Populous (Amiga & SNES) - Let's Play 1001 Games - Episode 813

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Published on ● Video Link: https://www.youtube.com/watch?v=5xYvZ4uufyk



Game:
Populous (1989)
Category:
Let's Play
Duration: 22:42
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19


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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Populous
from https://en.wikipedia.org/wiki/Populous_(video_game)

Populous is a video game developed by Bullfrog Productions and published by Electronic Arts, released originally for the Amiga in 1989, and is regarded by many as the first god game.[2][3][4][5] With over four million copies sold, Populous is one of the best-selling PC games of all time.

The player assumes the role of a deity, who must lead followers through direction, manipulation, and divine intervention, with the goal of eliminating the followers led by the opposite deity. Played from an isometric perspective, the game consists of more than 500 levels, with each level being a piece of land which contains the player's followers and the enemy's followers. The player is tasked with defeating the enemy followers and increasing their own followers' population using a series of divine powers before moving on to the next level. The game was designed by Peter Molyneux, and Bullfrog developed a gameplay prototype via a board game they invented using Lego.[6]

The game received critical acclaim upon release, with critics praising the game's graphics, design, sounds and replay value. It was nominated for multiple year-end accolades, including Game of the Year from several gaming publications. Retrospectively, it has been considered one of the greatest video games of all time. The game was ported to many other computer systems and was later supported with multiple expansion packs. It is the first game in the Populous series, preceding Populous II: Trials of the Olympian Gods and Populous: The Beginning.

Peter Molyneux led development, inspired by Bullfrog's artist Glenn Corpes having drawn isometric blocks after playing David Braben's Virus.[8][9] The game's budget was £20,000.[10]

Initially Molyneux developed an isometric landscape, then populated it with little people that he called "peeps", but there was no game; all that happened was that the peeps wandered around the landscape until they reached a barrier such as water. He developed the raise/lower terrain gameplay mechanic simply as a way of helping the peeps to move around. Then, as a way of reducing the number of peeps on the screen, he decided that if a peep encountered a piece of blank, flat land, it would build a house, and that a larger area of land would enable a peep to build a larger house. Thus the core mechanics – god-like intervention and the desire for peeps to expand – were created.[8][9]

The endgame – of creating a final battle to force the two sides to enter a final conflict – developed as a result of the developmental games going on for hours and having no firm end.

Bullfrog attempted to prototype the gameplay via a board game they invented using Lego, and Molyneux admits that whilst it didn't help the developers to balance the game at all, it provided a useful media angle to help publicise the game.[8][11] One curious incident related in media coverage involved an attempt by Molyneux to investigate the displacement of water when adding blocks to the world model, this being frustrated by Lego not being watertight and thus causing a "flood" that "dissuaded further experimentation".[12]

During the test phase the testers requested a cheat code to skip to the end of the game, as there was insufficient time to play through all 500 levels, and it was only at this point that Bullfrog realised that they had not included any kind of ending to the game. The team quickly repurposed an interstitial page from between levels and used it as the final screen.




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