in the original game, but leaning towards a traditional Nintendo-esque action/exploration game rather than the MMO vibe. You walk around, you fight, you solve quests, you communicate, you explore.

'Spore Galactic Adventures' Screenshot 3

An adventure adventuring that the adventure creator created.

All that really remains of Spore is the fact you design your character with the parts-based system. You locate pieces throughout the game - in a semi-random fashion - and then can redesign yourself, sticking on new abilities as you desire. Of course, you can also do a Spore thing and cheat, adding a tiny pair of wings to your underside to allow you to fly and reach those unreachable areas, but without breaking your carefully thought out design. However, bar your mutable lead character, the rest of the game remains totally stationary, designed by the team, similar to Spore Creatures on the DS.

When questioned, the developers argue that they decided to go this way so they could actually have control over the actual narrative of the game. After all, if they don't know if a character is going to be scary looking, how can they do a quest appropriate for it? You do see the point, but there's an excluded middle where some of the characters in the game could be from others while key ones are defined by the team. As it is, we're left with a game that's basically just an adventure where you can design your character. And while there are apparently elements like other characters responding to what you look like, in a Fable-esque style, that's not enormously exciting.

Between the next two Spore releases, you can see the best and worst possible futures of Spore playing out. In one, just surface-fiddling and brand-servicing. In the other, opening a Pandora's Box of possibilities which not even the designers know. As such, while we don't know the results of either, Galactic Adventures is the one holding our attention.

Spore Galactic Adventures is due out for PC in June. Spore Hero is due out for Wii and DS later this year.

Comments (31) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Innes #1 3 years ago

  • Rizzle #2 3 years ago

    Oh vey! Stop it with the firsts already...

    So, my first question is this: "Better than the City of X mission maker doodad"? That excited me and I've never touched CoX, so this could well scratch that itch for me.
    Edited by 1 at 12/05/09 @ 08:25
  • Scimarad #3 3 years ago

    I still think Spore is the very first attempt at what will eventually be the greatest game ever! Or possibly the greatest 'genre' ever. I would just love editors like those in Spore to be available to more conventional games like Civilization, allowing me to totally customise the appearance of the units, buildings and improvements or even the actual people.
  • Red-Moose #4 3 years ago

    it didn't just alienate core gamers, it put me off gaming entirely. I haven't played one since Spore to any extent because it showed such an appalling future for gaming in general.
  • TriggerHippie #5 3 years ago

    I feel alienated already
  • Mr_Dodger #6 3 years ago

    it didn't just alienate core gamers, it put me off gaming entirely. I haven't played one since Spore to any extent because it showed such an appalling future for gaming in general.

    Well now you're just being silly.

    "Nah, didn't play Left 4 Dead. The existential bleakness of Spore ruined it for me."
  • TriggerHippie #7 3 years ago

    Haha. By that logic Red Moose, when you read a bad book you just stop reading. Alrighty then.
  • Branoic #8 3 years ago

    No sale, regardless of how the critics review the expansion. Spore was my biggest disappointment of 08, and probably of the decade to date.

    I wonder how many of the copies sold were still actively being played a week after release? The crazy hype and build up to this tech demo sucked a lot of people in, myself included.
  • magicpanda #9 3 years ago

    Expected so much more of Spore. Massive, massive letdown.

    Do not want.
  • Wastelander #10 3 years ago

    Every time EG mentions this hateful 'game' I'm going to torture another orphan.
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #11 3 years ago

    I'd have preferred something like Spore hero added to the PC original to beef up the middle stages. I got bored very quickly with the space stage, it was the early bits that interested me.
  • Omroth #12 3 years ago

    Oh god that game was bad. It made Black and White look good by comparison, which is quite a feat.
  • Agent_Llama #13 3 years ago

    Haven't touched Spore since launch weekend, neither has my housemate. Massive disappointment; promised much but was ultimately as shallow as a puddle.
  • hiddenranbir #14 3 years ago

    I enjoyed Spore with my hardcore openmindedness to play all games. Hardcore yo!

  • penhalion #15 3 years ago

    *licks finger and draws imaginary 1*

    I had this spores lark pegged as nonsense from the get go. I was unfortunate enough to go to one of those Will Wright reveal conference/press things and I was the only person who said "You know you can't actually do what you say you are going to do right?". Everyone else there was full of hollow hype mongering praise for the game (maybe afraid that they wouldn't get invited to another freebee event or something).

    After the hype that was spores. I see that the gaming press were taken far less seriously than before. A year or so on and it's pretty much open season on any journo who hypes up a crap game out of ignorance or (speculatively ;) ) some back handed, under the table freebee/advertising wonga.

    Spores burned a lot of people and while I'm sure there will be a few million muppets out there who will buy this expansion. I'm equally sure I'm not going to be one of them.
  • GreyBeard #16 3 years ago

    @Penhalion

    I'd really reserve judgement until you see the thing in action. Spore Galactic Adventures is extremely, extremely, impressive.

    Its certainly the next step beyond what something like LBP is offering.


