World Exclusive: World Of Goo Review
Written by John Walker on September 29, 2008 at 12:07 pm.
This is something special. This isn’t just the small matter of being one of the best games of the year, it’s also the emergence of a stellar new talent in gaming. World Of Goo is so stunningly designed, so beautifully illustrated, so precisely programmed, and so completely adorable that any of the greatest development companies in the world would be proud to release it. That this is a tiny indie dev’s first release – it is beyond belief.
Small blobs of Goo, when put near one another, form rigid bonds. Connect enough of them together and you can build towers and bridges along which unconnected Goo can saunter. The goal in the majority of levels is to see particular balls of Goo reach a pipe opening, into which they are satisfactorily sucked. There’s your raw concept. Now apply four hundred million gallons of imagination.
If you played the previously released Chapter One (as part of the pre-order bonus), you’ll have a good idea of the basics. The core puzzles (build a bridge to traverse a gap, climb your way to an overhanging pipe, avoid dangerous spinning cogs to reach an awkward spot, and so on) are the frame on which vast amounts of joy is draped. Building on top of the core – an engaging and engrossing puzzle game - they’ve created something of elegance and elation like little else.
So I thought I knew what the game was about. Both Tower Of Goo – the experimental semi-game that tested out the physics behind this all - and Chapter One gave me an idea what to expect. Well, ten or fifteen ideas. I would have been so delighted with four chapters of the same. But this is more. This is a game that constantly reinvents itself, reimagining the possibilities, evolving and throwing out surprise after surprise.
The most obvious of these elaborating factors is the art. It is, just beyond belief, beautiful. The cute, fuzzy design is reminiscent of something halfway between Tim Burton and Tim Schafer. Its 2D appearance is deceptive, with multiple layers moving independently to create an organic world that ebbs and swells like a tide. And like so much with the game, if you’ve seen the first chapter, you haven’t seen a quarter of what it’s going to do with its art design. There’s an internal logic to these developments, the game structured around a year of passing time, cycling through four seasons, and four technological ages.
Next most immediate is the music. This is all the work of 2D Boy, and – look, I’m well aware how much this already bulges with mad enthusiasm, but believe me, play it and you’ll understand – it’s just gorgeous. It’s the best in-game music I’ve heard since… I’m struggling here. It might be my favourite game music. (Perhaps if you asked me to pick between this and Samarost 2, I’d be in trouble). Minute-long pieces loop so neatly that the tunes never become repetitive or irritating. On a number of occasions I’ve task-switched out of the game to do other work and left pieces playing.
Then comes the rest of the audio. The use of sound is impressively intelligent. There are many different types of Goo Balls encountered throughout, each with distinct properties (some can be plucked from structures and reused, others are rendered inert once used, others might be helium balloons, more still are explosive, and so on), and while visually distinctive, their unique sound effects play a big part in remembering which is which. Clear-white Goo acts as water, forming only one bond, and dangling downward. Move one and it makes the loveliest “pa-lip!” noise. The Goo Balls are chatty too. Babbling mostly nonsense, I’m convinced one cry is “UNATCO” in the strangest tribute to Deus Ex I’ve encountered. But I might be mad. And of course, if you bought the pre-order, you’ll get the package that switches all their cries to swearing – something of which we clearly approve.
I go into all this detail because, well, they did. And it’s important to get a sense of the passion and effort that went into every element, allowing this to be so much more than another cute puzzle game. But obviously what’s most essential is the puzzles. And it’s here that World Of Goo has its best surprises.
Of course, puzzle games are loved or lost based on the balance of challenge and infuriation. This is where it becomes most overwhelming that this is 2D Boy’s first game. Each new screen immediately looks daunting, but then quickly reveals its opportunities. The design is consistently smart, putting subtle clues in place, attracting your attention in the right direction. This is a game that nudges you into having a great idea, rather than ever telling you what to do. You get all the glory.
To go into too much detail at this point would be to rob you of the crucial surprises, so let’s be vague. The core concept – forming rigid bonds between Goo Balls – would be enough to entertain you for a long time. But World Of Goo never rests on such laurels. And had it, it might have succumbed to that all-to-easy route so many puzzles games take: to just make it more difficult.
