de Blob (Wii)

Game Review

de Blob Review

Europe PAL Version

Posted by Sean Aaron

¡Viva la revolución!

Chroma City has been subjugated by the diabolical INKT Corporation! Can anyone free the formerly colourful Raydians from their grey prison? Enter the members of the Colour Revolution led by legendary Chroma City graffiti artist Blob, whom players control in their quest for colour, funk and freedom!

Based upon a game created by university students (many of whom went on to form Ronimo Games of Swords & Soldiers fame) to celebrate the remaking of Utrecht city-centre, de Blob was one of two bold new Wii titles released by THQ in 2008 (the other being Deadly Creatures). Thanks to in-house development studio Blue Tongue Entertainment's focus on brilliant design, high quality cinematics, a fantastic soundtrack and fun gameplay, de Blob continues to be one of the Wii's stand-out titles.

Story Mode starts off with an animated sequence that looks like a clip from a feature film. The members of INKT have descended in a massive spacecraft to subjugate the people of Chroma City, whose only crime seems to be enjoying bright colours, funky music and a good time. A group of four Raydians (as the inhabitants of this world are called) have banded together to form the Colour Revolution, but unfortunately they're no match for the INKT forces that have a firm grip on the entire city. Enter Blob, the legendary graffiti artist who was out napping in a nearby jungle whilst all this was happening and has charged into action to free his fellow Raydians from tyranny. Possessing the ability to absorb paint and leap tall buildings, Blob is the kind of superhero Chroma City needs. With the help of the other Colour Revolutionaries, you'll guide Blob through 10 stages of colourful platforming action: taking back the city, freeing the citizens and driving back the INKT forces until the ultimate showdown on their spacecraft!

The story has an epic feel which is expressed in the size of the levels. Rather than being subdivided into stages, each massive level is a part of the city divided up by gated walls. Opening the gates, and ultimately the level's exit, requires building up "Colour Energy" which is achieved primarily by painting buildings and other objects in a city that has been stripped of all its chromatic trappings and rendered a dull, grey place. You obtain your "pigments of freedom" from the INKT Corporation paint bots that drained the colour to begin with. Blob absorbs “paint points” by touching or slamming into them and takes on their colour. Paint bots come in one of three primary colours which can be mixed as you would a set of real paints to create purple, orange, green and brown. Standing in your way are the INKT foot soldiers known as "inkies" and their diabolical contraptions: ink cannons, tanks and speeder bikes. Get hit with ink and you'll need to clean off in a clear pool of water or lose paint points until you disappear completely. If that wasn't enough many levels also have hazards to avoid in the form of hot plates, spikes and lethal ink pools.

Painting things in Chroma City is as simple as loading up with paint points and touching them. Painting big things runs down your paint points, so you'll need to top-up regularly to keep up the fight. The more paint points Blob has the longer he can survive being "inked," but it's at the cost of being slower and heavier and therefore unable to jump as high or as far as he can when he's smaller. Using the (STICK), players roll Blob around on the ground or steer him through the air after jumping with a flick of the Remote. The motion control is pretty well-implemented and using a downward motion to squash enemy inkies or paint bots after targeting them with (Z) is both intuitive and satisfying. Blob slowly slides down walls and the sides of buildings that he jumps into and sliding along multiple buildings before hitting the ground will rack up more Colour Energy. Blob can also jump away from a wall with a sideways remote flick or access far away places by targeting a "Z-jump marker" followed by a jerk of the Remote. The design logic for using motion for jumping seems clear – especially when facing multiple enemies. Getting into a rhythm of (Z) and Remote jerk quickly becomes second nature and there's less chance of confusion than you'd have with pressing a succession of buttons.

While the gestures generally work well there are some instances when a button press for jumping would have been preferred – the motion input generally feels less precise (not to mention the potential for "Popeye forearm" from one of the later side missions featuring scores of enemies). Giving players a choice of controls is something we support, so it would have been nice to have a conventional alternative to remote waving and the ability to remap button layouts. It should also be mentioned that on rare occasions you can get hung up on the spiky trees which are sometimes a little too close to the walls and buildings in some areas – though it must be emphasised that only once did we find ourselves wedged into a spot we couldn't get out of, meaning a choice of restarting the level or letting the time run down so we could continue from the last checkpoint.

