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World of Goo First Impressions

PC First Impressions by Kieron Gillen

16 January, 2008

Towards the end of February, San Francisco hosts the Game Developers Conference, where you can spend the morning listening to someone talk about visual storytelling and the afternoon watching people argue about font rendering. Around the same time, we also get to visit the Independent Games Festival, where the best indie devs in the world gather to show off. And yet we don't celebrate them half as much. So we thought we'd put that right, with a few hands-on previews of the best the IGF has to offer. First up, an exclusive look at 2D Boy's World of Goo. Take it away, Kieron.

Having played through the preview code of this, the first twenty percent of the full game, I found myself desperately looking around for someone to tell about the thing. Except it was after 1am and no-one was awake, so I just paced and growled and generally acted as if someone had put a bunch of termites inside my head, and I had no way of getting them out. Thank the Lord of Eurogamer that I get to tell you lot about it, as otherwise it'd be straightjacket time.

World of Goo is about sticking Goo together. It's as instantly charismatic a character-lead puzzle game I've played since the first Lemmings way back in the days of the Amiga. Older readers will remember that first time: the absolute sense of wonder in mass of suicidal rodents, the wit of the animation, the sheer chaos that resulted from failing (or even, often, succeeding), the instant impression of being presented with something absolutely coherent and joyous. World of Goo's like that. Hell, I was smiling from the second the developer's "2D Boy" logo splashed itself on the screen with agreeably brash confidence.

'World of Goo' Screenshot 1

This is all part of a plan. No, really. It's a plan called 'Restart'.

See - fanboyism from a bloody splash screen. And I'm not even drunk, for once.

World of Goo is, along with Crayon Physics Deluxe, one of the two Independent Game Finalists born of the principles of the Experimental Gameplay Project. The EGF is based on three concepts: all of the games are made in a week, they're made by one person, and each game is based on a single common concept. And, as the name suggests, they're experimental. Kyle Gabler's game was the web-hit Tower of Goo, based on trying to create a structure made of goo-balls as high as possible. Since the connections that appear between balls stretch and contract, it's trickier than you may initially think. The higher you get, the more imbalances in the structure are going to start the thing swaying, forcing you to try and work out a way to hurriedly counteract it, leading to another imbalance and so on, until eventually the whole thing collapses in a big gooey mess. According to my friends who work in the highly competitive goo-construction industry, this is highly accurate simulation of what it's like to build of Tower out of Goo.

Seriously, try it. It's neat.

World of Goo manages to expand the basic physics-goo manipulation into a whole game. They do so in such a naturalistic way that when a level that's just a crafty nod to the basic Tower of Goo gameplay arrives it only underlines how far they've come.

'World of Goo' Screenshot 2

It's the only game where you can construct an enormous tongue-facsimile for a frog. No, really.

It's the result of Kyle and Ron Carmel - both EA veterans running! running as fast as they can! - forming a two-man development team called 2D Boy to do the gig. The thing which immediately hits you is an aesthetic one - it's a strikingly attractive game, which looks and sounds easily as slick as most mainstream games. The main gaming reference is Double Fine's much loved Psychonauts in terms of a a warped, cute-yet-wrong fantasia. I'd argue they even push it further. Since each level is a single contained area, 2D Boy has been able to turn each into something with a distinct sense of its own place. Levels happily drop colours, or play in silhouette, or take place in situations like the stomach of an enormous beast - all, brilliantly, tied into a plot - and generally do their best to be memorable.

And it's not just in terms of looks. At least in the preview code, each level is its own distinct thing, with a challenge which may include tools you've previously learned, but given an absolute singular spin. What made me laugh hardest was a level which did that literally, setting you the task of trying to build a tower towards a stationary pipe in a chamber that perpetually revolves, so demanding you make something which rolls. You're left worrying whether the thing will fall apart as it flexes and totters and generally acts much like a goo-based structure would do if put in a tumble-dryer.

The game's also expanded in terms of the available tools. For example, there are multiple sorts of goo, each with their own unique property. The traditional ones which, when placed, remain forever, remain a standard, but other varieties appear, like ones that can be detached and used repeatedly. In a level with a limited amount of detachable goo, you're left doing things like wondering which goo blob you can remove from your structure to reach the exit without causing the whole thing to come tumbling down. Another example, the balloon-goo, give a different spin entirely to the physics - they're lighter than air, so can be used to lift other goo or obstacles. You also see things like sleeping goo being placed on the map, which can be awoken if you get near for sticky reinforcements. And, obviously, things are made more dangerous by destructive scenery, which you have to avoid before your goo is turned to (er) goo.

'World of Goo' Screenshot 3

This level gave me a nightmare about an eel crawling out of my stomach. THANKS, 2D BOY. THANKS A BUNCH.

The game encourages you to replay levels to maximise goo-rescue by including a particularly appealing meta-game. All the goo over the basic number you're required to save on any given level is deposited on its own screen, where you're tasked with building the highest tower you can. This is enlivened by the clouds in the sky, each marked with another player's name, showing how high other World of Goo players have reached. It's a particularly literal high-score ladder - and one with the charm that the person with the top score can, if they get over-ambitious in their climbing, find themselves plummeting down the rankings as their goo structure plummets down the screen.

Reservations are thankfully minor at this stage. The restart button is on a menu you have to bring up, and - when rapidly experimenting - I'd rather press a hot button just to have another crack as soon as possible. On the meta-game, when your tower has collapsed, I can't find a control for making all your goo bits disassociate from one another, meaning you have to dismantle it by hand if you want to have a clean crack at the skies instead of building on the wreckage of your failures. Also, if you place a goo over the in-game signs which provide information on the level, you can - when trying to move it - easily be dumped into some (humorous) instruction screens you have to click through. Really: minor, minor stuff.