While there is definitely a skill curve here, it’s one based on what it’s previously taught you. That’s the joy – each new level says, “Okay, you’ve proven you can do everything up until now. So what if we do this?” This might be removing something you thought was essential, or introducing a new, bemusing obstacle, but it’s more likely to be a completely new Goo Ball type, or entirely original setting for a challenge. You’re more likely to encounter a difference that required the most effort for the developers, resulting in the largest amount of pleasure for you. Why ask if you can make the Goo Balls reach slightly farther than before, when instead it could ask what you might do if the Goo Balls could fly.
This is best captured for me by one particular new Goo in Chapter 4. I won’t say what, obviously, but when I first clicked on it to move it, I genuinely gasped out loud with joy. A real, audible gasp. It was so beautifully tactile, so satisfying to interact with. And I realised, wow, this is another stunningly executed mechanism that could have sustained its own puzzle game.
Accompanying you along the way, and acting as another prompt if you need a nudge, is the Sign Painter, a constant companion who offers messages in each level from wooden signposts. Messages that are invariably incredibly silly, and one of the sources of the game’s awesome humour. Early on these act as a modest tutorial, letting you know what different Goo types are capable of. But as the game progresses, the signposts become much more about exposition, hinting at the game’s deeply peculiar story.
World Of Goo is funny at every opportunity. From the Windows installation to the closing credits permeates a gleeful silliness. The nonsense barks from the Goo balls, the ten second cut-scenes between some levels, the backgrounds (hi MOM!), the loading messages, and the World Of Goo Corporation all generate beaming smiles.
The World Of Goo Corporation. Who is behind this mysterious, black-shrouded industry? And what has it to do with sending small blobs into pipes? I’m not telling (because the story is so utterly bizarre that I don’t think I could if I wanted to). It serves to offer betwixt-level entertainment. Each level has a minimum amount of Goo that needs to be recovered, but there’s always many more available. Any extra you might recover appears in the Corporation area, which you use to build a tower. As you do this, you’ll see floating clouds in the sky above you showing the height other players have managed. Ascend beyond, and your cloud will become the target for others to beat.
Which means I’ve been going back to levels, desperate to do better, realising the game’s immediate replayability. Using tricks and techniques I’ve picked up along the way, I can now do a lot better at Chapter One’s challenges, recover more Goo, and build a taller tower (up to 300 balls, where it cuts you off from adding more). In fact, each level has an “OCD” challenge (Obsessive Completion Distinction Criteria) - an additional, optional challenge. Perhaps to collect an exceedingly high number of Goo, or to complete a level in a certain time, or in a certain number of moves. These are frequently stunningly high targets, and I’m entirely bewildered at how some could ever be possible. Until that moment of inspiration appears, and you realise yet another way you could approach a situation.
This is unbridled joy. There must be stuff wrong. Well, not really, no. There’s a couple of tweaks that would improve things. The first is the very occasional frustration of not being able to select the Goo you’re after, because of too many others getting in the way. While you get the Whistle in Chapter Two that lets you call Goo toward your cursor, it’s sometimes not enough to clear a gap, and it can occasionally be a pain. A neat way to reach to the back would be a nice addition. And it would be great if the button to restart a level didn’t disappear after you’ve completed it. That might sound odd, but if you’re aiming for an OCD score, you might not know you’ve missed it until the regular target is complete. So to restart you have to go out the level and start it over again with the introductory sequence once more. Exceedingly minor, but it would be a bonus to keep that button.
Really, that’s it. Two guys, sat in coffee shops all day long, made the best puzzle game in many years. I’ve given a great deal of thought before saying the following, to be sure I mean it. It’s not a statement to throw around: It’s hard not to think about David Jones at DMA, coming up with Lemmings. There is a fierce intelligence at work here, from a two-man team overflowing with phenomenal talent.
It’s a rare pleasure to find a game like this – one I’ve come back to again and again a week after completing it. 2008 seems to have marked a rise for the remarkable independent developer. Not only is the little guy influencing the megacorps, but he’s making some money out of it too. 2D Boy deserve to be at the front of this pack, their game a thing of astonishing joy. I’ve seen the broadest beams on the faces of colleagues trying to describe it. I’ve beamed throughout myself. Moving through the four seasons of levels has made me feel just so happy. Happy because of its wonderful atmosphere, and happy because it’s just so extraordinarily good. I adore World Of Goo, I want to show it to everyone I know, I want to use it to convince people that gaming is smart, and witty, and brilliantly original. I’ve run out of ways to say this: It’s beautiful.
John: Oh, I should let the others say something. What do you guys think?
Kieron: AWESOME!