Whilst painting the town red (or any other colour you fancy) is the main focus, there's a lot of variety in the gameplay courtesy of your fellow revolutionaries who provide you with optional challenges to complete. Each of the four colourful freedom fighters offers a specific type of challenge of varying difficulty and challenges are marked out in the level via a rotating 3D "tag" with a colour matching that of the revolutionary.

Your reward for completing these challenges is more colour energy and a boost to the time limit for completing the level. There are loads of challenges in each level and you can earn more bonus time by freeing Raydians who spill out into the street every time you manage to paint every building in a block. Although running out of time is rarely an issue, it should be noted that there are no mid-level saves, so some time investment is required to complete a level in a single sitting. The gates which subdivide the game levels act like checkpoints in case you run out of time or lose all your lives, but they're only valid for the current play session. Whilst levels can be completed in a speed run of under 20 minutes, if you want to go for achievements like painting 100 percent of the level or freeing all the Raydians, each level will take 40 minutes to over an hour.

On the plus side, your best times and achievements are saved when you complete a level and completed levels can be replayed as often as you like. Consequently even the most time-constrained completionist can get all the awards eventually, given enough replays. Progress towards completing goals can be tracked via an option in the pause menu. After completing a level you also unlock the ability to replay it without the time limit in place, minus challenges and achievements – this bonus mode is just for colouring, relaxing and enjoying some tunes.

As stated earlier the levels are pretty large and presented using a 3rd-person perspective. Rather than a map you have two primary aids for finding your way around: "radar" and a "free look" mode. By holding (A) a small ring of icons will appear around Blob showing the direction of the nearest paint bots of each colour, where clean water is (for cleaning him of paint or ink) and the direction of the nearest challenge. If a challenge is in progress another icon will appear indicating the direction of the nearest challenge objective in case you're lost. Left and right on the (DPAD) rotates the camera around Blob and (C) resets it behind him. The automatic camera generally works well, though sometimes you'll end up with Blob filling the screen if he's up against a wall at the edge of a level boundary. If you want to look around in any direction you can hold down on the (DPAD) to enter "Blob's Eye View" which is a first-person perspective that uses the pointer to control the camera – great for getting the lay of the land from the top of a skyscraper (and admiring the handiwork of the graphic designers).

The visuals are first-rate. Not only are the cinematics used to set up each part of the story excellent (and often hilarious), the design and level of detail are outstanding. You can paint nearly everything in the game world: not just obvious things like buildings and trees, but park benches, signs, lampposts, walls, rocks, shrubs and beaches. When Blob is filled with a lot of paint it flies off of him in realistic splatters, leaving a colourful trail everywhere he goes. You'll also find "style" icons to add graffiti patterns to your paint.

de Blob also has a strong and pleasing design aesthetic: the liberated Chroma City looks like a funky grafitti art playground inhabited by Raydians who take the form of bouncing happy jelly beans when freed from their "Graydian" suits; INKT are represented by a comic mix of imitation fascist propaganda, Soviet military uniforms and Keystone Cops antics. The conversion of buildings and public squares from dull monolithic structures to giant jukeboxes, turntables, microphones, skate parks, football nets and other collages of sport, music and art as a result of challenges and level-ending missions is fantastic to behold.

The cherry on the sundae is the music. It's a lovely combination of live recording and reactive musical cues that change as you move about and paint the city; brimming with funktastic jazzy melodies that will have you tapping your feet if you've got a funky bone in your body. You can choose which track to play before starting a level and during your first playthough you'll unlock a new track after finishing each stage, providing a selection of around a dozen by the end. It's so good it should be sold on its own and thankfully it is via iTunes and the Amazon download shop, amongst other outlets. In a rather clever bit of programming the music starts out sparse as you enter each new section of the city, but builds in complexity as you colour more and more of it.

It's a great reward that acts like a subliminal encouragement to keep exploring and painting, as does the ability to unlock two bonus challenge missions for each level based upon the amount of the city you colour. If that wasn't enough there are three multiplayer games you can play with your friends in two-to-four player splitscreen. All are competitions to see who can paint the most buildings with different mechanics and win conditions. None of them are particularly addictive, but they're a nice extra in a great game.


If you want to play something that will put a smile on your face and brighten up your day, de Blob is a great way to spend your time. Any control issues or camera glitches are overcome by terrific art and level design, music and gameplay which combine to create a fresh new take on the platforming genre. Feel the funk and join the Colour Revolution!

