A glowing soul, Tainted Black. And silver hair Stained with blood. You left us all With no hope. Walk the path Paved with ashes. Feel the thorns, Hear the screams. An angel bright, A lonely wing. The wounds so deep Scarred your heart. Judgement Day - Meteor is coming, Drawing nearer, Consume in fire. I always know I am your god. A smile so sad Upon your death; Relieved to leave, A pain to end. No feelings left That's what I am. A one winged angel, Here left to die.
A Fallen Angel.
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Tuesday, March 01, 2005: Chapter III : Meet the Press

Story continues from Chapter II : Trial by Fire

Populous would become one of the most popular and influential games of all time. The first journalist to see Populous was Bob White, a well-known British games writer and something of a hero to Molyneux, an avid fan of game magazines. Already shaken by the lack of enthusiasm that Populous had received to this point, Molyneux was too intimidated to ask White for an opinion.

So this is what happened [Most Intresting Part Of The Story] :

Peter took him to the pub. All he wanted to ask him was what he thought of Populous, but he was just too scared to do it. So Peter knew he had to get him drunk. Eventually Bob White and Peter got drunk, and Peter got the courage to ask him, 'What did you think of Populous?' And he said to Peter, 'It's the best game I've ever played.' Then Peter thought, 'This must be a mistake.' So they end up drinking nine pints or something because White, kept saying, 'Let's go back and play Populous,' and Peter just kept thinking, 'He must never, ever play the game again.'"
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White's sentiment would prove to be shared by millions, as Populous went on to become one of the best-selling games ever, creating a strategy subgenre that would come to be known as the "god game." Beyond just laying the financial foundation for continued work at Bullfrog, however, Populous provided the stylistic groundwork on which each subsequent Molyneux game was built.

One of the most interesting aspects of Molyneux's games is that while they are all, for the most part, enjoyable in their own right, they aren't just a collection of distinct products. They share common themes, and beneath each game mechanic lies a fundamentally similar concept: You are cast in the role of some omniscient being - whether a god, a wizard, or an evil dungeon overlord - who must create an environment that induces the inhabitants of that environment to behave in a desired manner. Populous was the purest expression of this concept, as you literally manipulated the terrain and cast spells to increase your own population while decreasing your opponent's.

At the heart of this formula is the idea that the world exists despite the player's presence, that the beings continue to go about their business if you just leave them alone. I have this idea of a living world," Molyneux explains, "which I have never achieved. It's based upon this picture in my head, and I can see what it's like to play that game. Every time I do it, then it maybe gets closer to that ideal. But it's an ambitious thing."
The successor to Populous would follow this idea closely but with the distinction of simulating a much smaller and more detailed world. Unfortunately, the game would never be released in its intended form.


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