Jim: AWESOME!
Alec: AWESOME!
Our verdict: SALE!
World Of Goo is out in October, and we think sooner rather than later. You can pre-order it here.
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So, so glad I’ve got this on pre-order. I liked Tower of Goo and adored the first chapter, and this review (a review? on RPS? *gasp*) only makes me more eager to play the whole thing.
I am, in actual fact, sat here at work practically wriggling with excitement.
September 29th, 2008 at 12:17 pm
I’m buying it right now. This is your fault, damn you!
September 29th, 2008 at 12:22 pm
Seems I’m feeling impressionable today. Having read about this a few times on here I’ve headed straight on over and pre-ordered maiself a copy. Especially since the last indy game I bought under RPS recommendation, Trials 2, was somewhat delightful.
I’ll just point out that I’m rank 6 in the world on Trials 2 while I’m here. *smug*
September 29th, 2008 at 12:25 pm
The problem is, I’d like to have it on Steam… Otherwise I’d preorder… I’m almost tempted to buy it twice…
September 29th, 2008 at 12:39 pm
Same here, Ed.
At least they let you pay them without using PayPal directly, though. (Urgh, I hate Paypal with a deep and abiding passion…)
September 29th, 2008 at 12:41 pm
Thiefsie says:
I’m having a hard time resisting buying this, however 20 bones is a lot for an indy game? Unlike say Trials at half the price?
How long does it take to complete?
I was also underwhelmed with Audiosurf - maybe I’m just not the compulsive playing type? I did like tower of goo and such a glowing write up is very tempting. But yeh… just that price. Hmmmm?
September 29th, 2008 at 12:43 pm
Thiefsie says:
Ah I’m being such a tight arse - if I can trust a review it’s from RPS.
Going to pre-order when I get a moment with my Credit Card.
September 29th, 2008 at 12:47 pm
Kieron Gillen says:
AbyssUK: I’d happily sleep with them after World of Goo.
KG
September 29th, 2008 at 12:48 pm
Right, THAT’S IT. I can’t resist anymore…pre-ordered.
So many games bought recently, oh so little time.
September 29th, 2008 at 12:49 pm
James G says:
The biggest problem with world of Goo is that I can’t play it yet.
September 29th, 2008 at 12:49 pm
parm says:
I just grabbed Tower of Goo for a bit of fun, having not looked at it for years. Is it me, or is there… just a little bit of swearing in there?
September 29th, 2008 at 12:52 pm
Jim Rossignol says:
Thiefsie: I was underwhelmed by Audiosurf too.
World Of Goo is shorter than I’d have liked, but only because it is *so* compelling.
September 29th, 2008 at 12:53 pm
Kieron Gillen says:
I’d say it was better than Audiosurf too - though they’re very different games. Hell, in terms of indie-darling puzzle games, I’d say it’s better than Braid.
KG
September 29th, 2008 at 12:56 pm
An odd question, but…
Does it contain any annoying DRM?
September 29th, 2008 at 12:58 pm
Pre ordered too. Hope I actually find the time to play this one.
September 29th, 2008 at 1:00 pm
dartt says:
Buy it! Chapter 1 is a gem, absolutely lovely, and it sounds like it only gets better.
September 29th, 2008 at 1:01 pm
Thiefsie says:
From their blog page: “We’re going to experiment with no DRM for copies purchased from this site. There are many reasons for this, but we like to think people will be good, and we want to give the best user experience possible.”
September 29th, 2008 at 1:04 pm
I’m convinced one cry is “UNATCO” in the strangest tribute to Deus Ex I’ve encountered.
Thank Christ, I thought I was going crazy when I started hearing that.
Really liked the preview chapter, which I picked up on the back of the podcast, it’s got a really infectious sense of fun to it.
September 29th, 2008 at 1:05 pm
Glad to be reassured by a native English speaker that they’re probably saying “UNATCO”. I thought it was like when I kept understanding “No man” instead of “Nomad” for the whole duration of the Crysis demo (then when I got it right from the beginning in the final game I felt really, really stupid).
Eagerly waiting for the download link to reach my mail box, shouldn’t take long I guess. I mean, you wouldn’t be so evil to tease us with such an enthusiastic review if the release was still weeks away, would you? Would you? Eh? RPS crew, would you?
September 29th, 2008 at 1:16 pm
Agh I can’t take it anymore!! Ok, I’ve pre-ordered it! Jeez. It’s just gotten too infuriating reading Mr Walker go on about it every day.