From the web

User Comments (63)



KeeperBvK said:

Always meant to pick this up...especially now that it's become so cheap. Gee, I need to get this! Before my Wii drowns in dust.



pixelman said:

I rented this one time and played a few levels in, but the gameplay never grabbed me. I think the time limit mainly put me off.



Raylax said:

Why are all the screenshots of the early beta?
But anyway. Yeah, this game rocks



Kirk said:

Control issues and camera issues are very rarely overcome by terrific art and level design imo (especially if the camera issues remain to the point that the reviewer felt them significant enough to mention, despite the supposedly terrific level design, which you would think if it were that good would mean there really wouldn't be any noticeable camera issues, no).

This is not a non-interactive movie we are talking about here and as far as I am concerned both the controls and camera define a massive part of the quality of the overall experience and if they are flawed then the whole experience is flawed and will inevitably be more frustrating and less fun than it should be.

I mean I'm assuming these control and camera issues don't suddenly fix half way through the game so that means the entire experience is marred by these little issues. I can't avoid them. Every single minute I'm playing the game the little control and camera issues are there with me slightly ruining what otherwise would have been a superior interactive experience.

I think people/gamers/reviewers these days are letting essential elements like the controls and camera slip for the sake of some far less essential presentation elements.

Videogames are interactive by their very nature (it's what defines them as videogames rather than any other entertainment experience as far as I'm concerned) and user interface, like the controls and camera etc (as well as level and gameplay design), should be paramount to everything else. The graphics and sound etc while still absolutely necessary in creating a quality all-round game should not be allowed to blind people to what's ultimately most important in anyvideo game experience.

I'm not saying it's not a great game but if the controls and camera are not perfect don't underplay that just because it looks kinda pretty. That's one of the biggest issues I have with games in this day and age and I think more people need to knock games down if they suffer from awkward controls and cameras etc far more than if they have the odd graphical issue here and there or they don't have 50 hour plus main mission modes and other less important stuff like that!



Luigi-la-bouncy said:

I hated the way THQ (or "Blue Tongue Entertainment") made you do the same missions again, again and again. De Blob would have been so much better if it had of been put in the hands of better developers.



Ren said:

don't worry, he's not glossing it over for no reason. They really aren't bad. The game is so much fun, if you played it you'd get the idea that it doesn't ruin anything here, though I know what you mean. The mechanic of painting and rolling around is so pleasing; he's just saying (and I agree) that it might have been nice to have an option for a button for jump instead of a swing. It works pretty well once you're used to it, but another option would have been nice. The camera is great though, controls are responsive and good; similar to SM-Galaxy, except you can only jump with a swing not a button, and a button based 'pound' keeps it from being broken or anything. It doesn't hurt the game, believe me;
I have it and love it, it's really a gem. It's not like transformers or something (camera and body movement tied together; destroyed an otherwise decent looking game).

To anyone who sees this in the bargain bin like I did, grab it! It's well worth it, and cheap already.
(don't remember having to do any missions repeatedly, not more than a few times at least and it's fun enough not to care)



Luigi-la-bouncy said:

If only those guys who invented the original IP had made De Blob for Wii, I think we would have had a much better game and probably would've had a sequel by now. The people who messed up the development of what was such a great concept should hang their heads in shame.



Kirk said:


I hear ya but the no button for jumping probably would ruin the whole game for me.

It did with SMG because I just couldn't be bothered flicking every single time I wanted to spin in the end. The disorienting camera/viewpoint also eventually put me off too because sometimes I just felt like I was fighting with the analog stick to get Mario pointing the right way, as a direct result of the characters direction relative the camera constantly changing.

Like I say, I'm not saying it's a bad game by any stretch of the imagination but for me a tiny little thing like that can be the difference between a game I could truly love as a classic (see any classic Mario platformer for example) and a game I'll probably only spend a few minutes playing before I just can't be bothered anymore (see SMG for example).

They REALLY should have included the option to use a button for these actions imo (jump/spin) and I don't think they realize just how big a mistake it was not to.



Sean_Aaron said:

@Kirk: Clearly the camera issues are very minor and don't mar the experience for me, ditto the control or I would have made a bigger deal about them and lowered the score. As it was I felt it was the difference between an 8 and a 9. Obviously the opinion of others will vary, but neither issue bothered me overmuch.



Machu said:

Woah whats with all the complaints, this game was excellent. The only minor gripe I had was with the flick jump (which worked fine, just got tiring after 30 minutes), and that the levels were a little too big. Besides those minor issues, it was fantastic. The visuals, the gameplay, the music, all awesome!

