World of Goo Review
Squishing well.
Version tested: Wii
Little round blobs that form slightly elastic bonds when they're held up to one another. There's your core puzzle mechanic. From these beginnings, you can build a tower, or a bridge, or the means to escape from the belly of a giant creature and float, hearts filled with hope, on helium-filled eyeballs into outer space.
You simply cannot pin World of Goo down onto the wooden board and start methodically dissecting it with clear and concise scientific rationale. It has this horrible habit of coming back to life, jumping up and giving you a giant hug, then spinning on the spot until it gets dizzy and falling down giggling.
Eurogamer has of course previously (and magnificently) reviewed World of Goo when it was released on PC last year. Now it has reached WiiWare, and for good reason should be looked at all over again.
Goo begins by asking you to achieve small goals. The first level is about connecting the most basic Goo balls together to form a small tower, allowing the remaining blobs to run up the bonds of the structure and reach each level's goal, the exit pipe. "Weeeee!" they cry as they make their way inside it. The next level asks you to apply the same technique, but this time horizontally, using the Goo to create a short bridge. There's a minimum number of balls you need to save per level, but you're strongly encouraged to recover as many as you can beyond this target.

Why, she's beautiful!
It would have been perfectly reasonable for these approaches to be applied in increasingly imaginative and complex ways as you progressed through the game, resulting in something fantastic. What you're not expecting is to soon be working out how to suspend a chain of single-bonding droplet Goos via floating red balloons so they don't allow the heavy wind to buffer them into the spinning blades of a windmill.
Or stacking blinking, sentient stone blocks into precarious towers to provide support for a thin bridge. Or firing pull-back-and-release balls into suspended chains. Or arranging flammable Goos into elaborate fuses to explode robots. Or rolling giant Goo balls over suspension bridges into crushing machines.
In fact, before Chapter One (of four, plus an epilogue) ends, you'll encounter the first dramatically different approach. The Tumbler has the green Goos - those capable of forming three detachable bonds - in a revolving, octagonal room. As you build, your structure is constantly rolled over, making the build for the pipe a completely different experience.

Blustery Day stands out as one of the most serene levels. Simple to complete, but the introduction of wind is wonderful.
It shows off the peculiarities of the elastic physics, the breaking points of the bonds, and teaches you useful tricks for later, very different puzzles. Figuring out how to get the pipe to hoover up the maximum number of Goo balls in a revolving room is a challenge worthy of a game on its own, and it's the only time you'll see it throughout. That's the key to why World of Goo is elevated so much higher than any of its peers: it is ceaselessly inspired, reinventing itself with a regularity unheard of. And this example is one of the simplest deviations the game makes from your initial expectations.
The puzzles are only one element of why World of Goo is such a ludicrous pleasure to play. The most important element, certainly, but much else is responsible for the idiotic grins on the people who sit down to play it.
The cartoon world has been compared to Tim Burton's style a great deal, and it's remarkably appropriate. However, Goo replaces Burton's gothic edge with something more emotive. It's less sinister, and more fragile. At first glance it appears entirely buoyant and happy, but there is a constant underlying bleakness as the chapters' oblique stories suggest struggles of the under-classes, and the crushing oppression of big business, and the temporal nature of beauty. Although you may be pleased to know that you can let these elements slide over you, and just stare at how remarkably pretty it is and focus on enjoying the puzzle solving.
The sound is another stellar achievement. From the gorgeous chirrups and gasps the Goo balls make (a splendidly clever means of helping you differentiate different types when things get hectic), to the swelling, evocative music, it's one of the most aurally perfect games ever. Combined with the stretchy, wobbly physics, and tactile nature of everything you can move, it's all so tangible.
And here's the really important bit: the Wii version is better than the PC version. The mouse for Wii remote swap is not necessarily a simple one, but in this case it's seamless. The cursor on-screen is a fat blob with a short tail, easily managed. It's games like this that realise the Wii's magic wand. As Elebits and other games have demonstrated, the remote is perfect for picking things up and flinging them around in a way the PC's mouse cannot quite articulate. And best of all, the temptation to embrace gimmicks has been completely avoided. Everything is on one button only.