I suspect this is all part of his plan. In which case, well done sir, you have bested me.
September 29th, 2008 at 1:17 pm
I got through the first chapter last night (after staying up waaay too late) and now I’m bursting for more. Every moment of this game screamed (well, whispered because it’s not a type of ‘WOW IN YOUR FACE’ type of game) joy at me. It’s not often games’ll make me smile, and this had me beaming for every moment, even the difficult bits.
September 29th, 2008 at 1:23 pm
I pre-ordered this after hearing you rave about it on the ‘podcast’.
I do realise that it literally was a podcast, but somehow those inverted commas still seem justified.
September 29th, 2008 at 1:34 pm
Preordered this in March, finally it’s coming! Can’t wait. Looks bloody fantastic.
September 29th, 2008 at 1:44 pm
John eulogised about this on the podcast so I tried Tower of Goo and on the strength of that and this glowing review you’ve convinced me more than ever to pre-order this.
Did I miss the release date though? October is mentioned but does anyone know a specific date?
September 29th, 2008 at 1:46 pm
Adam Hepton says:
I am absolutely terrible at this game, but still, I want more. Can’t wait for its release. I am glad that games can still give me a feeling of joy - I thought that since Katamari, things had been all a bit, well, serious, but this, Spore, and Smash Bros Brawl have all given me a lot of audible “Oh yes”s this year.
September 29th, 2008 at 1:54 pm
nabeel says:
Nice review, I’m really looking forward to this.
nabeel
September 29th, 2008 at 1:54 pm
I haven’t paid any attention to this until the podcast, but Tower of Goo does nothing but crash for me ![]()
September 29th, 2008 at 1:59 pm
Jim Rossignol says:
No specific date for the downloaded version. “October” is all we have so far. Our version seems pretty damned finished, though.
September 29th, 2008 at 2:00 pm
Andrew says:
I am going to be all over this when it’s finally released.
Is it released yet, daddy?
September 29th, 2008 at 2:03 pm
The_B says:
“I am going to be all over this when it’s finally released.”
Giving a whole new meaning to Tower of Goo then?
The_B: Bringing Down the Tone Since 1872.
September 29th, 2008 at 2:32 pm
unanimous rps robo thumbs up + availability on steam => +1 sale
September 29th, 2008 at 2:34 pm
Mythrilfan says:
My bank and 2D Boy are battling it out right now. I want to pre-order this, if only for the profanity pack (what?), and I should receive my pseudo-credit card any day now. However, October’s here any day now as well. Also, I know I’m getting ripped off if this is going to reach Steam - they always have awesome deals at launch. Will I even be able to add it? I would hope so.
Still… advertising bastards as you are, you’ve apparently succeeded. The question now is whether you would care to buy a cheap bridge in return?
September 29th, 2008 at 2:34 pm
Rick_of_racy says:
Wow, I played the flash version quite a lot, this looks just sweet. Thanks for the incredible writeup.
September 29th, 2008 at 2:47 pm
The game went gold around three weeks ago for what regards the North American retail release (first week of November should be the date) and last week it was submitted to Nintendo for the Wiiware edition so if it’s “only” a matter of completion status, online release shouldn’t be too far (and I hear pre-orders will get the game a bit earlier than the official online release date).
Totally unrelated: The_B, have you been playing Mutliwinia as simply ‘B’ lately perhaps? ![]()
September 29th, 2008 at 2:53 pm
Can we please not call it a podcast… I hate that word.. can we call it a weekly mp3 or audio blog ? or anything other than podcast…
September 29th, 2008 at 2:56 pm
I’m going to get this for my mum for Christmas (I’ve already pre ordered it and played through the first chapter - I assume that there’s no hedgehog rape or gynophobia in the later chapters)
September 29th, 2008 at 3:07 pm
Yup, preordered too and starting it now. I’m starting to really trust RPS, which is clearly a step forward for your world domination plan (how are the numbers on Horace now by the way?).
September 29th, 2008 at 3:11 pm
dartt says:
I’m convinced one cry is “UNATCO” in the strangest tribute to Deus Ex I’ve encountered.
No, Savage.
September 29th, 2008 at 3:16 pm
Wow. So, GOTY potential?
Why does RPS have an exclusive review? I know you’re genuinely enthusiastic but it still raises the question of you being hand-picked as the most positive potential review outlet.