The only real question is whether the wit and innovation can be kept up across the full game. You really have to hope so.

World of Goo is due for release on Valentine's Day, with Mac, Linux and Wii versions to follow. The PC version is availble for pre-order from 2D Boy's site with free-profanity pack. No, really.

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Comments: 1-24 of 24 in total

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oef!
16/01/08 @ 07:30
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Looks übersweet
disc
16/01/08 @ 07:43
#2
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Looks Goo-d.
WrongShui
16/01/08 @ 08:15
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He who would pun would pick a pocket.
seasidebaz
16/01/08 @ 08:57
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i remember playing this about 2 years ago, something like that. it was quite fun! didn't have the frog or the eel though, just an endless uphill trawl.

speaking of eels, let's have a singsong!

"eels up inside ya, finding an entrance where they can! EELS! EELS!"
Daymare
16/01/08 @ 09:09
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Wii version \0/
retrend
16/01/08 @ 09:16
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fuck the original is hard, i cant get more than 20metres
FireMonkey
16/01/08 @ 09:18
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"i remember playing this about 2 years ago, something like that."

No you don't. You played Tower of Goo, which as the article explains was developed for the Experimental Gameplay Project. This is 'World of Goo', which expands greatly on that initial idea.

Really looking forward to this one. 8)
Edited 1 times, most recently on 16/01/08 @ 09:19
seasidebaz
16/01/08 @ 09:21
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meh its goo on sticks, same thing just expanded slightly. thats like saying i haven't played halo 2 cos i never downloaded the addon maps.
w00t
16/01/08 @ 09:43
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Really looking forward to this.
mingster
16/01/08 @ 09:52
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World of Goo is about sticking Goo together

/reads enough wants now.
Mr_V
16/01/08 @ 09:53
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Every time I see anything about World of Goo, I wonder if they took some inspiration from the classic old Bridge Construction games: http://www.bridgebuilder-game.com
Wyrm
16/01/08 @ 10:45
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This is sweet. Wii version would be awesome!
ShiroBen
16/01/08 @ 10:45
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This sounds kind of joyful. A Wii version might be neat.
Tiny_Tim
16/01/08 @ 11:29
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Anyone any idea if this is going to be a full price game, or free, or modestly priced download, or whatever?
schachmatt
16/01/08 @ 12:33
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Mr_V, I'd bet Bridge Builder/Pontifex was an inspiration for this.

Do we get to see impressions of the other IGF finalists here before the big event? Hope so!
BremXJones
16/01/08 @ 12:42
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seasidebaz: No, it's like saying you've never played Halo 2 because you haven't played past the first level. I mean, it's just more shooting, innit?

Tinytim: It's not announced about the other formats, but it's going to be $20 on the PC in a downloadable format. It's available to pre-order from their website:
http://2dboy.com/games.php

If you pre-order, you get a chance to sign up to the Beta-test, if you fancy, and also an add-on profanity pack for the full game when it comes out, which swaps all the yelps and eeps of the goo for... well, guess.

There's a video on the site showing the thing in action too. Also: Neat music!

schachmatt: I believe other EG guys are playing some of the Grand Finalists at the moment. I'm doing a round-up of all the rest.

KG
schachmatt
16/01/08 @ 14:03
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Good to hear. They really deserve some coverage.
Lim-Dul
16/01/08 @ 14:31
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World of Goo is a must-buy for anybody remotely interested in original gameplay and ideas and a try-then-buy-anyway for everybody else. =)

I've been keeping an eye on that game for a while now.
darc
16/01/08 @ 15:25
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Art direction reminds me of Loco Roco. 3D is so overrated. :)
Lim-Dul
16/01/08 @ 16:01
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Yep - most people nowadays confuse technical prowess with artistic beauty. Woohoo - Crysis has beautiful graphics. No, it hasn't - unless you mean that from a purely technical point of view and I'm not one to say that something is beautiful just because it looks so realistic. I'm impressed, yes, but this thing doesn't tickle my "sense of beauty". You don't go around admiring street lamps because they look so real, do you?

It's good to see that many 2D games are pushing the envelope as to good graphics (from an artistic point of view). I guess they have to, because otherwise they wouldn't stand a chance against the 3D-Goliath.

P.S. Is it just me or does the music sound a bit like Danny Elfman's compositions in Tim Burton's films?
urban
16/01/08 @ 18:01
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looks fuckin sweet!
darc
16/01/08 @ 18:28
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"Yep - most people nowadays confuse technical prowess with artistic beauty."

WoW (though arguably a "goliath" in its own right) was actually one of the first games to drive this point home for me. Relatively low on the poly-count, but stylish and coherent in a way that made it very easy on the eyes (without requiring crazy hardware.) Not a big fan of MMO gameplay myself, but credit where due...

And of course I can never shut up about Loco Roco and games w/ similar style. Who'd have thought the best-looking game on PSP would be 2D and rarely display more than 4 colors at once LOL?
Edited 2 times, most recently on 16/01/08 @ 18:30
Turambar
16/01/08 @ 22:29
#23
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I made an educational game in college caleld Goo's Galaxy. Go Go Gadget Lawsuit!
dirigiblebill
17/01/08 @ 09:44
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You don't go around admiring street lamps because they look so real, do you?

Only on my lunch break.

Great to see stuff like this getting made and recognised :)

Comments: 1-24 of 24 in total

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