Heh.
I feel it is the shamelessly (ab)using of intellectual property as scenery (i.o.w. 'skins') that bothers most people most about such movies and games borrowing the name of famous books.
It is mainly a commercial strategy; 'tapping' an existing market for companies.
While indie developers or fan-mods are generally more true to a concept (be it borrowed IP or gameplay) because these are not led by market forces, but by personal (or community) passion for that concept.
I just try to view such things as a 'new' game/movie using some of the same ideas as the source material.
Like a tiny genre.
When viewing a vampire movie, you expect certain things, but they are not mandatory for instance.

anyhow,
spore.
A letdown. Can't see expansions improving this 'tutorial game'.
Even the concept of 'sandbox game' has been villified!
you can't ignore the game 'path', as nothing else has concequences.
BTW, has anyone seen AI attack another AI in tribal stage yet?
About reviews/media cover:
The media STILL unfortunately insist on calling this an 'evolution game, bringing the concepts of evolution to the masses'.
My @$$!
If it mimics anything, it is creationalism, even WW has said so (IIRC). The only unchangeable inherited features are those that are behavioural rather than genetic in nature, such as being aggressive or diet.
[Species commonly evolve from herbivore to predator ...going back is more problematic, but is still possible if the creature was omnivorous in not too distant past. (predation is a shortcut, requiring less machinery to operate. Lugging around five stomachs is not efficient for an omnivore, so are lost.)]
I did find that at 'hard' level, only those parts that are on the creature get 'unlocked', which is a little more realistic than what occurs at 'normal' mode.
The fact that player agression leads to being stuck with the concequences is a good concept, only marred by the fact that the only difference in being rel or mil is the type of weapon.
As for a Spore 'as it was promised' ....
I suggest having limited player interactions with the creatures themselves.
Focussing on being 'the Creataur' and creating 'scripts' for behaviour, gene, etc.
This would be quite similar to the SIM games of SE and SL.
Alternatively, base evolutionary options (if given choices) on the actual actions of the player-creature rather than by player-choice.
Such as mechanic would require an extensive hints system to alert the player to what his actions are affecting (itself and surroundings).