Medium, Videospiel. Plattform, Playstation 2. Systemvoraussetzungen, PlayStation 2. FSK, Freigegeben ab 18 Jahren. Marke, Electronic Arts GmbH. Edition, EA. Der Ego Shooter bietet eine aufwändig gestaltete Spielwelt aufgeteilt in acht Welten. Um effektiver zu kämpfen kann der Spieler in diesem Spiel seinen Angriffsstil. Über eBooks bei Thalia ✓»The Black Game - Verlockendes Spiel«von Karola Löwenstein & weitere eBooks online kaufen & direkt downloaden!
Black (Computerspiel)Der Ego Shooter bietet eine aufwändig gestaltete Spielwelt aufgeteilt in acht Welten. Um effektiver zu kämpfen kann der Spieler in diesem Spiel seinen Angriffsstil. Feuer frei - aus allen Rohren! Black führt den Spieler in eine Welt ohne Sanktionen: jenseits des Militärs, jenseits des Gesetzes, jenseits aller Konsequenzen. An Xbox hard drive is required to use this item Spieler: 1, Surround-Sound. HINWEIS ZUM SPIEL: Dieses Spiel wurde in Hinblick auf.
Black Spiel About This Game VideoVorstellung: Black Dog (Schmidt)
About This Game Black Squad is a free-to-play military first-person-shooter. Every item can be earned by just playing the game. Defeat enemies with your friends or boast a solo performance in both casual or competitive gameplay.
Black Squad will offer the challenge- participate in community tournaments, clan wars, solo ranked mode, duo competitive, and much more!
Stay alert and adapt to new content and features to achieve victory! Everyday a new challenge awaits you!
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There may be a fine line between evil and nasty but, in this case, nasty can reach a new level. And yet, with all the possibilities, success can be achieved and be just as sweet regardless of the path chosen -- scare tactics, rewards, cajoling, demands, beatings, threats, trust, starvation -- the options boggle the mind.
Let your personal preferences soar and become one with your god. The aspect of watching your character take on your own personality over time can't be overemphasized.
While manipulating the populace is a means to one end specifically the overriding game goal of defeating your arch rival Nemesis and his minions , how you handle your own creation is another facet of gameplay altogether and one just as rewarding, if not more so.
Through subtle changes brought about by your ministrations, corrections and guidance, a complex personality emerges that will make you either proud of your progeny or downright upset if he fails miserably -- you'll take it personally.
Some gamers may not like the somewhat limited creature combat setup, which basically consists of in-your-face, creature-to-creature, non-lethal slugfests incorporating special moves, agility, and the occasional miracle synonymous with spells and magic in similar games.
While effective at determining immediate confrontations, the combat interface is a bit awkward and creatures don't actually die -- they recover from wounds in their temple.
These conflicts occur mainly in skirmishes and multiplayer sessions but are rare in story mode and are not to be confused with important combat in the macro-sense of destroying enemy villages, sacrosanct temples, inhabitants, and even resources to prevent expansionism by your opponent.
Story mode is consistent with similar games in the genre. Join us Would you like to help us? Or do you want just to give us some arts you created?
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General contact: info blackandwhite3. Thank you for your payment Your payment will be added to total in a moment. On the last island, Nemesis curses the player's creature, causing it to slowly change alignments, shrink, and grow weaker.
When the final piece of the Creed is obtained, the player destroys Nemesis, and is left as the only god in the world.
Peter Molyneux funded the project himself and devoted his entire focus to its development. Molyneux had liked the idea of controlling people as a god since his previous venture, Populous.
He was interested in the concept of good and evil and thought that this could be used to influence the game's atmosphere. Development was slow, starting with only six people, as Molyneux wanted to assemble the right team.
Discussions about concepts including a Mafia -style game began at his house in ,  and in February , the team moved into Lionhead's offices.
The expanded nine-person team exchanged further suggestions for the game and its content, such as lip-synchronised characters, although this was thought impossible.
As more people joined, Molyneux wanted Lionhead 's friendly atmosphere to remain, and their policy of only recruiting people who could fit in with existing members meant that the team had developed their own way of working.
According to Molyneux, team members questioned and competed with each other, resulting in a better quality of work. He said that "the team did the work of a group twice their number.
Molyneux stated that King Kong was an inspiration for the game. Molyneux thought that being admired with that level of devotion made one a god.
The game crashed multiple times; Molyneux fixed the bugs using Microsoft Developer Studio before restarting. He instructed the programmers to "Make it the most beautiful engine ever conceived by anybody, ever".
Cottier developed the landscape system, and found a method of generating textures, enabling the reflection of various types of terrain.
Roberts created the creatures and the animation Eric Bailey later took over the creature animations .
Evans described developing the engine as "a daunting task". The entire game, including the tools and libraries , was written from scratch.
A trial and error approach was taken: the team learned by trying something and changing what did not work.
They avoided using control panels , icons and buttons for casting miracles, preferring a gesture system. Molyneux commented that he would have been very disappointed if the system was dumped, but in the end, they got the feature working "beautifully".
Integrating the storyline was found to draw the player through the game in an unexpected manner, which led to the development of characters like Sable, the Creature trainer, and the advisers.
A great deal of effort was devoted to getting features such as the weather import working. The game was originally to feature battling wizards, who would have had creatures originally named Titans to raise, and be powered by belief.
