

For that you buy every body part that offers level three or four in social skills special hooves for dancing, hands for posing, a mouth for singing. I went on a charm offensive rather than killing my neighbours. But to progress in the game you need to pick body parts according to their stat bonuses. I had one species which was just a mess of knees and one which was a relatively successful impression of a bird (if you didn’t look at it closely). This is the part where you get to sculpt your lifeform.

Booting it up a decade later (or rather, booting it up on Steam, trying to coax it into recognising my EA login so I can access other people’s creations, then realising that system seems hideously broken on Steam so booting it up on Origin instead) that feeling of aimlessness returned, as well as a new awareness of the jarring switches between game stages, and how the space segment at the end dwarfs the other modes. But the experience of actually playing any of it has faded and been replaced by the sense that it was one of those games that just didn’t really seem to go anywhere. One was waddling around on land for the first time after graduating from the Cell stage to the Creature stage, and the other was the row about DRM. There are two Spore experiences I remember clearly from 2008. In many ways, Spore was No Man’s Sky before No Man’s Sky. Back in 2008, Spore was a source of daft community character creation joy, incredibly uneven ambition and a massive row about the digital rights management software EA insisted on using at launch.