Where the Wii version really stands out is through the co-op. The implementation is just sublime. There's no menu option, no restarting a new game, no registering a new player. You can be muddling your way through the gorgeous challenges, and a friend can walk in, pick up another remote, and they're playing too. There's no fuss, no, "New player joins" message on screen. It just hears the electronic hello of a new remote - or three - and up pops a new cursor in a slightly different colour.

Wildly swinging a block around isn't possibly the best plan.
To avoid the complete madness of multiple players trying to move the camera around by pointing to the edges of the screen, only the primary remote has such a power. This can lead to confusion, obviously, so you need to communicate. And of course you can mess up each other's plans. But in practice this just leads to more fun. As a friend (who had never played before) and I attempted to complete some of Chapter One's later levels, we fell about laughing as we kept accidentally removing crucial Goos from structures the other was working on. Then, coordinated, we polished off puzzles far more quickly than we could have alone.
There are two immediately obvious applications of the co-op. A group of up to four people playing the game for the first time can all muck in, throwing out ideas, each trying something without having to share a controller, and then everyone piling in once the goal is apparent. Then there's those looking to achieve the toughest OCD challenges - the super-tough optional goals each level sets - who can work together to speed up construction. (Imagine solving the huge tower construction puzzles with four people working together - it's impressive stuff.) And there's a third, perhaps less apparent use. At one point, in one of Chapter Four's glorious block-building levels, I held a remote in each hand so I could stack things on either side without sacrificing balance. Smart!

Five different Goos in one level here, including the poor, hated Sticky Goo. Aw.
It's hard to describe criticisms of World of Goo as mistakes, but rather suggestions for improvements. The same ideas for the PC version remain wishes here. It would be great to be able to zoom the camera out to see a level all at once, and there doesn't seem to be a good reason why the "Retry" button needs to disappear once a level's main goal is completed, as you may have fallen short of the OCD aims. And most of all, there's still the occasional frustration of not being able to pick up the specific Goo you're after due to dozens of others rushing past. A way to tell the game you want to get the red balloon Goo, and not the droplet Goos in front of it, would make things even smoother.
But it's hard to think of anything more you could possibly want from a puzzle game. World of Goo is breathtakingly fresh while built on the foundations of genre classics. It offers a gentle challenge as you make your way through its seasonal chapters the first time, and then a fiendish one as you try to fathom quite how it's possible to attain the OCD targets. And while it's doing all that, your spirit soars, elevated by the depth of love that's gone into it, and pours out of it. The addition of a social way to play is the cherry ice cream with cherry sauce and real chunks of fresh cherries on top.
10 / 10
You may also like...
-
Why Devs Owe You Nothing
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Face-Off: The Darkness 2
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Sony admits "dropping the ball" with Demon's Souls
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Who Killed Rare?
-
One Piece: Unlimited Cruise SP Review
-
Grand Slam Tennis 2 Review
-
Kingdoms of Amalur: Reckoning Review
-
Gotham City Impostors Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
The Darkness 2 Review
-
Mass Effect 3 FemShep trailer debuts
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Valve admits hackers accessed Steam transaction log
-
Skyrim patch 1.4 now live for Xbox 360
-
Double Fine Adventure passes Day of the Tentacle budget
-
Next Xbox has tablet-like touch-screen controller - rumour
-
App of the Day: Superman
-
Sony: The Last Guardian is making "slow progress"
-
EA announces starry Syndicate voice cast
-
King Arthur 2 Review
-
Blizzard legally opposes Valve's Dota trademark application









Comments (86) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Just my luck though, my most looked forward to game of last year becomes available as I'm due to be away on business for the next month or so. Luckily my lovely wife/santy got me a DS Lite to keep me entertained with The world ends with you, Zelda and New Super Mario Brothers, yay for her !
Comment below viewing threshold Show
Yeah Baby
Comment below viewing threshold Show
Comment below viewing threshold Show
Yes!
I thought they had planned on releasing it via bricks and mortar stores rather than online ?
