Black and White: Difference between revisions

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This game contains examples of:
* [[Anti -Hero]]: In the sequel, the player character, if you decide to be evil. This is because your main mission is to rescue humanity from a [[Religion of Evil]] ([[The Aztecs]] in the original, and [[Night of the Living Mooks|an army of zombies]] summoned by an evil god in the expansion). This is compounded by the fact that [[Good Is Impotent|any deviation from dyed in the wool pacifism is considered evil]], to the point that even attacking enemy soldiers in defense gives you evil points. Which means that a player [[Good Is Not Nice|relying on military force to defeat evil]] will risk being branded as evil according the [[Karma Meter]]. This is averted in the first installment, as your enemy, Nemesis, is [[Hero Antagonist|portrayed as being well intentioned]] ([[Well -Intentioned Extremist|albeit violent and power hungry]]), if you choose to be [[Villain Protagonist|evil yourself]].
* [[Breaking the Fourth Wall]]: Done so very often in the sequel by your guides, who will slam themselves against the screen, stand on top of their own text-box and [[Stop Helping Me|helpfully]] point out whatever things you need to pay attention to in their tutorials.
* [[But Thou Must]]: Used numerous times in the tutorial, of both games. "[[Most Annoying Sound|No, let's try rotating first.]]"
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* [[Easter Egg]]: In Black & White 2, a text file controls the names of your villagers. You can edit this <ref> Don't delete lines, simply replace names!</ref>, but by default, it's filled with Lionhead staff names.
* [[Earn Your Happy Ending|Earn Your Good Alignment]] : As noted elsewhere, it's ''hard'' to be Good, and you'll have to work at it. It isn't impossible, though.
** Averted, again, in the sequel. Being good is by far the easiest (to the point where a [[Self -Imposed Challenge|self imposed challenge]] is to play as an evil god!
* [[Even Evil Has Standards]]: On the second Japanese land in the sequel, your opponent is a warmonger who scorns you for almost everything you do and states several times over he will do terrible things to your people. However, when building a Nursery he exclaims "We shall spare their young. We are not monsters after all."
* [[Evil Is Easy]]: To an extremely annoying degree. You'll be hard-pressed to win over a village just by being nice, and the game will (karmically) punish you for any evil act far more than you are rewarded for good. You can spend the entire first and second levels being as good as possible, and yet manage to get yourself in the low evil range by burning down a village (and not even entirely). Your subjects are terribly whiny and fickle, which means being good is more likely to alienate them than evil is. In short, evil is in almost every way more rewarding than good is. The only advantage good has over evil is that a good god can get truly terrifying range for their miracles by building up villages to massive proportions.
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* [[The Gods Must Be Lazy]]: Unless they're either evil or antagonists. {{spoiler|Lampshaded in the second game backstory (if you buy the university books) where it's told that the player god apparently took a sabbatical after defeating Nemesis, and humans took over the land while the player was gone. The missionaries were said to turn into drunks.}}
* [[Gods Need Prayer Badly]]: Your ability to use miracles depends on the amount of worship you get from your villagers, which leads to [[Wizard Needs Food Badly|Worshippers Need Food Badly]].
* [[Good Angel, Bad Angel]]: Your guides in the game, an old man who floats on a rainbow-spewing cloud and a wisecracking little demon. [[Talking to Himself|They use the same actor, strangely enough.]]
* [[Heroic Sacrifice]]: In the first game, {{spoiler|your consciences believe that this is what your Creature is doing to unlock the third Creed Fragment. Thankfully, it survives.}}
* [[Hide Your Children]]: Averted. In fact, you can [[Human Sacrifice|sacrifice them]], which [[Powered By a Forsaken Child|gives you more mana than adult sacrifices]]. And [[Video Game Cruelty Potential|you can kill them in a variety of other ways]] for your amusement.
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* [[Veganopia]]: In the Black and White 2, dropping animals into your food supply will score you evil points, which means that the people of a truly good town only eat grain.
** Well considering that you can't make shepherds, and the food stockpile is ''explicitly'' depicted as a giant pile of grain...
* [[VideogameVideo Game Caring Potential]]: Almost incredible as its opposite:
** In the first game, with its ability to transport objects from previous lands, it's entirely possible to bring along Important-NPCs-Turned-Villagers from the first island all the way to the last one.
** The first game lists more statistics than the second, and one of the things it says is that no matter how Evil you are, or how differently-aligned you and your Creature are, ''it always loves you and thinks you're Good''.
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* [[Video Game Cruelty Potential]]: Incredible.
** A few examples (second game): Force people to live in cramped hovels, throw them into buildings, crush them with rocks, Roast them with lightning, or a fireball, offer no luxuries and keep them absolutely miserable, sacrifice them for mana, sacrifice them in a torture pit for no real reason, litter the ground with corpses, causes people to openly mourn, have your creature actively eat your people for sustenance, use them as weapons, set them on fire, poo on them, attack their homes. A bit more severe is the fact you can display severed heads on spikes everywhere, intimidating your people to work harder, or you will kill them, make them worship a giant monument to cause large scale devastation, pick up 50 of them and throw them all off a cliff into the ocean, where they drown, force them into the army, where they will probably all die and generally make their life suck. All of this is actually pretty fun to do, but your villagers will [[Most Annoying Sound|beg for mercy for like 10 minutes.]]
* [[Viewers Areare Morons|Video Game Players Are Morons]]: If you're ever talking to someone who [[Hype Backlash|played the first game and was seriously let down by what was released compared to what they expected]], there's solid odds that they will talk about how they couldn't make their Creature [[MasochistsMasochist's Meal|stop eating their own poo]]. While the game's Creature AI certainly wasn't [[AI Is a Crapshoot|all that it was cracked up to be]], avoiding coprophagia was ''not very hard at all''. Hell, the game would tell you '''HEY, YOUR CREATURE IS THINKING ABOUT EATING ITS POO, JUST SAYIN'''.
* [[You Will Be Assimilated]]: Partially invoked in the first game, where dropping people into a specific village made them change their clothes to fit the village. Played perfectly straight in the second, however, where the immigrants will maintain their own clothes but otherwise adopt the Greek civilization as their own - to the point where having their original civilization's buildings will cause serious unhappiness and makes you more evil!
* [[Walking Wasteland]]: Your creature corrupts the ground if it is evil.