Prehistoric times are not always represented accurately in modern media. From "Clan of the Cave Bear" to "One Million Years B.C.", Hollywood has tried to make us believe that beautiful people have always existed. Putting Darryl Hannah or Raquel Welch in a fur bikini and slathering her with mud sounds like the makings of a great Cinemax original movie, not an accurate representation of the time when early man roamed the earth. Give them a sloping brow and some broken teeth, and maybe we can talk.

It's no surprise then that I was pretty excited to check out Microsoft and Intrepid's new action-RPG B.C., in which you strive to survive as the leader of a clan of early humans. The plot involves the search for the "promised land", an idyllic valley surrounded by mountains. Aside from navigating natural hazards and avoiding or killing the creatures that inhabit the world, you must battle for supremacy against a tribe of simians who want to destroy your homo sapien way of life.

As the game starts, you control a single, solitary human who is searching for food and a mate. As you progress, you must set up a camp and find other people to join your tribe. As in real life, the members of your tribe have basic needs that must be met in order to not only survive, but to prosper and reproduce as well.

Food, water, and safety are the key building block in the game, and there are many different ways to get them. The members of your tribe fall into one of four categories: builders can manipulate objects and construct shelters and weapons, hunters kill and gather food for the tribe, mystics can use natural elements and chemicals to heal and create fire, and athletes have the ability to run faster and jump higher than anyone.

In the demo I saw, the tribe's food was getting low, as indicated by a bar on the top of the screen. Your character can order a roll call, in which you can assign discrete tasks to the members of the tribe. Two of the hunters were called upon to find and pick fruit to share with everyone, and they went to a tree on the outskirts of the village to pick up fruit from the ground, or climb to the top of the tree to pick it. I was told that if you collect food, or leave meat or fruit on the ground near your village, a built-in wind system would blow the scent towards scavenging animals, who would then venture into your village to have a bite. To keep these animals out, you could assign your builders to construct guard posts, and your other characters to man them, protecting the village from attack.

As the game went on, the tribe's water supply started to get low, so we assigned a few members to collect water from the watering hole. Just like in the African nature documentaries you see on the Discovery Channel, the watering hole is the center of life in B.C.. Before our characters could walk to the water, however, we had to make sure that they would be able to make it there safely. Opening the menu gave us a view of an overhead map, which showed what creatures had territory in the area around the water. In order to create a safe passage through the dinosaurs that populated the area, a little bit of killing had to be done.