World of Goo

Spotlight

Mobile Games Roundup

Revolution! Robberies! Goo! Dungeons! Lara!

World of Goo

Squishing well.

World of Goo

All your squishes granted.

Key events

World of Goo, Little Inferno, and Human Resource Machine will be Switch launch titles

Splendid satirist group Tomorrow Corporation will be releasing its entire library on Nintendo Switch upon the console's 3rd March launch.

This includes World of Goo, Little Inferno and Human Resource Machine.

For the uninitiated, World of Goo is a physics-based puzzler about building towers and bridges out of gelatinous critters, Little Inferno is an avant garde affair about a child ordering goods only to burn them in a fireplace in order to stay warm, and Human Resource Machine is puzzle game about programming and productivity in an uncaring corporate machine.

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Is iPad the future for indie developers?

World of Goo iOS smashes Wii/PC sales.

In recent years PlayStation Network, Steam, WiiWare and Xbox Live Arcade have been the primary hunting grounds for indie developers in search of an audience. However, according to the studio behind cult hit World of Goo, the future could lie elsewhere: namely, on the iPad.

Mobile Games Roundup

Mobile Games Roundup

Revolution! Robberies! Goo! Dungeons! Lara!

Happy New Year folks! So what can we expect from mobile gaming in 2011? Judging by the endless rumours circulating at the back end of last year, it looks like it's going to be the year that Sony finally enters the market in some form.

Of course, Apple will hardly be resting on its laurels, and we can expect the rumour mill to go into overdrive as the release of the second-gen iPad draws closer. And then, a matter of weeks after that, attention will inevitably focus on the iPhone 5, alongside the inevitable evolution of the various Android handsets.

Speaking of Android, the real issue for gamers isn't so much the quality of the handsets or even the OS, but the usability of the (currently) shoddy Marketplace. Sort that out and the Android's position will only improve.

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World of Goo heading to iPad

Plus, 2D Boy talks sequel plans.

Good news: ace physics-based puzzler World of Goo is heading to the iPad. Better news: it'll be ready any day now.

World of Goo experiment a "huge success"

Pay what you like adds 57,000 sales.

2D Boy has revealed that World of Goo sold 57,000 copies last week as a result of the 'pay what you like' birthday experiment. The developer deemed this a "huge success".

World of Goo announced for iPhone

World of Goo announced for iPhone

2D Boy bridges platforms.

2D Boy has confirmed an iPhone and iPod Touch adaptation of brilliant puzzle game World of Goo.

"It's not done and we don't have a release date yet," said 2D Boy on its blog (via Pocket Gamer).

"We have it running well on the iPhone 3GS, and with a little luck we hope to get it running smoothly on the 3G as well. Hopefully more news on this soon."

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World of Goo launches Great Indie Games

World of Goo launches Great Indie Games

New retail label charges 15 quid.

Mastertronic has announced the launch of its Great Indie Games publishing label.

It's been created to spread independently-developed videogames to shops. Few indie gems ever exist outside of the internet. Trapped in a virtual cage of emotion.

World of Goo is up first, and due an early July release for 15 Queenpounds or 20 Eurodollars. That's two pounds cheaper than Steam. And World of Goo is brilliant.

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PC fans forcing DRM into extinction

2D Boy, Stardock discuss the mob's power.

2D Boy co-founder Ron Carmel believes you, the consumer, are forcing PC publishers to rethink and perhaps abolish DRM altogether. The mob is Rome, after all.

EA Sports to learn from World of Goo

Peter Moore quite addicted to indie title.

EA Sports captain Peter Moore reckons World of Goo creator 2D Boy can teach his team a thing or two about creating approachable yet unique games on a budget.

Feature2D Boy's Ron Carmel and Kyle Gabler

The history of World of Goo.

2D Boy, creator of indie hit World of Goo, is made up of just two people. Ron Carmel and Kyle Gabler met at EA, where they were both struggling to function within the then-enormously-corporate machine, and both bursting with ideas that couldn't get out. Later they escaped, and made World of Goo, which we adored on the PC and loved even harder on Wii.

World of Goo

World of Goo

Squishing well.

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.

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Secret of Mana for US Virtual Console

And World of Goo for US WiiWare, too.

SNES role-playing classic Secret of Mana adorns the US Virtual Console this week. We don't usually bother to write about what's up there, but this a special occasion.

World of Goo

World of Goo

All your squishes granted.

Physics has given us many gifts. Paint cans that pelt across the room when you walk into them, fallen enemies who collapse into difficult yoga positions, see-saw puzzles, cowboy hats flying off, oranges you can throw at a soldier - physics has given us all these things. If the Large Hadron Collider does cough out a couple of black holes, on balance the end of the world will be acceptable payback for all the fun physics provided along the way.

Physics' latest, purest, and most brilliant gift is World of Goo. A game so utterly charming, so pregnant with charisma, and so simple in concept, that it belongs in another era. An era when everyone got a little bit excited about video games; when you'd find coin-op machines in your local pub, and everyone played them. An era when Pac-Man made the women put down their Cointreau, hoist up their petticoats and fling ten pees every which way but loose. An era before William's Defender arrived and scared off the lightweight with all those buttons.

So, World of Goo is simple. Levels begin with a small structure, and this is where you begin. Crawling along the struts of this structure, or sleeping around the level, are balls of goo. Pull off a goo and place it nearby and it'll eagerly attach itself to the main building. You simply repeat this process until you reach the level's goal - usually a pipe that hoovers up any balls of goo that come near it. That's it. Use goo balls to build to the pipe. Easy.

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Nintendo WiiWare Roundup

Final Fantasy, LostWinds, Eating, Pop, World of Goo, Strong Bad.

On 10th and 11th April, Nintendo of America invited a select group of journalists to a media event to experience the company's upcoming Wii, DS and WiiWare titles firsthand. While standing in a hallway before the event began, we caught a glimpse of NOA president and COO Reggie Fils-Aime as he was ushered through a back door and out of sight. Alas, Reggie never made a public appearance at the show. Like those who track the elusive Bigfoot, we were only able to capture a fuzzy cell phone photograph as evidence of his presence. But who is going to believe us? [Or care. -Ed]

FeatureComing Attractions: The Lost Levels

Wii Fit, Home, Rock Band and more.

Shooters and sports games. RPGs and racers. Strategy and simulation, action and adventure. The lines may blur but for the most part you know where you are with these. If a game's got guns, cars, football or wizards, it's easy to see where it fits.

Having played most of the Seumas McNally Grand Finalists for the Independent Games Festival next month, I really don't envy the judges. Entirely smitten by what I played of World of Goo, I presumed it was a shoe-in. Then Walker let me have a crack of the code of Crayon Physics Deluxe which is plain magical, and technically an enormous leap on from what I'd played in the freely available early prototypes. Finally, with Jim acting as a facilitator, I found myself introducing Audiosurf to my MP3 library. They may be getting married. It's technically and conceptually a tour de force. Any one would be a worthy winner.

World of Goo

IGF 2008 Finalists: Exclusive pre-goo.

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.