    Edited by 1 at 12/05/09 @ 11:31
  • Metalfish #17 3 years ago

    I waited for the review of Spore, Eurogamer. You gave it a great score. I bought it. It was a massive disappointment. In so much as a subjective review can be wrong, your spore review was the wrongingest. The only game is the very last stage, everything leading up to that is very stylish but completely lacking in gameplay.

    There's no way I'm giving Maxis any more of my money.
  • Spekingur #18 3 years ago

    "You can't actually do what you say you are going to do" - what kind of negativity goes around your house?

    Spore could have done all of the things it promised. The problem wasn't in the idea, it was in the execution of the idea. As for what was released, it saddened me. There is still room for a game to actually do what Spore originally promised.
  • Whizzo #19 3 years ago

    I think I'd rather castrate myself with a pair of rusty garden shears than buy any more Spore.
  • Salaminizer #20 3 years ago

    it could certainly do what it promised, but we already know that the "cute" team dumbed down the game (I really think this has to do with Will Wright "leaving" EA)

    to me they have gone the "Nintendo" way, trying to do everything "casual"-friendly and all, avoiding more complicated stuff which might put down other gamers. interestingly, they are adding a full-fledged movie editor to The Sims 3, while with Spore you'll need to buy this exp to have something remotely similar.

    it was something that should be there from the start, in the end there wasn't a good integration between the editors and the game, why the hell would you like to play as a crippled creature?
  • hiddenranbir #21 3 years ago

    What is with is presumption that Spore didn't achieve what its promised? Why are people imagining that Wright was aiming to make anything more? His recent work has been on light, accessible software for the mainstream.

    I think it is delusional to believe Wright promised some complicated RPG/RTS/TBS/FPS/MEGAEVERYTHINGSUPERCOMPLICATEDHARDCORE game. He didn't. We all thought he did because we saw the general scope of what Spore was.
  • CouldntResist #22 3 years ago

    'What is with is presumption that Spore didn't achieve what its promised? Why are people imagining that Wright was aiming to make anything more? His recent work has been on light, accessible software for the mainstream.

    I think it is delusional to believe Wright promised some complicated RPG/RTS/TBS/FPS/MEGAEVERYTHINGSUPERCOMPLICATEDHARDCORE game. He didn't. We all thought he did because we saw the general scope of what Spore was.'

    He promised that creature design decisions would have a profound impact on the rest of the game. It didn't.
  • roz123 #23 3 years ago

    The customization was good up until the point that you had to put things on that were not really customizable (eyes, mouths, spike etc.)
  • Ryuken #24 3 years ago

    He promised that creature design decisions would have a profound impact on the rest of the game. It didn't.

    He made that statement in 2005 for the second stage only or so, it was pretty clear that wasn't going to work out by the time the game was released as many previews/reviews/movies close to the release of the game already revealed. There was another focus, the massively online singleplayer experience which was genius. Spore did what it was meant to do if you followed it more closely. Certainly a highlight of 2008 aside from the DRM and the accidental deletion of some Sporecasts.

    Galactic Adventures looks like it could be big, like a simplified NWN without the need to go to external sites like the IGNVault to download new modules and such. This could be the future of content sharing alright.

  • dsmx #25 3 years ago

    All I want them to do is to make the end game about exportation not about defending your planets, that's all you could do, you could never explore because any time you went anywhere you had your home planet bitching about being attacked.
  • Gearskin #26 3 years ago

  • Scimarad #27 3 years ago

    "A bit like LittleBigPlanet Scimarad?"

    Kind of, but LittleBigCivilization:)
  • CouldntResist #28 3 years ago

    He made that statement in 2005 for the second stage only or so, it was pretty clear that wasn't going to work out by the time the game was released as many previews/reviews/movies close to the release of the game already revealed. There was another focus, the massively online singleplayer experience which was genius. Spore did what it was meant to do if you followed it more closely. Certainly a highlight of 2008 aside from the DRM and the accidental deletion of some Sporecasts.

    You're right i didn't follow it too closely...but surely if they change focus and design and strategic decisions don't affect later stages of the game, this ruins continuity. It then becomes more like a series of shallow mini-games than the deep, complex experience that many people would have been expecting.

    To me, Will Wright's statements about consequences of design decisions always seemed to be the main attraction, although I was very sceptical as AI would be an absolute nightmare to code.

    As an online multiplayer model, i agree that spore is innovative. I think though, it'll have to stew for a couple more years before you can truly call it revolutionary.
  • sirtacos #29 3 years ago

    Spore was a letdown on a number of levels, but I appreciated the effort. Tinkering with established formulas, if not revolutionizing them outright, is still commendable... so I respect Maxis for Spore while knowing that I'll never play it again.
  • NorfolkNClue #30 3 years ago

    "I suppose this sound was ment to illustrate a feeling like having a really big filthy shit where you have to pressreally hard to finally execrete the unwanted product? Please do correct me if my interpretation is way off!"

    Despite claiming to not have a great grasp of English, you have explained it so very well. Full marks. Actually made me giggle heartily.
  • immateriaux #31 3 years ago

    I thought Molyneaux had the whole "talk shite for two years, produce excrement" genre wrapped up and was fairly gutted to see Will Wright go down the same path. Really expected much more. Spore was awful. Planetary sized disappointment. It will need something really big and impressive to make me go back and, so far, I don't see anything like that happening.