de Blob Review
de Blicious.
Version tested: Wii
One of the cheapest review tactics of all time is the old 'cut and shut' technique: in the struggle to eloquently sum up the merits of a particular product, the hard-pressed critic resorts to describing it as 'game A meets game B'. But sometimes, it's the only way. And if ever a game needed a concise, off the cuff, down-the-pub-with-your-mates description it's de Blob. Maybe you can help THQ out and come up with one.
de Blob might look like a McDonald's Happy Meal of a game, and with THQ behind it, you might assume this is some sort of Nickelodeon Mercury Meltdown - but that's not doing it any favours at all. Despite its Day-Glo visual style, it definitely shouldn't be dismissed as a kids' game, and nor is it strictly a ball-rolling puzzle game. It's something else entirely: something original, utterly charming and occasionally very exciting. At its most basic level, it's an intriguing 3D platform-puzzle hybrid, where restoring colour to a monochromatic city is your goal (hello Wizball!). Think of it as a gigantic interactive colouring-in playground. For grown-ups.
The premise is delightfully daft, and some superbly animated sequences help set the tone with a style and tone evocative of LucasArts' legendary Day of the Tentacle. For reasons best known to themselves, the nefarious I.N.K.T. Corporation has made colour illegal and literally drained the life out of every building, plant, sign and statue in Chroma City. Needless to say, this is where de Blob comes in, on a solo mission to fight back against The Man and reverse this dastardly deed to the sound of happy jazz. You're damn right.
As the title suggests, you control what looks like a grinning gelatinous space hopper around these monochromatic environments, rolling it around with the nunchuk analogue stick, and flicking it up in the air with an upward swish of the Wii remote. Dotted around the drab, grey and white confines of Chroma City are various waddling paint pots, and bashing into them changes the colour of de Blob accordingly. With some colour in your cheeks, you can then transform the decor of the nearest building or other scenery item by simply rolling or slamming into them.

The future's so bright, I've gotta wear shades.
Each district has a number of locked gates, and in order to progress beyond them you have to clock up a specific number of "colourwatts" before they'll open up and allow you to progress further. To amass the alloted number of points, you can simply roll and bound your jolly way around, colouring everything, in a slightly obsessive-compulsive kind of way.
Ensuring each 'block' of any given neighbourhood is filled with colour frees its enslaved inhabitants, but doing so often involves a fair bit of careful platform negotiation as you leap from one building to another to reach the high-up spots which help complete the set. As you might expect, restoring colour to the 'Graydian' populace sends them giddy with delight, with an exuberant chorus of 'woo-hoo!' as you rescue them from monochromatic doom. It's worth playing just to hear their high-pitched songs of joy. Not since LocoRoco has rescuing squishy alien life forms been so joyous.
But as rewarding as all this may be, a more effective (and often essential) means of making progress is to engage in the numerous mini-challenges dotted around the city. Set against the clock, the idea is often to paint a specific block the desired colour, or amass a certain volume of, say, red paint, jump up to an insertion point, shake the Wii remote and fill it up, as if you were rattling a spray can.
As you hit certain colour milestones (such as 25, 50 and 75 per cent of the level), paint trees, solve four different types of challenges, and other micro tasks, the game keeps a track of your progress via an exhaustive stats screen which reveals just how much there is to do in order to properly complete each of the ten levels. You'll soon realise that getting to the exit pool is only a part of the overall picture - mining each level for all its secrets and challenges is a big undertaking, and certainly gives the game an unexpected amount of replayability.
While the first few levels of de Blob give the impression of a somewhat soothing, lightweight distraction, the latter half of the game proves to be a different proposition entirely. Not only do you have increasingly determined security measures to circumvent (such as electrified floors, deadly liquid, flaming panels, police patrols, tanks and so on), but the increasingly complicated level design and more elaborate challenges makes the game a serious test of your mettle. You'll go from casually breezing your way through levels to struggling to reach the exit pool with enough time. And with a limited stock of lives to worry about, it's not a foregone conclusion that you'll complete the level at all.
Inevitably, minor niggles earlier in the game are amplified when you're under the cosh, and it's natural that you'll find yourself questioning one or two design fundamentals when things don't go to plan. Chief of these if why the flaky jump mechanic is mapped to an upward 'flick' on the Wiimote. At first, swishing around the game world gives it a pleasantly tactile feeling, but the inexact nature of gesture control means missed (or undercooked) jumps, and frustrating trudges around elaborate levels to get back up to a specific vantage point.
A simple remapping function in the game menu could have solved this little problem at a stroke, but there you go. It's a shame, because it's actually a very small problem in isolation, but in a game which relies so heavily on precision jumping, it gnaws away at your resolve.