That was the initial plan, but 2D Boy put a stop to that nonsense posthaste when European fans raised Hell about it.
Comment below viewing threshold Show
Yup - now on Europe on Wii Ware.
They abandoned the idea of selling physical copies a while ago (thankfully).
Its 1200 points and about 350 block install and is the best game on WiiWare since Lost Winds (IMHO).
Comment below viewing threshold Show
Comment below viewing threshold Show
Once I get my new router, I'll dust off the Wii and spend some of the points I've had for ages.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
will this also come to live arcade and psn?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Does the dearth of quality on Wii add 3 to a score? Apparantly so.
Comment below viewing threshold Show
will this also come to live arcade and psn?"
probably not, but even if it did why would you want to play a game like this with a control method like that?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Oh, and I dedicate this review to smelly : )
Comment below viewing threshold Show
Comment below viewing threshold Show
Nintendo should release a feather duster attachment to the Wiimote, along with a shitty vague wagglefest 'game' in which you have to dust your seldom-used Wii off.
That's genuinely amusing - you should pass that to whoever Microsoft uses to create their viral advertising... With an invoice attached, of course.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Touchy. No wonder other people here think you're a twat. I was actually - genuinely - being friendly and praising the post you wrote.
Comment below viewing threshold Show
Comment below viewing threshold Show
will this also come to live arcade and psn?"
Very, very unlikely. From this Wii Fanboy interview with 2D Boy's Ron Carmel:
"XBLA and PSN will probably not happen, we just don't think the controls would feel right. Mouse is great and so is the Wii remote. The DS would be a good platform for the game from a controls standpoint but the processor is not nearly strong enough for the physics simulation. We might be able to do a simplified version of the game, but we have no plans for that right now."
Comment below viewing threshold Show
How about you buy 1000....then buy another 1000. Madness, I know, but it just might work
Comment below viewing threshold Show
Comment below viewing threshold Show
Another review to stick with Braid and Lost Winds.
Someone buy EG an Abacus for xmas 2010 and some sense goggles
Look, someone who's started his gaming career with an Xbox 360, and now thinks he's got a clue. Funny.
Comment below viewing threshold Show
Now it's got 10/10 and inlaws have (finally) left it could get an outing after work today!
Comment below viewing threshold Show
Someone's been watching Blackadder
Comment below viewing threshold Show
Comment below viewing threshold Show
Glad I did - it's completely charming.
Comment below viewing threshold Show
Comment below viewing threshold Show
"A wildly OTT review and score of a mildly entertaining game. "
- Agreed.
I've got it. I've had it for a few weeks. It's ok. The best thing I can say about it, at a stretch, is it's maybe this generation's Lemmings (but not as good, at that). I've sometimes had to spend upwards of an hour on one single puzzle, retrying and starting over again simply because I worked out how to do it an hour ago but can't pick up the one correct sodding Goo that I need among dozens wibbling around on the same spot in a puzzle that demands speed and precision where one wrong move at a crucial point will make it unsolvable. That fact alone makes this a 7 - maybe if I was feeling recklessly generous and wanted to give the indie developer a PR boost I'd give it an 8.
Oh, and the Goo balls having eyes and little squeaky voices does not make this the most charming, heartwarming, wildly cherishable game in the world as EG seems to keep insisting. All this business in the review about its subtle, bleak social commentary almost made me snort coffee out my nose with laughter. It's kind of fun. It's quite cute. The main musical theme is so irritatingly trite and derivative I have to skip past it as quickly as possible every time it plays. The puzzles aren't mind-shatteringly creative and astounding as the reviewer seems to suggest, they're just mildly clever and diverting. Most of them wouldn't take more than ten minutes if it weren't for the unforgiveably finicky controls and lack of effective Goo selection. It's not even as charming or as much fun as Peggle.
It's just a funky, fun but mainly average little puzzle game, and if it weren't for the pleasantly original setting, the little blinky eyes and the quirky exposition written on the signs, nobody would have given it a second glance.
Comment below viewing threshold Show
/kills everyone in RAGE
Comment below viewing threshold Show
Yikes man.
