World of Goo
Release date13 Oct 2008
World of Goo is a multi-grant winning material science puzzle development game that was delivered by just two designers. With "Drag and Drop" you can utilize enthusiastic, exuberant, talking cement knots to develop spans, cannonballs, airships and massive tongues. The a large number of bumps that live in the world of Goo are exceptionally keen on their condition - yet they don't realize that they are in a game and they likewise taste great.Mysterious levels - Each level is unusual and unreally delightful and contains new ones Puzzles and animals in their particular elements.World of Goo Clumps - On your way you will find numerous new types of clingy bunches, each with their own special capacities and equipped for network undertakings, romantic tales, schemes, basic excellence, electrical vitality and even that to encounter third measurement. The Sign Painter - Someone is watching you! World of Goo GmbH - Congratulations! World of Goo GmbH is the world head in clingy protuberances and other glue items, including the trademarked World of Goo GmbH Soft Drink and the phenomenal World of Goo GmbH face cream detox veil Punkt DE. Um, simply incredible! Online rivalries - Human players worldwide can climb the leaderboards and construct the tallest Goo towers in World of Goo GmbH's secretive 'sandbox' mode. World of Goo GmbH is legally obliged to bring up that each player is a champ and that each tower of Babel will get due acknowledgment. Congrats and good karma!
About World of Goo
World of Goo is released by Microsoft Studios in 13 Oct 2008. The game is designed by 2D Boy. World of Goo is a typical representative of the Indie genre. Playing World of Goo is a pleasure. It does not matter whether it is the first or a millionth hour in Indie, there will always be room for something new and interesting. Thrilling levels and gameplay World of Goo will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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A complete list of games like World of Goo can be found at AllGame here.
World of Goo is versatile and does not stand still, but it is never too late to start playing. The game, like many Indie games has a full immersion in gaming. AllGame staff continues to play it.
World of Goo is perfect for playing alone or with friends.
At AllGame you can find reviews on World of Goo, gameplay videos, screenshots of the game and other Indie representatives.
This section tells the history of the world of World of Goo
Initially, pipes appear throughout the land, waking up many sleeping Goo Balls who have gone undisturbed until this, as they are filled with a childlike sense of curiosity and naivety they build themselves towards the pipes. Upon reaching the pipe entrance, the Goo Balls are sucked by the pipe system into the "World of Goo Corporation" main building where they are processed into many products, for example an energy drink. The excess Goo Balls are left outside the Corporation headquarters where they together begin to build a giant tower. At the end of the first chapter, some Goo Balls escape from a Corporation building by attaching themselves to eyeballs which have the ability to fly. The chapter ends with the Goo Balls "seeing far away new lands".
World of Goo - Análisis
The stars of World of Goo, from the 2D Boy studio, are the Goo Balls , the little beings that give meaning to the gameplay of this puzzle title. They move chaotically through geometric structures and, in turn, serve to grow them. At each level, the goal is similar: to bring the Goo closer to a surface that absorbs them . To do this, you must draw a bridge, a tower, any type of polygon that occurs to us to reach the destination. To further complicate matters, we are often asked for an exact number of Goos that have to fill up our boat (we are not told the purpose, namely what strange experiments they do with them).
The difficulty curve in World of Goo is progressive, but affordable . Little by little, new types of Goos appear in other colors and with other properties, as well as different objects that help keep our tower standing, such as balloons. It won't take long for many moving elements to appear as well, adding an extra challenge to building structures.
The key to everything is in their physics . In order to build a solvent structure, we must start by laying a strong foundation. The physics system works perfectly and does not forgive us one. A false Goo ... and to hell with the whole structure . The behavior in general is quite credible and on rare occasions we will feel frustration for the response of the game, but for ourselves and our mistakes. We have a visual indicator that gives us a preview of the form that the next movement will take, but we never have any idea what will happen once we execute it.
Considering that sometimes it can be frustrating not to have the necessary spatial reasoning, the game provides a series of shortcuts to continue playing and not get stuck . The first of them makes that when using Goos with eyes, they begin to flutter like a butterfly. The function they have is to go back one turn, so that we can make a much more effective movement (or at least, something less chaotic). The other alternative is much simpler, the game allows us to skip certain levels without penalizing the continuity of the "story". Only the final level will be compulsory to complete it to advance.
In addition, the game will incite us to want to improve ourselves . Firstly, because we have an option on the menu called OCD (Obtaining Compulsive Distinctions) that itches us to get above the level with other seemingly impossible requirements , but it has been shown that it can be done (a simple look at YouTube shows us proves yes). On the other hand, there is a rather curious mode called World of Goo Corporation .
The objective in this modality is simple: a worldwide competition to form the tallest tower using the minimum number of Goos (although what is really important is the height). These special Goos come out of the surplus necessary to complete each level, so we should try to achieve the OCD objectives before, in a whiting that bites its tail that will incite us to replay each of the scenarios.
With regard to the content of this version, unfortunately it has not been chosen to include any type of extra with respect to the previous versions of the Nintendo console or those for mobile phones. There is enough material that justifies the investment of € 9.99 (especially if you do not want to play it on mobile, since its € 3.99 price is much more attractive) . It is a little unforgivable that, that we have the same game from 2008 changed the packaging -well, not even that-, and it has not been chosen to revalue it in any way. A new type of Goo balls, a special world in the Nintendo Switch factory. Those things, brainstorming and such.