Another slight niggle is the mischievous camera, which has a tendency to spin around unhelpfully, or misinterpret the best angle. Pressing the C button is supposed to spin the camera back so it's directly behind you, but it's not as reliable as it could be. Again, when the heat's on, you really need the game to be capable of giving you the best possible view, and the simple truth is that it does not.

Every bubble has to pass its fizzical.
While we've got de Blob on the dissection table, it could be clearer about your actual objectives. Too often your progress becomes blocked because of the game's inability to point you in the right direction. You might imagine that unlocking the next gate was simply a case of accumulating points, but it can rely on performing certain key challenges. On a few occasions, entire parts of the level are completely off-limits unless you complete certain challenges first - but, bafflingly, this is never explained to the player. Through bitter trial and error you'll discover that certain challenge missions are mandatory, but you won't know which ones.
After all that, you might anticipate a lower score, but we're inclined to stick up for the many things that de Blob gets right. It's such a breath of fresh air to play a game like this on the Wii - although it's fair to point out that it would work just as well on every platform. The game is technically absolutely fantastic, with what could be the most appealing art style yet seen on the Wii. The way de Blob physically interacts with the world around him is hugely satisfying, squishing up against things, splattering the environment with paint and leaving trails in his wake. As a subtle technical showcase, it's hard to think of any game as well-realised for the console. It's really that striking - and screenshots certainly don't do the spectacle any justice at all.

THQ: please make cuddly de Blobs. Love, Kristan.
Just as impressive is the core gameplay, with a crafted simplicity which makes it incredibly easy to pick up and play, while layering on deceptive depth at just the right pace. By using simple principles of colour-mixing, and applying it to a relatively basic platform gaming mechanic, the Utrecht students who first came up with the concept have chanced upon an entirely unique style of game. That developer Blue Tongue has successfully built on the concept with such charm and style is worth celebrating. The level design is consistently engaging; in small doses, there's something incredibly relaxing about rolling around colouring stuff in. It feels like another one of those tidying-up games, so if you're blessed/cursed by OCD, you'll be right at home with de Blob.
It's also worth mentioning that Blue Tongue has stitched a few fun offline multiplayer modes onto de Blob. Suitable for up to four players, there's Paint Match, where the idea is to paint as much of the level as you can within a time limit, Blob on the Run, where only one Blob can paint while the others chase after and slam into him to become the painter, and Blob Race, which is a check-point chase to a finishing point. None are particularly deep or involving, but for a few sessions it's a pleasant diversion.
Probably the best and worst thing about de Blob is that it's got 'Destined For Cult Status' written all over it. It's certainly not the first game to mix platform and puzzle elements, but the fact it manages to do so in such a clever, endearing, stylish and instantly playable way makes this a game we'd heartily recommend to anyone who thirsts for a 'proper' Wii game, whatever that is. Admittedly, some of the control and camera niggles ultimately detract from the overall enjoyment, but not so much that they should put you off trying this excellent and thoroughly original game.
8 / 10
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Comments (61) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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A good Wii game... goodness me, that's unexpected!
/faints with shock
And there was me literally on the verge of selling my mostly unused Wii! Maybe this year hasn't been so bad for the Wii after all... it's had at least FOUR decent games! LOL
(Sorry for the sarcasm but the Wii has being a bitter disappointment for me this year in all honesty, especially compared with the PS3 and Xbox 360)
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Wii owners seem to prefer rubbish or simplistic games for some bizarre reason... the Top 40 is full of 'em! :?
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P.S i like the wii
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How fucking innovative are Nintendo? They've only hidden another analogue stick on the nunchuk. Where is it please, Kristan? I can only find one, which I presume must be the left one...so where is the right one?
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no disrespect to the developers, but isnt there an entirely FREE game of an almost exactly similar nature on the web
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Thank you!
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If you would have actually read the article or some of the comments here you'd know that the freeware game you're talking about was the basis for this game (link in comment 4).
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Loads of posters sit here complaining that there's nothing on the Wii yet when great games like this come out it barely dents the charts. See Zack & Wiki, Boom Blox, No More Heroes and Okami for previous examples.
If you buy 'em they'll make 'em. It's that simple!
What with this, Diasaster: Day Of Crisis on it's way (and getting 34/40 in Fatmitsu which offers hope), Wario Land Shake, Sam & Max, Mushroom Men and Trauma Centre all upcoming the concept of a 'drought' is almost laughable.
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You could go and find a game of a similar nature to every game EG has ever reviewed. If you're trying to say "It's already on the web for free.", it's not.
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...you're welcome
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@Darren
Nope..it's the same as any platform..the public tend to buy the games which are well/heavily marketed or from a popular series. Quality has little to do with sales (other than being an extra bullet point they might like to put in the advert).