Comment below viewing threshold Show
@ botherer: I said I had a problem with the main theme. The rest of the music is generally very good.
Comment below viewing threshold Show
Oh, fuck off.
Comment below viewing threshold Show
Thats using your head
Done
Comment below viewing threshold Show
P.S. It's brilliant.
Comment below viewing threshold Show
"I've got it. I've had it for a few weeks. It's ok. The best thing I can say about it, at a stretch, is it's maybe this generation's Lemmings (but not as good, at that). I've sometimes had to spend upwards of an hour on one single puzzle, retrying and starting over again simply because I worked out how to do it an hour ago but can't pick up the one correct sodding Goo that I need among dozens wibbling around on the same spot in a puzzle that demands speed and precision where one wrong move at a crucial point will make it unsolvable."
So.. basically.. you're saying it's not that good because you suck at it?
Comment below viewing threshold Show
shout
Comment below viewing threshold Show
It has been hinted at by 2D BOY that the game's story as a whole is about the process of making a game for a large corporation, since both developers had previously worked for big publishers, and went independent. Being of a Barthesian persuasion, I'm not one to believe this has any impact on the individual's experience when playing. However the themes I found unavoidably present were those I listed.
Beauty is perhaps the most obvious. It says that one out loud, with a whole chapter about sacrificing the ugly Goo balls to rescue the beautiful ones. You mush ugly Goos to fill a hole so a beautiful one can proceed. You also crush a number of grey, faceless Goos to death in order to let a beautiful Goo roll across a red carpet. Both lead to exclusive pipes where only they can enter, and all those other Goo that helped cannot.
This is what leads me to think about struggling under-classes. At many points this theme is raised, with certain Goos sacrificed or unwanted, and some, like the Sticky Goo, complete outcasts. The big business theme seems unavoidable too. That the game is eventually about destroying a Corporation that has been oppressively spying on you throughout... I didn't think any of the claims were especially far-fetched.
And of course I recognised that many would not be interested in interpreting texts in a puzzle game, hence my following line which you gracelessly choose not to quote. So rather than fucking off, I'm more interested to hear your thoughts.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Wii gets amazing game = slated by the EG comment community
Love it, keep it up guys.
Comment below viewing threshold Show
Comment below viewing threshold Show
He doesn't. It doesn't have themes, it's just a game. Any other opinion can safely be dismissed as 'pretentious'.
Comment below viewing threshold Show
Comment below viewing threshold Show
+1
I guess that's the problem with gamers nowadays.. too used to stories and stuff and not just playing the frigging things.
Comment below viewing threshold Show
@ botherer: Please, please, for the sake of your credibility and all of our sanity, never use a word like 'Barthesian' in a discussion about little squeaky goo blobs again. I'm as much of a proponent of the 'games can be art' (NB 'can be', not 'are') argument as anyone, but let's keep a hold of our senses here. This is not a post-structuralist literature seminar. The reason I said earlier that your talk about the game's themes nearly made me snort coffee out my nose is that you're making it sound as if you think this is the most profound statement of proletarian independence since 'On the Waterfront'. It's nice that 2D Boy managed to work in a cute little meta-narrative about the game's development, but before you write the kind of stuff you just have, take a deep breath and remember that you are writing about sticking colourful blobs together on your computer.
Comment below viewing threshold Show
.. because you're crap at it.. you stated so in your post.
It's the same as i tend not to be a fan of fps games (especially online ones like left 4 dead) as i suck at fps games (especially on analogue sticks)
Comment below viewing threshold Show
But why not? Do people not attach the same feeling of story to grandier fps games? Where all they're writing about is moving a cursor around the screen and pressing the trigger button when it's over someones head?
Comment below viewing threshold Show
Well, I thought it was brilliant. An absolute masterpiece of game design, bubbling over with ideas from start to finish lesser developers would have exploited for 10 games instead of 1.
Comment below viewing threshold Show
Or more likely their first game was Halo or Metal Gear Solid 2......
