A shameless,
slightly paraphrased rip from the 20th century’s greatest literary
masterpiece, Dr Seuss’ Fox in Socks. But it’s apt when
contemplating World of Goo for more than the obvious, as
stylistically this game’s akin to a Theodor Seuss/Tim Burton
explosion. Did we mention it’s magnificent? Oh yeah, we haven’t got
that far.
World of Goo is magnificent. Right, we’re there. If you’ve
not experienced any previous incarnations, it’s a puzzle game that
superbly ropes and ties the laws of physics and applies them to
various goo balls that are under your control. These are stretched out and
interconnected to construct towers, bridges and stuff in order to
grant safe passage to other goo globs. Imagine a Lemmings,
Patapon, LocoRoco, Boom Blox, Putty Squad
and even underrated N64 classic Blast Corps salad and you’ll
be partway towards catching the vibe, but World of Goo is
also tantalisingly original.
Your arsenal of goo balls is many and varied. Some are reusable,
some are once-only deals, others are drippy, solid or flammable.
There’s even an enormous, rather pretty goo!
It’s set in a spectacular world that’s split into four seasonal
stages, plus a diabolical epilogue. To label it bizarre would be
a great understatement, as you progress variously through creature
internals, wind-ravaged vistas, green and greener 8-bit innards and
more. It’s tied together with a devilish assault on corporate
culture and marketing, as you’re aided – sometimes - by the usually
cryptic ‘Sign Painter’, who morphs from tutor to tormentor as you
journey your journey along
your, erm, journey.
It’s epic, it’s inspiring, it’s hilarious, it’s challenging, it’s
pretty, it’s brilliant, it’s infuriating, it stays crunchy in milk...
it’s World of Goo, and it’s one of the best puzzly things, well, ever.