In case you were wondering, I find this picture disturbing and phallic too
You like strange things with eyes, well then we got strange things with eyes!
Honk if you love engineering with gooballs!
World of Goo is often about heads. Big, lipsticked heads no less
Archibald wasn't like the other gooballs. He was part of the same damn bridge though
Kirsty woke up, hanging on to a chain between the telegraph posts. The only thing about last night she could remember were the balloons though
Some of you may remember this scene from last night. Now wash your hands and your browser history
I remember when this place was all green fields. And goo. Five minutes ago, that was
From such small beginnings as these, great structures may rise. So long as they're made of goo
Today's special - free frog with every set of balloons purchased!
A huge robot head is commonly served with a fresh garnish of fire. In Uzbekistan
.
2D Boy envisions a world where the water closet was never invented. Oh no wait... The genius of Thomas Crapper excepted, indie games are one of the best ways of killing the odd half hour; in fact the wealth of high quality indie games is one of the best features of the current PC market. Here, then, is one of the most polished and inventive of these titles laid out on the reviewing slab like a slice of fresh-laid fudge-dragon... oh hell. Can we start this over?
Anyway, World of Goo is a delightful, quirky thing which tells the story of a group of balls of, er, goo, as they pick themselves up out of the primordial ooze in a quest for freedom, brave new worlds, chocolate, or whatever the hell it is that little blobs of goo with eyes actually want. After playing this game through I still don't understand what it is they want but I'm pretty sure it's rather sweet, perhaps a little poignant, and somewhat cute.
Goo for me, goo for you The overriding principle of the game is simple: drag gooballs into place to form structures which will help you reach the end-of-level pipe, which will then hoover up your remaining gooballs and tell you how many you saved. You'll find yourself building bridges, crawling up walls, stitching balloons to your gooballs to turn them into impromptu zeppelins - in all, it's the sort of game you'd expect to use words like 'zeppelins' and 'esplanade'.
And you know what? It works. It's got 'artsy indie game' written all over it and I still like it. The gameplay is well thought-out, the story is both well-told and delightfully magical and the game art is never less than superb. A great deal of attention has been lavished on this game and it really shows.
The four chapters of the game lead your gooballs through the four seasons of an abandoned, empty world. There are plenty of levels to tax your brain and your hand-eye coordination together, and the interjections of 'the mysterious sign-painter' are usually welcome and funny. It's hard to fault something so neat and well-formed.
The goo, the bad and the ugly
If I have one problem with World of Goo, though, it's that for whatever reason, it's over rather quickly, and once you're done - once you've seen the story through to it's conclusion - there's not that much else to do. Aside from the 'World of Goo Corporation', where the spare gooballs from all the previous missions you've completed can be built into a tower and compared with other people from across the internet, the only thing you can do is replay the story levels in an attempt to reach new, tougher numbers of gooballs saved. This really shortens the game's life, and scotches its replay value like a wayward child with a passion for frisbee would do with grandpa's vinyl collection.
You see, as someone who is proudly playing adventure of Plants vs. Zombies a second time around (it's harder than the first), I'm vaguely aware that 'indie' doesn't necessarily mean 'casual' - but at the same time, World of Goo costs a deuce of a lot more than most Popcap games, and I can't help feeling that it wouldn't have taken too much effort to add in a few mini-games or something as a way of helping to justify the 17 quid I blew on these delightful, cute, ickle-bickle gooballs... oh they're so lovely... oh wait. Now I know how that money escaped from my wallet.
One goo over the cuckoo's nest The thing about World of Goo is that, while it lasts, it's great: easily the best indie game I've played for some time, in fact. The stiff price tag and the limited replay value are a bother, but I suspect we're supposed to feel like we're paying for a share in a work of art. And, oddly, I do. I'm usually rather skeptical when games dress themselves up as the creations of some great auteur, just as I am when people I know start wearing berets, ordering red wine in bars, and talking about the poetic genius of Albert Camus. Especially when last week I was listening to them talk about football, idly watching the string of dribble spilling out of the side of their mouths. But where was I?
Oh yes. Well, to sum it all up, World of Goo is a great title that will reward you for playing it with a reasonable few hours of fun at a not immoderate difficulty level. Unlike many puzzle games it's rarely frustrating, often entertaining, and it has something quite stunning and beautiful to it. In other words, it's worth your money, providing that that's what you want. You might just want to go back to headshotting zombies on Left 4 Dead though, in which case, good luck to you, peon. I'm done here anyhow.
...
Meirion Jordan
Summary: Indie title with artistic pretensions in 'actually rather good' shocker!
Already played it? Trade it for another game at
Systems: PC (reviewed), Wii
Genre: Puzzle/Goo-based games.
Setting: Some kind of weird planet where the people have all disappeared and an intelligent species of slime is in the process of rising to ascendancy. Probably Walthamstow then, I guess.
Mood: Upbeat yet poignant gooeyness. Is gooeyness even a word?
Story: Lead your gooballs in their mighty quest to get whatever it is gooballs want. I still haven't worked it out myself.
Graphics: Lovingly crafted 2D.
Music/Sound: Par for the course, with some nice music.
Voice Acting: None. This is an indie title, remember?
Script/Dialog: Gooballs don't talk. At least not to me.
Similar Games: Braid, Maw, you know how indie games are.
Gameplay: Street Fighter. Nah, just kidding.
Strengths: Great design, art and gameplay.
Weaknesses: A bit on the short-lived side.
Depth: Moderate.
Length: Actually quite long. But you'll only play it through once.
Pace: Entertainingly brisk.
Difficulty: Moderate
Control: Keyboard and mouse, or Wiimote for the Wii version I guess.
Learning Curve: Pleasingly gentle
Replayability: Not great, I'm afraid.
Will keep you up until (a.k.a Fun
Factor): 2-ish. But only for a night or two.
Notable Features: Goo!
Fav. Character: The Mysterious Sign Painter.
Instant Classic: Ah well, go on. Just a bit then.
Publisher: Independent
Developer: 2D Boy
Release Date: 2008-12-12
Players: Just you and the goo, matey.
Multiplayer: Nah.
ESRB: E
Target Audience: Puzzle gamers and other sensitive souls.