World of Goo is the best game I have played for a quite a while apart from COD4 online. It fully deserves the 10/10 score and hopefully if enough people buy it we will see more games of this quality coming to wiiware. It uses the wiimote exactly how every wii game should and that is for function over gimmick! Seriously the smaller developers producing for wiiware, psn and 360 community are putting the big boys to shame with their originality and implementation........ You could learn a lot from these small studios EA!
Comment below viewing threshold Show
Comment below viewing threshold Show
+1
Comment below viewing threshold Show
Comment below viewing threshold Show
For me it's the best game of last year.. i'd give it a 10/10 too.
Comment below viewing threshold Show
I think "Barthesian" is a fair response to "fuck off" : )
Comment below viewing threshold Show
Sh*t. I didn't realise it was a Simpsons game.
World of DOH!
Comment below viewing threshold Show
Comment below viewing threshold Show
And do you really think the "story" in this game can compare to a story in a FPS if done right. Come on now, really? Whether you play Fps or not has nothing to do with it.
Comment below viewing threshold Show
No, I don't think about these things much while I'm building myself a big old tower 'o goo, but there's no reason to be afraid of looking a little deeper.
Comment below viewing threshold Show
Agreed.
<em>"And do you really think the "story" in this game can compare to a story in a FPS if done right. Come on now, really? Whether you play Fps or not has nothing to do with it."</em>
You're not making an argument here. Why shouldn't the story in this game be able to have similar impact as the stories in FPS games? Neither genre is particularly well-suited to storytelling.
Comment below viewing threshold Show
"Wii gets bad game = slated by the EG comment community
Wii gets amazing game = slated by the EG comment community
Love it, keep it up guys."
"Slated"?
Are you sure you were reading this same comments thread? A couple of people who either don't like it or think it's not that great is hardly the EG comment community slating the game, now is it?
Anyway, this is fantastic on PC, I'm sure it's as good on the Wii (although selecting those goo-balls would be a bit harder with the Wii-remote than a mouse, I reckon). Oh noes, as I've not been unreservedly enthusiastic about every aspect of it I guess my comment has "slated" it too?
Comment below viewing threshold Show
Maybe the reviewers here are suffering from playing so much crap that when a half-decent game comes along they think it's better than it really is. Or maybe they really like games with interesting psychics engines? Or were they they just charmed by the game. Yoshi's Story (N64) charmed me. I love Yoshi’s Story, but I can still recognise it’s not 10.
Don't think I'm hating on this. 8 is a good score and definitely worth a look. I just think the reviewer should recognise that it's not going to be for everyone. This is no Pac-man, Tetris or Doom. Those are 10/10 games.
Comment below viewing threshold Show
ps don't beat up a guy for seeing more in a game than just the obvious. it may not be revelatory in the grand scheme of things but in gaming it's inspiring.
Comment below viewing threshold Show
Yes. Absolutely. The subtle intrigue and underlying themes of World of Goo far outweigh those of any next-gen shooter that springs to mind. I mean, have you played it? I was surprised at the quality of its storytelling, too. But it's there. Try it - you might enjoy it.
Games sit in a really unique position when it comes to storytelling. It's arguably the only medium that can tell a tale by evoking emotion, by allowing the reader to experience something and engage with it, on any level above simply being told or shown something. World of Goo isn't really an example of this, but I think that's worth mentioning, for the sake of the unfortunate few on here who are questioning the importance of videogame storytelling.
So comments like "It doesn't have themes, it's just a game. Any other opinion can safely be dismissed as 'pretentious'" strike me as teriffically ignorant, and far more obnoxious than any 'games-as-art' viewpoint could ever be. It's true that some games carry the soul purpose of providing fun for the player through the pure, visceral enjoyment of completing a certain task. But equally, others put this narrative potential at the forefront of their design, basing the whole experience around the premise of storytelling and engagement with plot. Neither devalues the other, and I can't think of a single other entertainment medium where people would argue so vehemently about such a point.
Take Bruce Almighty and sit it next to Schindler's List. Both have completely different purposes, so they don't infringe on each other. I don't understand why it's so hard to see that the same concept is true of games, but at an even more prominent level.
For what it's worth, I don't think World of Goo is a 10 game - but for reasons completely different to any that have been thoughtlessly cited here.
