Spore uses procedural generation extensively in relation to content pre-made by the developers. Wright mentioned in an interview given at E3 2006 that the information necessary to generate an entire creature would be only a couple of kilobytes, and went on to give the following analogy: "think of it as sharing the DNA template of a creature while the game, like a womb, builds the 'phenotypes' of the animal, which represent a few uploaded and downloaded freely and quickly from the Sporepedia online server. This allows users to asynchronously upload their creations and download other players' content, which enriches the experience of the game as more of its players progress in the game."
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As it is, it's not causing much of a stir, except on principle; it's pretty rubbish to not be able to play a game you paid for. Luckily (?) hardly anyone plays Darkspore, but EA's cheery exhortation to go play some free games on Origin still probably stings a bit for those who did enjoy it.
Some expansion packs offer more of the same, but Spore Galactic Adventures is not one of them. In fact, it adds an entirely new facet of gameplay to the original game's space stage: adventures that beam your captain onto a planetary surface and send you on a short series of quests. The expansion comes with plenty of such adventures, and there are already developer-commissioned adventures ready to download for free. However, if you enjoyed making your own creatures and buildings in the original Spore, you'll probably also get into the expansion's adventure creation capabilities, which offer imaginative players a set of fantastic tools to express their creativity. Like all of Spore's creation tools, the adventure creator is robust, though learning its intricacies takes some time. There are some nagging issues scattered throughout this otherwise excellent package. However, the new adventures and tools bring the charms of the creature stage into the space stage, and a leveling-up mechanic for your captain results in a welcome sense of progression.
That isn't to say that Darkspore feels totally fresh, however. There's too little context for all this hacking and slashing: it's all grinding for levels and loot, with little sense of purpose. That might sound like a damning flaw, but some hours in, the game hits its stride, throwing greater challenges at you on the battlefield and balancing the dungeon crawling with the satisfaction of maintaining the look and equipment of up to 100 different heroes. These elements don't fully compensate for the missed opportunities, but they're enough to make for dozens upon dozens of entertaining hours in front of your monitor.
Once Darkspore reaches full speed, you gain more appreciation for the customization. You might be inclined to place those horns where you think horns should go--but why not stick them over the eyes instead and increase their size? Suddenly, your snarling demon of despair looks like he has upside-down funnels on his face, providing a nice contrast to the oversized webbed feet splaying underneath and the curved shield applied in such a way as to look like a jaunty mustache. In the early levels you might be struck by how your Arachna looks like everyone else's Arachna, but those similarities diminish with each visit to the editor. Certainly, Spore proved that this editor is capable of delivering more, but on its own terms, Darkspore's take on cosmetic embellishment still stands above its peers.
Once you beat the challenging and fun final boss in your first pass of the campaign, things get even tougher--and thus more rewarding. And if you want even greater rewards, you can chain battles together. After each level, you have an option to either collect some end-level loot or enter the next sequential level and sacrifice that loot for a chance at even better stuff. Successfully chaining three or four challenging levels is one of Darkspore's greatest pleasures, and the rising challenge culminates in nail-biting boss fights. The fun is dampened only by a few rare but odd quirks, such as how a unit might not respond to your mouse clicks. Other annoyances crop up outside of battle. The overzealous profanity filter can turn innocent sentences into hysterical collections of asterisks, and as fulfilling as customization can be, the inventory and editing interfaces are a handful once you're drowning in loot and heroes.
If you'd like to further explore your squads' tactical possibilities, you can participate in player-versus-player battles. These are limited to one-versus-one and two-versus-two matches--a disappointing constraint. It's easy to imagine how large-scale battles could have capitalized on the game's intriguing squad flexibility. Nevertheless, Darkspore's PVP is a different creature than its cooperative play and requires a shift in tactics. You shouldn't just bash on your opponent unless you prefer the victim role, because you'll be slaughtered. Instead, you must carefully consider how your squads' abilities can be combined in useful ways. Roots, slows, and stuns all have important roles to play. Need to buy yourself some healing time? Use Maldri to temporarily suspend your competitor in the air. Need to put space between you and your opponent so you might unleash a missile barrage? Sage's root will do the trick. Even once you get a handle on PVP, it's still not clear how balanced these matches are. You might crush your competitor mercilessly with little effort, or get a harsh schooling even when applying effective strategies. Therefore, PVP seems a likely destination only for the Darkspore elite, while most will delight in the co-op's more consistent joys.
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