Games like Creatures don’t come along all that often.

In 1996, Steve Grand and Cyberlife released their virtual life simulation game Creatures. Rather than using a rules-based system to govern the behavior of the game’s titular creatures, Cyberlife made the unusual decision to take a bottom-up approach, simulating genetics, brain activity and biochemistry in a way that mirrored real life biological processes and that has defined all major games in the series since.

Creatures 2 arrived after much fanfare in 1998, promising smarter creatures, more complex biology and a fully-functioning ecosystem. The game immediately shipped 200,000 copies on release, and…

Rupert Walker

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