Comment below viewing threshold Show
Comment below viewing threshold Show
Good points, well made.
Unfortunately I haven't played World of Goo yet so you prob won't take my opinion seriously but I honestly believe if a story was done right in a game from a first person perspective that it should be better then any story in a puzzle game of this sort.
To be honest though I don't take story in games seriously at all. I think the best stories in games would still be considered poor compared to books or films. I think gaming will eventually get to a place where good story telling is an important factor. I've been playing games for 25 years and very very few games' stories have left any sort of impression on me. For me the best story in a game is Shadow of the Colossus. Feed the player the bare minimum of a fantastic world and let them fill in the blanks with their own imagination. I enjoyed Half Life, more because how the story was very well presented as apposed to the actual story they told. For Halo they built a great universe but the actual story itself was pretty poor. They would have been better going down the Shadow route of letting it up to the player to decide if you're actually the good guy or the bad guy in these alien worlds.
Anywho, i'm babbling. What i'm trying to say is, if its done correctly I believe a story told where you are actually the character within the world should be far superior to a story of a puzzle game of this nature. I'm fine with your objection by the way, i'm not looking for a fight here, that's just my opinion. And I have downloaded the demo of World of Goo and hope to play it soon. Cheers.
Comment below viewing threshold Show
It depends what sort of a story you're trying to tell, and if that story relies on absolute empathy or not. Different perspectives suit different narratives. It's a bit like claiming that novels written in the first-person are better than those written as an omniscient narrator. It really doesn't hold any weight unless you contextualise it.
That said, I completely understand what you're getting at. The level of immersion is, in theory, far increased if you can actually see through the eyes of a character. What I liked about World of Goo, though, is how carefully it constructs its narrative so that this is never an issue. It's a story about observing the masses, watching how the oppressed deal with their lives and try to kick back against the establishment. It's almost like Man With A Movie Camera, for that.
Christ, and you lot thought Walker was being pretentious.
You're correct that mainstream games still lack the storytelling prowess of other media, but you're equally right that this will eventually change. If it doesn't, I'll be an extremely disappointed man, but I'm remaining optimistic for now. If you want a few examples of videogame storytelling done astonishingly well, might I recommend - off the top of my head - The Longest Journey, Vampire: Bloodlines, Pathologic and Planescape: Torment.
EDIT: Snooze - nothing like it.
Comment below viewing threshold Show
As for judging whether it's a ten or not, I'd advise you to play the game through. To me personally, it was a nine, but it's a marvel of a game, excellently put together and deliciously varied throughout.
As for what constitutes a EG ten, i found this a bit funny (my emphasis):
<em>"A 10 will inspire the reviewer because it gets so many things correct. It will be something truly groundbreaking and aesthetically successful, be consistently enjoyable, get the balance right in difficulty terms, be</em> technically very impressive, <em>and be polished to a shine. It will leave the player in no doubt that they're playing something special right from the word go and will continue to inspire and amaze throughout."</em>
The physics simulation sure is interesting, but World of Goo isn't overtly technically impressive, and this text sounds a bit narrow for what a ten should need to be. Slitherlink for instance was anything but technically impressive, no?
Me, I couldn't care less about technical details. Some games need to be technically accomplished, others don't. Fun (or interest) is all you need, and should need, to get a 10 -- if it's fun (or interesting) <em>enough</em>.
Comment below viewing threshold Show
Comment below viewing threshold Show
"At first glance it appears entirely buoyant and happy, but there is a constant underlying bleakness as the chapters' oblique stories suggest struggles of the under-classes, and the crushing oppression of big business, and the temporal nature of beauty. Although you may be pleased to know that you can let these elements slide over you..."
I've played another couple of levels since my last comment (and I still stick by that assessment), but I don't get how the reviewer can say 'underlying' and 'you can let these elements slide over you', you really can't. They're so in-your-face. Constantly. It's more like "Constant reminder" and "You can try to ignore these elements but..."
Games can tell stories, they're just not very good at it yet. It takes time. Look how long film is taking.
Comment below viewing threshold Show
http://world-of-goo.co.cc/