September 29th, 2008 at 3:18 pm
Kieron Gillen says:
Because we’re quick and clever, like foxes. Everyone has the code - Walker just wrote the review first. I believe EG’s goes up on Wednesday.
KG
September 29th, 2008 at 3:27 pm
Just pre-ordered it yesterday, for no particular reason. Had a blast playing through Chapter 1. The big red button in World of Goo Corporation is great fun just in its own right.
And thank God, I’m not the only one who heard them saying “UNATCO”!
September 29th, 2008 at 3:34 pm
So what do you get with the pre-order? Is it a physical release or download? I’d like a box with lots of lovely art work so I’m going to wait if it’s only a digital copy.
September 29th, 2008 at 3:37 pm
Oh, one thing I’ve forgotten to mention before - I originally ordered Goo.W a day or two after it became possible. Anticipating the full release on Valentine’s Day in a couple of weeks, I wasn’t too bothered about the preview chapter and didn’t notice an email snafu that kept me from getting my access key. Later, when 2Dboy’s signing onto WiiWare scuppered that release, I decided I wanted to play my preview, discovered my missing key, and fired off a request for help to 2DBoy. Much to my surprise within hours, on a Sunday, Ron Carmel had personally responded and sorted out my key. Obviously I’m not going to make promises on their behalf, but I was delighted at the service I received from 2DBoy in a situation that was entirely my own fault.
September 29th, 2008 at 3:37 pm
The preorder bonus is the first chapter of the game, which is fairly irrelevant now with release so close, and a Profanity Pack for making the Goos swear in their cute little voices. Both are downloads.
September 29th, 2008 at 3:39 pm
Ludo says:
Heya John, I remember when you were talking about this on Friday night at the Showdown, your enthusiasm for it was completely infectious. Let nobody doubt John Walker’s love of World of Goo!
Will definitely be playing this one.
September 29th, 2008 at 3:50 pm
Chris Evans says:
My god I can’t wait for this gem of a game
I pre-ordered it before Valentine’s and I loved the first chapter, really loved it. Now I just can’t wait for the full game ![]()
September 29th, 2008 at 4:07 pm
We get Braid and World of Goo in one year?
We don’t deserve it. These people are spoiling us.
Dear indie devs: be more shit thx.
September 29th, 2008 at 4:22 pm
How much will it cost if you don’t preorder? I’d rather have it on Steam
Also, how do you get it if you preorder it? Do they ship it to you? Do they have hosting good enough for lots of people to download it?
September 29th, 2008 at 4:28 pm
I pre-ordered this some weeks ago and it is pretty amazing from just the first chapter. The last level was fantastic. At first I didn’t know what to do, but once figured out and it ended I was amazed.
September 29th, 2008 at 4:32 pm
The Shed says:
@KG: Don’t compare this to Braid! Let them both exist in harmony! We need so many more games like this!
September 29th, 2008 at 4:45 pm
@The Shed:
I think it’s perfectly reasonable to compare World of Goo with Braid: they are both remarkable, beautiful, inventive puzzlers that reinvent themselves by constantly changing their rules of engagement from underneath you. They surprise and delight in equal measures.
Jonathan Blow has written at length on his theories of game design. Whether 2D Boy have read any of his writings, I don’t know, but they certainly seem to have taken his ideas to heart.
September 29th, 2008 at 4:57 pm
The only reason I wouldn’t buy this one steam is the existence of a Linux/Mac port.
So Linux/Mac support? (The official site is blocked for me)
September 29th, 2008 at 4:58 pm
Initial release is Wii/PC only. Mac and Linux are promised eventually, estimated early next year. At last report you’re welcome to contribute any ideas for good ways to distribute a game on Linux.
September 29th, 2008 at 5:01 pm
One other minor nitpick: if you restart, you should be able to skip the few seconds of panning around looking at the scene. And the beta chapter 1 did crash on me once during the World Of Goo Corporation stuff.
But otherwise… yes, it’s fantastic and lovely, and I can’t wait for the release. ![]()
September 29th, 2008 at 5:04 pm
Preordered. I really like the design of this, and music is great, are you sure it’s not Danny Elfman who made it? At least the trailer is totally him ![]()
September 29th, 2008 at 5:13 pm
Glad to hear this game is about to be released, at long last.
On the subject of long-awaited indie games that did well at the 2008 Independent Games Festival, does anyone know when Crayon Physics Deluxe is going to be released?