A key idea was the ability to turn living beings into Titans. The team wanted the player to see the world from the same perspective as possessing a creature in Dungeon Keeper it was originally intended for the player to be able to take control of creatures in the first-person .
Molyneux wanted "limitless flexibility" and the ability to zoom out to see the world from the sky. It was decided to make the player a god when it was realised that humans could not wield the powers that were being implemented.
The spells that were to be cast became miracles, and the wizards' supporters became worshippers.
The mechanic of turning living beings into Titans was dropped because of problems with balance, with certain Titans having advantages over others.
None had unanimous support, so they ended up being called 'creatures'. Temples were originally named Citadels and some sported a medieval, fairy-tale look.
In January , Richard Evans was working out how the game judges the morality of the player's behaviour. He stated that this was "a hundred times more difficult" than similar tasks at Bullfrog Productions.
Lionhead wanted a maximum of 25 people so as not to break the "team spirit" atmosphere. At E3 , Molyneux gave a precise release date: 23 September The game was supposed to reach the alpha stage by 18 June, but by summer, it became clear that development was behind schedule, and the release date was pushed back to 10 November.
In September, it was pushed back again into , angering fans who were eagerly awaiting its release. Molyneux apologised for the delay.
Shin Kanaoya of EA Square came to discuss the Japanese localisation, which was considered difficult due to the requirement of the use of two-byte characters to display the Japanese writing system , particularly the 20, Kanji characters, which would have posed RAM management issues.
Lionhead were considering using the Japanese fonts included with Windows. Molyneux said that might have been "insanely ambitious" with regard to the standards they set themselves for the graphics, because the system requirements were high and much of the custom software needed to be written.
The villagers' artificial intelligence had to be restricted by giving some control to the Village Centre as there was no limit on the number of villagers.
Molyneux said of the creature's artificial intelligence, "part of the game itself learns from everything you do and tailors itself to you", and described the creature as "an astonishing piece of work".
He also commented that the last months of development were "the hardest any of us has ever had to work", and that "without the right team, this game never would have happened.
Later development was done using other custom software. Alpha was reached in December Multiplayer mode nearly had to be dropped for this to happen, but the problems were fixed just in time.
Electronic Arts became involved in the production; testers were employed they found three thousand bugs , localisations were checked, and a marketing campaign was launched.
Fearing the bugs could kill the game, lists were sent to every member of the team, who had a chart, updated daily. The biggest problem was the final set, and fixing them created more bugs.
Molyneux commented that "It was as if the game just didn't want to be finished and perfected", and remarked that the team felt like they had run a marathon after fixing the bugs.
The end product was so large that they "almost felt lost within the code" which consisted of over a million lines, and took over an hour to compile.
People not involved with the game's development began playing it and were extremely impressed. Electronic Arts complained that the age at which the villagers were reproducing was below the age of consent for some countries, so this had to be changed.
Molyneux credited fans for making the hardest times worthwhile. Work on the story began in October , and took longer than expected.
The team estimated two months, but soon realised they lacked the necessary skills to meet this deadline. Bullfrog 's James Leach, who had previously worked on titles such as Dungeon Keeper and Theme Hospital , was recruited, and wrote many challenges, all the dialogue, and enabled the team to make the advisers characters rather than just sources of information.
A system was developed that moved their mouths into common phoneme shapes, used as a basis to turn them into graphic equalisers that move into shapes according to the sounds being played.
This facilitated localisation, as the game was to be translated into fifteen languages. Both advisers were voiced by Marc Silk , cutting the recording time by roughly half.
Healey redesigned the angel to be more like a fairy. He was accused of putting his girlfriend into the game, something which he agreed with on reflection: he admitted that it looked "rather a lot like her".
Much of the script was for the advisers, as they were to comment on everything happening as well as the other things players may want to do. The challenges and quests were developed to keep players occupied while playing through the story.
Molyeux told Leach about the ways of good and evil and the system's reflection of the player's behaviour, and provided him with a digital copy of the Bible with instructions to study the concepts due to their connection with gods and men.
Molyneux wanted a conflict between good and evil, and for the enemy gods to have the opposite alignment to the player. As a method of introducing the player to miracles and combat, a god whose alignment is the same as the player's was added.
Leach, Molyneux, and Webley were considering the final story when Jamie Durrant, an artist, became involved in the scripting language.
A level designer, Ken Malcolm, was also hired, and their skills were considered invaluable. Malcolm said that the challenges were imagined as films with multiple endings because the story elements were different to games based on levels.
According to him, the team had to "forget the rules" and focus on what players would do. World domination was the story's goal.
The Creed was a way of achieving that goal without having to convert every tribe. The intent was for the Creeds to be hosted inside creatures, obtainable only after the creature was dead.Black ist ein Ego-Shooter des englischen Herstellers Criterion Games. Das Computerspiel wurde am Februar veröffentlicht. Das Spiel überzeugte Spielekritiker durch die grafischen Fähigkeiten und durch die Schusswechsel, die sich an. Black ist ein Ego-Shooter des englischen Herstellers Criterion Games. Das Computerspiel wurde am Februar veröffentlicht. Das Spiel überzeugte. Black ist ein völlig neuartiges Spiel aus dem Genre der Ego-Shooter. Im Gegensatz zu vielen schleich- und simulationslastigen Spielen der letzten Jahre setzt. Feuer frei - aus allen Rohren! Black führt den Spieler in eine Welt ohne Sanktionen: jenseits des Militärs, jenseits des Gesetzes, jenseits aller Konsequenzen.