Will Wright and Maxis? 2008 ?evolutionary? game Spore saw players creating their in-game creatures from the primordial oceans; from single celled amoebas to full-blown, space-travelling civilizations. Darkspore, the follow-up from the same studio is more of a traditional outing: it?s a fast-paced action title in which players must control ?Living Weapons? in single-player and four-player online challenges.
The ?Living Weapons? are characters that are divided in five genetic types: Plasma, Quantum, Bio, Cyber and Necro. Each type has its own unique combat abilities. These can be upgraded with thousands of collectible body parts and armour pieces. These are the heroes of the game. However, they are also subdivided into Sentinel, Ravager and Tempest types.
Using the Character Editor (somewhat familiar to Spore players) the gamer will also be able to create variations of each of the hero types ? enabling up to 100 hero types to emerge in Alpha, Beta, Gamma, and Delta variants.
The challenge is to combine different genetic forms of Living Weapons in different and effective ways as the player travels to new planets in order to defeat the forces of Darkspore.
Of course, drawing as it does to an extent on the genetic evolutionary paths introduced by Spore, even the Darkspore enemies have different genetic types and specialities? many, many different types. All of which must be countered if the universe is to be purged of the Darkspore menace.
Minimum system requirements:
- 3.0 GHz P4 or Intel Core 2 Duo 2GHz or equivalent or faster
- 2 GB RAM
- A 256 MB Video Card with support for Shader Model 3.0
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Reviews
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There are some really great things about Darkspore. The vast amount of customization options and the simple but fun battle system kept me interested enough to overlook the poor execution of story.
However, a broken competitive multiplayer system and a single-player experience that forces you to excessively replay level after level in order to get powerful enough to continue make it obvious Maxis needs a little more practice developing games that aren’t simulations.
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