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Download Black And White PC Game 2001

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Download Black and White PC Game 2001

Black & White is a god video game developed by Lionhead Studios and published by Electronic Arts for Microsoft Windows in 2001 and by Feral Interactive in 2002 for Mac OS. Black & White combines elements of artificial life and strategy. The player acts as a god whose goal is to defeat Nemesis, another god who wants to take over the world. A primary theme is the concept of good and evil, with the atmosphere being affected by the player's moral choices. The core gameplay mechanic of Black & White is the interaction between the player and an avatar creature, who carries out the players instructions and whose personality and behaviour change in reaction to how they are treated. Multiplayer is supported over a local network or online.

Black & White took over three years to develop beginning on 14 February 1998,[32] and was released on 30 March 2001. Peter Molyneux funded the project himself and devoted his entire focus to its development.[33] Molyneux stated that he tried to correct the mistakes he made with the game design of Dungeon Keeper.[34] The goal was to develop a unique game where players felt they inhabited a world where they could do anything. 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 1997,[35] and in February 1998, 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." The group that finally produced the game numbered twenty-five programmers with a budget of approximately 4 million.[24]

At E3 2000, Molyneux gave a precise release date: 23 September 2000. 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 2001, angering fans who were eagerly awaiting its release. Molyneux apologised for the delay.[58] By September 2000, every Lionhead member had their faces digitised for use on villagers. Villagers were auctioned online at QXL, with all proceeds going to the National Society for Prevention of Cruelty to Children. The team were surprised when the first one sold for 450, and the fourth one for over 1000.[59] By October, Lionhead were operating around the clock to reach alpha. 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 20,000 Kanji characters, which would have posed RAM management issues. Lionhead were considering using the Japanese fonts included with Windows.[60] In September, there were "dozens" of fansites about Black & White.[61] By November, there were around 150.[62] Molyneux later said that Black & White was amongst the first video games to have fansites, and that Lionhead were accused of over-promising when the sites described features the game did not have when shown.[63]

Alpha was reached in December 2000. 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.[24][67] The music, dialogue, and sound effects were compressed to fit on one CD, as they took five times as much space as the game. People not involved with the game's development began playing it and were extremely impressed.[68] The release date was then set at 23 February 2001. 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.[69] Lionhead announced that the game went gold (became ready to be released) on 16 March 2001. Molyneux credited fans for making the hardest times worthwhile.[70] Because players encountered technical issues, rumours that Electronic Arts had shipped beta versions circulated; Lionhead denied them.[71] Molyneux said Black & White was the most important and difficult game he had made.[72] In June, a patch that fixed bugs was released. The Japanese version was released on 24 May 2001, and re-released as Black & White Special Edition[a] under the EA Best Selections branding on 18 March 2004.[73] Another patch was released, which would allow the Hand to be controlled by an Essential Reality P5 Glove, a virtual reality glove.[74]

An online version, Black & White: The Gathering, was in development, and would have enabled creatures to interact those of other players in a cut-down game environment over the internet. Lionhead planned to release Black & White: The Gathering two months before the main game's release as a free download, and it was to offer a choice of creatures. It would have linked with chat programs such as AOL instant messenger and ICQ and convert text to a speech bubble from the creature. It was intended for players to be able to upload the main game's creature into Black & White: The Gathering and its experiences to be saved into the main game.[99][34] Another online program, Black & White Worlds, was in development. This would have taken place in the worlds of the main game. Molyneux explained that there was to be a server, whose worlds would have been set up with a match-making system and players would have been able to do battle, like last man standing. There was also a plan to produce Black & White Universe, in which players would have had a persistent online world.[61]

A PlayStation version was in development and scheduled for release in summer 2001,[100] and a Dreamcast version in late 2001.[101] Both were cancelled.[102][103] PlayStation 2 and Xbox versions were due for release in 2002.[104] Versions for the Game Boy Color and Game Boy Advance were proposed, but never materialised. A company called M4 was to have co-developed them alongside Lionhead, but Electronic Arts were not interested in the Game Boy versions.[105][106] Molyneux stated that the Dreamcast version was cancelled because it was taking time to convert the game for the platform, and development had not progressed far enough for it to be worth continuing as interest in the platform was declining.[63] Versions for Linux and BeOS were mooted, but were not greenlit by any prospective publisher.[107]

Critics lauded Black & White with "universal acclaim" according to video game review aggregator Metacritic.[108] The graphics, gameplay, and artificial intelligence in particular were well received. Black & White sold two and a half million copies on the PC by 2006.[129] In the United States, NPD Techworld ranked Black & White as the 11th-biggest computer game seller of 2001.[130] Its sales in that region totaled 464,325 units, for revenues of $19.3 million, by the end of the year.[131] It received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[132] indicating sales of at least 300,000 copies in the United Kingdom.[133]

Black & White was named by PC World as the Best Video Game of 2001,[150] appeared at number one on's most influential AI games list,[154] and appeared in the 2003 Guinness World Records for having the "most intelligent being in a game".[155][156]

There were three patches launched for the game, however you only need to install the final patch since it includes all the fixes that were included in the previous patches. You can download the Black and White v1.3 patch from FilePlanet here.

I cant get the game started. I patched it to 1.3 and downloaded the Village Banter addon.My System is Win7. When i doubleclick runblack.exe nothing happens. Tried in WinXP (SP2) compatibility and administrator Mode.

Black & White is a 2001 "god game" created by former Bullfrog Productions founder Peter Molyneux, developed by Lionhead Studios and published by Electronic Arts. In it, the player assumes control of a god in a quest to become the most powerful deity in the fictional world of Eden. To achieve this, he/she will have followers, a creature and powerful miracles at his/her disposal.

Black & White is a 2001 simulation god game includes elements of artificial life, strategy, and fighting games. Black & White was developed by Lionhead Studios and published by Electronic Arts and Feral Interactive on 25 March 2001 for Microsoft Windows and Apple Macintosh. 041b061a72


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