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Game Profile
INFO BOX
PLATFORM:
Xbox
PUBLISHER:
Microsoft
DEVELOPER:
Intrepid Games
GENRE: Action
PLAYERS:   1
RELEASE DATE:
Canceled
ESRB RATING:
Not Rated
 Written by Gavin Wright  on October 21, 2002

First Impressions: Apparently prehistoric man was capable of breast enhancement surgery, yet they still don't know how to start a damn fire.


Some people just don't know when to stop. In context I'm speaking of Peter Molyneux, the creative mind behind some of the most innovative PC games ever released, not to mention the ever-promising Xbox role-player, Fable. Despite the pressure to finish Fable in time to meet its Fall 2003 release date, Molyneux and developer Intrepid Games are already hard at work on B.C., a prehistoric adventure game with every bit the potential of Big Blue Box's long-awaited RPG.

It's the dawn of mankind and the very existence of the human race is threatened. As the leader of a tribe of cavemen, you must oversee the survival of your people and ensure the continuation of humanity. It's your job to teach these primitive people how to gather food and defend themselves against dinosaur attacks (ok, so the time periods don't quite match up - just use your imagination). With careful aid and assistance, you must turn this savage, unkempt tribe into a dominant, resourceful team.

The members of the tribe are capable of learning on their own, but only after you've provided them with the correct circumstances to do so. For instance, a caveman holding a stick might sharpen one of the ends and make it into a weapon if you provide him with a rock and allow him some time to experiment with it. Interacting with your fellow cavemen is achieved through a simple two-button interface. One button is used to Сtag' the tribe member/s you want to control, allowing you to lead them to the area or object you wish them to manipulate. Once you're in position, hitting the other button will initiate a nonverbal command to perform said action. If they understand what you want them to do, they may begin to do it immediately. If not, they may do something entirely different or simply stand there with a puzzled look on their face. In a similar manner, you can also teach your tribesmen by having them mimic your actions. For example, if you show them how to build a campfire, they'll keep at it until they're able to do it as well. It's a lot like the power-up system in Fable, in that you have direct control over the skills they're able to learn.

Every single tribe member (and, in fact, every living creature in the game) is programmed individually to react to any given situation. They all sense fear on different levels, so while one caveman might flee at the mere sight of a T-Rex, another may decide to stay and fight. Flocks of birds overhead aren't simply flapping around aimlessly Ц they're programmed to hunt for food and they even migrate with the seasons. What's so impressive about this is that none of these actions are scripted; they are simply reacting to changes in their environment.

The landscapes we've seen in the early screenshots of the game have all looked very similar, which more than likely indicates that they are showing off only a very small portion of the world at this point. Grassy plains dominate much of these areas, with towering cliffs and waterfalls readily visible in the distance. We're promised that deserts and snow-covered areas are to make it into the game as well, but as of yet they haven't been shown publicly. You can pick up and use just about any object in the world. Trees can be chopped down to build shelters, bones and sticks can be fashioned into weapons, and animal skins can be worn as clothing. In fact, the only limit to the practical applications of objects in the game is your tribe's level of skills and technology.

The world of B.C. presents a stunningly accurate replication of prehistoric earth. Flocks of birds, deer, mice, and just about any type of dinosaur imaginable have been included in the game, and even though dinosaurs never actually coexisted with early man it will definitely make for a more interesting experience. Molyneux has stated that the game will feature a fully simulated food chain, including everything down to nearly microscopic insects. He even mentioned the inclusion of functional anthills. Sure, you could argue that anthills couldn't possibly be a necessary part of the game, but it's extra little details like these that are the mark of a truly excellent game.

Final Thoughts
Seeing as how B.C. is still very early into development, it's difficult to tell what will become of it at this point. However, it's hard to doubt that any game left in the more-than-capable hands of Peter Molyneux will turn out to be anything less than stellar. Just don't expect this game to see the light of day any time soon; Intrepid isn't content to release B.C. until they have fulfilled their original vision of the project. After all, you can't put a deadline on a work of art.


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