If THQ were to spend as much advertisng "De Blob" as they did "Big Beach Sports"...then it would easily make the top 10...but I doubt they will give it a tenth of the advertising budget.
Same way if Sega gave "Samba de Amigo" the kind of marketing spend they gave Mario & Sonic...it would probably be number 1 next week....as opposed to the now likely scenario of it not making the top 20.
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Totally agree with you on the Wii disappointment Darren, I sold mine last week.
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I haven't played that game for, what, 15 years?
Oh the memories
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£18 preorder on Play...
...you're welcome
Nice one fella, thanks!
/orders
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Man, that was an awesome game. With co-op!
Edit: /high-five JohnnyWashnGo!
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And for 2009 there are so much more ambitious games announced (like Call of Duty 5, Mad World, The Conduit, Cursed Mountain, Deadly Creatures, Fragile, Kizuna, Arc Rise Fantasia,Tales of Symphonia, Fatal Frame 4, Overlord: Dark Legend, Final Fantasy: The Crystal Bearers, Monster Hunter Tri). Seems that 2009 will be the year of the Wii and every true coregamer must have this console.
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Not a bad line up for next year on the Wii.
This year has been shit though, glad it's my second console.
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"no disrespect to the developers, but isnt there an entirely FREE game of an almost exactly similar nature on the web "
No, there's the little toy where you roll around a map of Utrect and eat people that the concept of this was based on. But that's about it. A single "level", not much of a game but it is free.
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And for 2009 there are so much more ambitious games announced (like Call of Duty 5, Mad World, The Conduit, Cursed Mountain, Deadly Creatures, Fragile, Kizuna, Arc Rise Fantasia,Tales of Symphonia, Fatal Frame 4, Overlord: Dark Legend, Final Fantasy: The Crystal Bearers, Monster Hunter Tri). Seems that 2009 will be the year of the Wii and every true coregamer must have this console.
SHHHH, don't say that! If you sum a bunch of them up in one place, that'll remove any reason for fantards to go "Oh, finally one good game for my dusty Wii! Too bad I sold it/don't own one!" on each and every single review for all of them.
And you know they'll cry themselves to sleep each night if they don't get enough chance to reaffirm their own manliness based on their choice of video game player. ;_;
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And I remember lists like those that are being chucked around on this comments section from a good few months back, although they were all to do with the fantastic year the PS3 was going to have in 2008, and those lists used to have games like Lair, Haze and Heavenly Sword on....
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Who plays games during the summer?
Dont you lot have social lives?
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also, this looks possibly fun to play high! whooo
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If you buy 'em they'll make 'em. It's that simple!"
The problem is that a lot of those games don't appeal to most people (whether casual or core gamers). Zack & Wiki, Boom Blox, No More Heroes and Okami are all good games but few people will get them because of the cutesy/weird presentation. Also many Wii games are over priced (Boom Blox for sure, Okami was a port which I wasn't willing to pay for 'till I found it for £20). I haven't got Zack & Wiki because I'm not a fan of puzzle games (most people aren't - the dungeons in Zelda are enough for me because they nicely break up the action) and No More Heroes I might get, but its just too weird for me to know if I'll really like it.
Wii will always attract these oddball projects because there is less risk - cheaper to develop for. As a consequence though, most of the good stuff won't sell well. I plan to get deBlob at some point, though.
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But, yeah, it is nice when stuff like de Blob comes along, shame there aren't more games like it. Still no-one cares about what I say, right, just as no-one really cares about anything you or anyone else writes... we're all faceless nobodies on the internet after all... a soundless voice that no-one hears... and one that you can choose to block...
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I thought core gamers didn't give a toss about what a game looks like,it's all about how a game plays?
Also many Wii games are over priced (Boom Blox for sure, Okami was a port which I wasn't willing to pay for 'till I found it for £20).
That's a subjective issue. Okami is a fantastic game, worth full price whether it is a port or not.
haven't got Zack & Wiki because I'm not a fan of puzzle games (most people aren't
That's a lovely sweeping statement there.
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My social life is fine but not so sure about my liver and kidneys. Thanks for asking though.
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I never really get this argument, Nintendo first party games are in the main pretty darn excellent and often well exceed most stuff pumped out by the 3rd party devs. One of the reasons for this is that they seem to take their time, not take on too many projects and put games out there once they are ready. It's generally always been that way.
As I can see it you could have a Nintendo that churns out a lot of average games on a regular basis, or a Nintendo that makes great but infrequent games. After playing Mario Galaxy (still not completed!) and Mario Kart which are both beautifully polished and balanced, I know which Nintendo I would go for.
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Oh you cheeky fucking troll.
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It's like SMG all over again.
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