At least it has taken advantage of the new Joy-Con. World of Goo is the first game to use the little switches on the Switch as a pointer. It is a good alternative to open the Switch holder and use the Joy-Con in a very well resolved way. This shows us that in practice, the similarities between Wii and Switch may be more than what we demonstrate. In addition, this allows us to play in local cooperative, each user with one of the controls so that there can be greater cooperation. Some online co-op method wouldn't have been amiss, with a player turn or something.
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World of Goo - game review
The review was based on the PC version.
Indie games are doing very well lately. Digital distribution is generally good for everyone, but with the "alternative" it's basically to be or not to be. In the era of Xbox Live Arcade, Playstation Network and Steam, the worldwide availability of a game created in the proverbial garage is no longer surprising. Today we're taking World of Goo as a wallpaper - a title created by two people, and built on creativity that surpasses the effects of multi-decade teams of professionals. I do not know whether the creators of this game are so brilliant, or whether large corporations simply put on such tight muzzles for their employees. Because the fact is that ideas from World of Goo can be divided into several superproductions.
The overall concept of the game, however, does not turn the world upside down: our job is to carry the different colored Goo balls (let me call them "sluts") from start to finish. For this purpose, we have to connect them together so that they form various structures: bridges, towers, weights, ropes. What really grabs the heart of this production is the variety of levels and a cosmic number of interesting ideas. You look at the first stages and you think you already know what it is - and here is a surprise. This pattern of thinking works for almost every (well, every) mainstream game.
If World of Goo was created by Electronic Arts, we would probably have some 50 stages that were variations of the initial ones - everything would get bigger, more difficult, more complicated, but still on the same hoof. And here the rules are changed every now and then. Suddenly, out of nowhere, gluten-matches, gluten-drops of water, gluten-missiles, gluten-bombs, etc. appear - and their presence is perfectly exploited by the level design, which does not go towards unnecessary confusion, but towards constant innovation. Kind of like puzzles from Braid - the next obstacle is not an advanced version of the previous one, but something completely different. Generally all the levels are on different points on the axis, one end of which is an idea and the other end of which is difficult to execute. And although we have to be careful that, for example, our bridge does not overwhelm too quickly, cunning remains a more important component.
This game can be completed quickly - even in one afternoon. Fortunately, the more inquisitive players can then try to get the OCD (Obsessive Completion Distinction) status at each stage - obtained for meeting some very demanding requirements, e.g. saving 45 snots instead of the ones required to pass level 15, doing it in 10 steps or in time less than 30 seconds. The bar is hanging quite high and it must be admitted that by trying to jump over it, we are already playing a completely different game. As if that was not enough, we will find here something like an interactive list of the best players. All the "excess" slimes that we save can be used to build our tower in a separate game mode - and, as you can easily guess, those who have erected the tallest structures are listed in the ranking. Simple and brilliant like everything here.
The last thing to expect from a masterpiece like World of Goo is the story. The surprise is all the greater because the story is not only here, but also great. In such a laid back, casual and slightly intoxicated way. The authors (one author to be exact, Kyle Gabler, responsible for the plot, design, graphics and music [!!!]) weave a pseudo-epic envelope, at times baffling us with a Burtons sense of humor, to end the whole story with a tear-squeezing universal message about nothing . You watch these, nomen omen, nonsense, you feel touched and you have the impression that someone is making an idiot of you - a group of slugs overcomes their own weaknesses, unites beyond divisions and stuff. One big absurdity that completely absorbs. And it's all just ... wisely written. Just like the Portal was wisely written - infantile and effortless, yet.
The controls are extremely simplified, basically everything is done with the left mouse button - we move with slugs on the drag & drop principle. It is enough for us to quickly and accurately sense the properties of the various types of "units". In fact, the only flaw in this game are the problems with targeting a specific snot, when there is a lot of them around the cursor. Fortunately, in most cases we have the option to undo a failed move by clicking on a nearby flying worm.
It has already been mentioned that one person is responsible for the visual and sound setting. I don't know how this is possible, but both of these aspects of the game are just phenomenal and seem to be done with an enormous amount of work. Sure, the music is a bit lo-fi at times, that you can hear the VST instruments instead of the orchestra, but I can't, if it all fits together perfectly! It's scary to think how epic some moments are: ceremonial choirs or powerful drums in the style of Battlestar Galactica only introduce a contrast at first, but ultimately draw the whole atmosphere to their side. It is the same with graphics: simple means of achieving an end, but without any trouble. Many levels have an original design, completely detached from the rest, changed physics (e.g. wind appears) or a background sound that is not found elsewhere. Glamor, in a word.
I try not to add unnecessary ideology to World of Goo. The fact that it is one of those famous "indie" games that is fashionable to promote is of little importance: its advantage is not difference or design courage. Under the colorful, dexterity and logical lining, there is a brilliant design that speaks through the divisive language of gameplay. If such people were designing levels for, for example, Mirror's Edge - the game would probably benefit a lot. In addition, we have a masterful handling of the degree of difficulty, a great plot and artistic background, and diversity in the full sense of the word. Maybe if this were a full-price boxed game I'd be clinging to something, but it's not.
Krzysztof "Lordareon" Gonciarz
Screenshots will help you evaluate the graphics and gameplay of World of Goo.
If screenshots are not enough, you can enjoy creative videos from Microsoft Studios
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