September 29th, 2008 at 5:47 pm
Played this, pretty much all weekend, by myself and with my oldest son. It’s such a happy, beautiful game. I described it to my wife as “uplifting” and felt not the least bit silly. I hope I can get her to play it.
September 29th, 2008 at 6:10 pm
The Lemmings comparison is very apt. I thought the same thing even before reading the review when I played Tower of Goo.
September 29th, 2008 at 6:16 pm
I’m now doubly glad that I preordered it when RPS said it was available.
Phil: That’s another indy game I want to see - there have been some copies floating out there, but none with a proper game behind them.
September 29th, 2008 at 6:24 pm
purdy pictures, sorry to be crass but ‘demo or gtfo’
(i didn’t see one on their site, could’ve missed it though.)
September 29th, 2008 at 6:35 pm
Sorry to be crass, but you play it by dragging things with a Goddamned mouse. Here we are again - a video playthrough of the entire preview chapter of the game. If you don’t like it that’s another matter, but what can you people not tell from this?
September 29th, 2008 at 7:22 pm
So basically it’s another simmering puddle of brown mediocrity?
![]()
September 29th, 2008 at 7:32 pm
So…how much is the wiiware version going to cost? I think it might be a bit easier for the wife to play if it’s on the Wii. (Not that it stopped her from getting completely addicted to Peggle…)
September 29th, 2008 at 9:10 pm
Not sure whether it’s saying “Unatco” or not, but one sound is someone saying “Speed this up really fast”, sped up really fast until it’s unrecognisable (res\balls\_generic\glee11.ogg, if you want to know).
Most of the other sounds are gibberish sped up really fast.
September 29th, 2008 at 9:36 pm
John Walker says:
The Wii version is going to have 4-player co-op. Which makes me achingly jealous (or indeed very likely to buy it for my Wii). Last night TIGjam were broadcasting a live feed of people playing it, and… it’s World Of Goo but playing with your friends. I can’t imagine a more lovely thing.
September 29th, 2008 at 9:42 pm
Just hit pay now, Woo!
4 player eh, i prefer to play with my goo alone.
September 29th, 2008 at 9:59 pm
The Shed says:
@Meat Circus: It’s an excellent comparison, but I just feel these games shouldn’t be compared critically, just loved for their own unique traits. Having a total hippy moment here.
September 29th, 2008 at 10:03 pm
I think I’ll wait till I hear some positive reviews before I get the game. Tepid reviews like this RPS one worry me that it isn’t that good.
September 30th, 2008 at 1:15 am
I pre-ordered this months ago, I played the totally awesome first chapter… but I want the game… when’s it coming out?!? I’ve been waiting so long… *cries*
September 30th, 2008 at 3:10 am
You should have added ”and i like it” in the very end of the article, for humor content.
September 30th, 2008 at 5:37 am
I’d been looking at this for a while, and I preordered it this morning based on the article.
Awesome stuff. And THEN I discover there’s no DRM for stuff purchased from their site. Delicious bonuses are delicious.
One thing I’m not sure about: Will Episode 1 automatically update to the full version, or do I need to download the full game when it releases? If so, how does the Magic Code enter into things?
(I suppose I should ask someone at 2D Boy, but I’m lazy and you folks are right here…)
September 30th, 2008 at 6:04 am
Lately, indie games have impressed me much more than mainstream titles. No DRM + Linux version + good review = +1 preorder
September 30th, 2008 at 6:04 am
I pre-ordered World of Goo sometime mid/late 2007 and absolutely loved it; so much potential to follow up the very-engaging Chapter One, and I am glad to hear that the potential has been realized (though I didn’t really have any doubts, just patience). I have been spreading the word ever since I first played it.
September 30th, 2008 at 7:24 am
John Walker says:
I’ve no idea how the game will update - you’d have to ask 2D Boy.
September 30th, 2008 at 9:13 am
ron carmel says:
@The Unshaven
when the game releases you’ll need to download the full version, there is no auto-update. since you pre-ordered, you’ll get an email with a download link ahead of the official release date
September 30th, 2008 at 4:19 pm
Beyootiful, thanks.
*Cough* To be honest, I expected to be roundly bollocked for being lazy in seeking information, but I have been instead treated far better than I realistically deserve.
Thanks folks. GROUP HUG!
September 30th, 2008 at 8:15 pm
So is there a way of playing this without purchasing it? i.e. a demo?
