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I would very much like to see a game where you create, breed and interact with intelligent living beings in a computer game.
Sadly, Creatures does not appear to be that game; a being that is as likely to go drown itself as it is to wander in a rightwards direction is not what I would call intelligent. Or how about starving to death because you haven't dragged the attention-deficit little cuties to a computer, found the concept for "eat" or "pull" and hammered the tiny little "repeat" button about ten times to make sure they've understood how to feed themselves? Perhaps dying of exhaustion because they can't tear themselves away from the excitement of wasting time with one or more other creature, ignoring all needs, urges and input from you? Or learning to call a lift "dada" like they did when they were a baby, because that's what their baby calls it? Perhaps learning to call a cloud "lift" because they looked away a second after you told them to look at the lift so you could teach them its proper name, again. Then there's my personal favorite, where you call their name to have them come to you, and they decide you must mean the cactus they're vacantly staring at! Then, next time you call them, they can't seem to process why you're telling them "cactus"...
Even if the issue of intelligence could be sorted, there are other flaws. The first game has a ridiculously small world without much of interest in it, while the second overcompensates with a very large world that few will have the patience to drag their knuckle-dragging fluffballs through; and just when you thought you'd found the path to that neuroscience kit you were aching to try out, you realize it's in the background and your creature is in the foreground. This lack of clear distinguishment between layers of traversible space is a flaw especially prevalent in the second instalment.
Even if you did find the neuroscience kit, would you know what to do with it? Judging by the regular science kit, I would say no; the information is all extremely technical and unless you are in fact a scientist (odds are slim I imagine), you probably won't get much more than a confused "henh?" out of most of the analytical tools at your disposal. The game manages to fail at many, many simple things while at the same time trying to incorporate concepts so complex that few players will find them useful. It seems that when you shoot for the moon and miss, you sometimes land in the compost pile rather than the stars...
So, in conclusion, the developers' claims that "these are real living beings!" and their insistence that this game allows you to create "artificial life" are found tragically lacking when it comes to real, functional gameplay, AI and general believability. The fact that this game was made is definitely a good thing, as the concept is well worth exploring; it's just a shame that it wasn't made better!
Sorry to disagree with but its called artificial life not artificial intelligence! Imagine a baby! does it always do what its told?, no! Can they fall into the sea because they don't know better?, yes! Do they know how to feed themselves?, no! In creatures it is like teaching a baby! Also the first game was made in the early 90s! Do you think it was possible to make a large world without crashing a pc! sorry but thats my opinion.