September 30th, 2008 at 10:42 pm
I keep hearing about this game and how awesome it is, but like Spore I remain unsold. Everyone seems more rapturous about how rapturous it is than anything solid I can take and go “okay, that’s cool”.
Which is okay, really. I’ll get ’round to em sooner or later.
October 1st, 2008 at 1:00 am
When practically everyone who’s played it says it’s bacon covered in butter wrapped around a gold bar, do you really need to question?
I did — question it, that is. It looked silly, and I’m not a big fan of puzzle games. But then I played it, and I couldn’t stop having fun, and laughing out loud, and going back to replay levels, which I don’t normally do. If you enjoy enjoying yourself, smiling, and generally having a good time I think you’ll be well-compensated for your purchase.
October 1st, 2008 at 1:16 am
I bought this and downloaded the trial all on RPS’ recommendation, and what I need to ask is this:
How can you score this game so highly when it fails the first of the Ten Commandments in such a spectacular way?
Just kidding! The game is awesome, but the poorly implemented (or non-existant) alt-tab support does irk me a little bit.
October 1st, 2008 at 6:05 pm
The first episode was built way back in early 2008. The alt-tab support was one of the bugs the early gamers complained about, and is supposed to be fixed in the final game.
October 2nd, 2008 at 10:20 am
Jon Blyth only gave it 9/10 on Eurogamer, despite a glowing review. If it was a popular console franchise (naming no names) there would be angry hordes.
This is the game to make me care about review scores, and I’ve only played the first chapter. Phew.
October 2nd, 2008 at 3:16 pm
Preordered and can’t wait to be alt-tabbing my heart out in Ubuntu.. screw you windows.
Oh and playgreenhouse.com does linux game online distribution.. (the penny arcade one)
October 2nd, 2008 at 3:34 pm
World of Goo release date: October 13
http://2dboy.com/2008/10/03/world-of-goo-release-date/
October 3rd, 2008 at 8:15 pm
Purchased. Loved every second. Top notch. I remember taking a chance on Armadillo Run some time back and being rewarded and now World of Goo is evoking all the same giggly physics based emotions…
Happy Days.
October 3rd, 2008 at 8:35 pm
Ian Kiigan says:
Like the rest of you, I’m really really excited about World of Goo and I can’t wait to play it. At the same time, I can’t help but think John got slightly carried away here
I’m not having a go, I love the enthusiasm and I enjoyed the review - it has only made me more keen to play the game. So, thanks. However I’ve seen other games writers used phrases like “precisely programmed” in the past and it does grate a little bit. “World Of Goo is … so precisely programmed” - well there simply isn’t any way for you to know that. I think games writers are better off commenting on the end product - the game and how much fun it is - rather than hypothesizing out loud about how the game was made.
Furthermore, all the comments about this little indie team who had never made a game before, how incredible that is, how these guys sat around in coffee shops and came up with a great game… I appreciate the romance of it all, but the truth is that both of the guys in 2DBoy currently work / have worked as professional game developers. That certainly doesn’t detract from their achievement with World of Goo in any way, so I don’t know why that never gets mentioned. But it isn’t exactly true to say that this is the first time they’ve made a game.
October 5th, 2008 at 2:16 pm
Not touching it until it arrives on Steam.
Also, shame on you for reminding me of the Samorost series, now i’m annoyed that it’s not on Steam either…
October 6th, 2008 at 2:03 pm
Well, ‘programming’ can refer to more than lines of computer code. The concept I took from that comment was that there’s been an effort to make sure the code of the game fits into the rest harmoniously - the pace, the art, the levels…
The ‘indie’ love is a bit silly, as you say, but we have seen plenty of experienced game designers strike out on their own and trip up horribly, as they discover exactly what their studio sheltered them from before. And they did risk their savings, years of their lives etc. to make the game they wanted…
October 6th, 2008 at 2:35 pm
Read the review. Bought the game. Loved chapter 1. Get to download the whole thing when I get home tonight.
Thanks RPS! Great job!
October 8th, 2008 at 10:37 am
CitizenParker says:
I have not loved a game this much in a long, long time. In World 2, “Blustery Day” may be one of my favorite levels of any game ever made, and that’s definitely including The Cradle. Best purchase I’ve made in 2008, easily.
You were right on the money with your critiques too. Boy do they ever need to keep the restart button and the “Time Bugs” when you complete a level for us OCD types. That’s incredibly frustrating.
Keep it up though, 2D Boy. Reminds me why I love gaming.
-Parker
October 8th, 2008 at 5:15 pm
Chapter 4’s a bit special, isn’t it?
I love it when games go all fruitloop on me.
Unfortunately, I got completely stuck in a rut called “deliverance” and was growling angrily at it for some hours.
I got John Walker to tell me the answer in the end. I dunno if it were me being fick, or the game being a bit unfair there relying on a brand new mechanic in the very last level, but my bout of frustration was more than compensated by the brilliant ending.
An all-round splendid piece of electronic digitainment.
I love you, 2D Boy.
October 8th, 2008 at 5:23 pm
The Shed says:
@CitizenParker: Would that be the Cradle as in Asylum from Thief: DS, or the Cradle as in the last mission in Goldeneye?
Also @MeatCircus: Nice pic.
October 8th, 2008 at 9:42 pm
I’m a few levels into Chapter 4 and not liking it (the chapter) as much as everyone else seems to. It’s beautiful and all - I especially love the little smoke trail of cast-off bits - but it doesn’t seem to fit with the rest of the game. Artistically it lack the seasonal feeling and isn’t charmingly slimy and dirty like the rest of the World. Mechanically it doesn’t assign the usual weighty significance to each move, and pointing an arrow at a thing doesn’t compare to tweaking the weights on the windblown trail of slobber you’ve delicately cast over a flailing wind turbine. I didn’t really come to this game to mess around with projectiles, again. Grapevine Virus in particular was super-tedious.
I mean it’s still fine and the art’s keeping me chilled out, but so far I’m perceiving it as a dip in the game rather than a peak. I’ll find out soon enough so there’s no need to enlighten me, but I’m hoping this chapter’s base Goo isn’t the one that’s making people gasp, and thus that there’s some big spike ahead.
October 9th, 2008 at 10:22 pm
I guess they mean the square physics blocks that you have to stack up…wow. Chapter 4 really is not Gooey at all, and it hurt because I bought this game to save some Goos. Oh well, the epilogue is Gooey (2DBoy obviously knew they were onto a good thing with Blustery Day!) and even if they’re not Gooey Mom’s Computer is a cute brain twist and Deliverance is fun. Great ending too, though the rock is a bit of a tease.
October 10th, 2008 at 5:27 am
Christ. WE DO NOT TALK ABOUT CHAPTER FOUR. Stop talking about chapter four!
October 10th, 2008 at 1:31 pm
Eoy:
Not sure what part of the level you need help with, but if it is the very last one you simply need to swing it like Tarzan.
If it is the earlier section that’s giving you trouble, just blow it all up.
October 14th, 2008 at 5:35 am
I’m disapointed. It’s really not that good. It’s fun, but not amazing.
Yet there’s no way I can tell you that it’s a bad game. I sat in front of it on my first go for two hours, so that probably indicative of something, Yet I suspect it’s so popular because many gaming sources have told them it is (such as RPS, sorry guys, love the blog). A lot of players have fallen for the same diry con-man tricks that the game is supposed to be making a comment against.
And I can’t help but feel like some of the puzzles are a little more tiresome than they should be but, oh well. It’s still fun though. I can’t call it game of the year (as some people have hilariously claimed it to be) until i’ve played everything else thats coming out this year, and yes, that does include dirty evil corperate tripple-A titles.
October 15th, 2008 at 12:17 am
Blast the lack of an edit feature!
And apologies if I seem like a wet blanket, but there we go folks.
October 15th, 2008 at 12:19 am
Timon Miller says:
OMG!!! This is Worth it…
Buying right now!!!!!!!!!!
great stuff.
So Glad that there are still people out there who are making games for the sake of being a good game and not to make money with it.
THANK YOU!!!!
greetz
/tim
October 15th, 2008 at 9:42 am
“the emergence of a stellar new talent in gaming.”
Don’t be so stupid. The game is a lame rip-off of Lemmings and nothing more.
October 16th, 2008 at 12:25 pm
The Shed says:
Tbh I have to agree with ZenArcade. While it’s certainly a good/ really good game, it’s no slice of genius/ masterpeice. At least from what I’ve played. Overration ftw! (I’m afraid I found the first levels of Braid infinitely more thought provoking :/)
October 16th, 2008 at 1:04 pm














Sounds rubbish.
ONLY JOKING.
September 29th, 2008 at 12:09 pm