This game is fun! I'm assuming people still know what that is

Good review Sean, spot on with that 8.



Kirk said:

@Sean Aaron

Which is cool but I can see exactly why the game never sold that well, certainly in my case anyway (I'm obviously just one of many who didn't bother with it of course), and in my case it's precisely because of these reported issues that a gamer like me has still not even bothered trying it to this day.

If the developers had added the option to use a button for jumping I maybe would have at least bothered to try it by now but years of playing Wii games with mostly inaccurate and often unresponsive waggle has just taken it's toll on me and it's now a major turn off whenever I hear about it in any game.

I can often excuse slight camera hiccups, because no one has got that quite perfect yet, but I just can't be bothered with forced waggle anymore for the most part.

I'll probably give it a go one day but as you can see I'm in no hurry and am not going to go out of my way to do so because of annoying design decisions like this.

It's a pity really because it probably is indeed really good otherwise.



Supermegaman said:

Im gonna try and convince my bro to buy this wth his 250 or so dollars in gamestop cards, and its only 20 bucks!



brandonbwii said:

I bought the game full price when it was released. I was very pleased with the game. The time limit wasn't all that strict. The biggest downer for me was the lack of a decent save system making it a pure headache for the true completionists out there (you could easily play a level for well over an hour if your trying to unlock everything.

Overall this was my favorite 3rd party Wii game of 2008, though that's not really saying much imo.

It sold about as much as you'd expect a 3rd party non-party game on Wii to sell and it actually exceeded THQ's estimates if I'm not mistaking. It's unfortunate, however, that shortly after this and Deadly Creatures were created, THQ cancelled a bunch of potential Wii titles due to financial issues.



Rensch said:

I couldn't be bothered to play through this game as it is terribly repetetive.



Machu said:

@Kirk: That's a lot of typing for someone who has never even played the game. I'd read it, but as you have never played the game, your opinions are moot and will only annoy me.

@Brandon: Snap, I tried to 100% this, woah, what a nightmare!



Kirk said:


I'm not judging the game per say but more making a point on principle.

It's just about time people really started coming down more heavily on this user interface issues imo.

It's not really all this games fault, and I'm sure the game is still really good, but I just felt compelled to make a point of it in this review.




brandonbwii said:

LOL! Yeah for some reason, I never wanted to go straight to the exit. I always wanted to paint all trees and color all buildings only to very reluctantly, cut my losses and go to the exit.

The user-interface was just fine for it's target audience imo. Gestures will never be as precise as a button press, but the "waggle" was quite satisfying, especially when locked on to enemies. When only a button press and a shake can get you through most of the game, that tells you right there that there's no real interface problems.



Kirk said:


Deadly Creatures...

Now that WAS a game with some major control and camera issues.

I was a really good game imo, that I actually did play , but it was totally marred by the control and camera issues unfortunately.

That really was a great example of so much potential...



brandonbwii said:

I can't think of too many games, especially on Wii that don't have camera issues. Maybe Rabbids Go Home. Which actually has a similar vibe to this.
Some say it has camera issues too though so of course that shows that everything is just an opinion.



EdEN said:

I'm about 3/4 done in the game and have to say it's worth it's current price.. and was worth it as well when I got it at launch.

deBlob is one of those games that you pick up, finish a level and then the collect-a-thon part of your brain tells you to go back and find and do EVERYTHING in that level.... which is why I do a level every now and then because finding everything in each level takes about 1-3 hours depending on the level size. I'll probably finish it by the end of february and then let my little sister have fun with the game.



Smoke39 said:

I have to agree with the point Kirk's trying to make. I really liked the game's upbeat, colorful, playful style, but I didn't get very far before I just got sick of fighting with the loose controls all the time.



Ren said:

yeah, I have to say if SMG had "too many control issues" for you than it's time to quit video games for a while and wait a decade or so for some more immersive full body virtual reality.




This game is a wii classic and deserves a 9 clearly. I'm more inclined to agree with the ONM rating of 92% personally. WRT the "flick of the remote" to jump, you get used to it and it doesn't mar the experience at all. I feel maybe one or two haven't played it for long enough in continuation. Same goes for the camera, you get used to the control mechanism and it doesn't mar the experience. Did the no jump button control mar the Muramasa experience? No, it didn't.

Good review, though lesser games have been given 9 on this site



motang said:

Good review, while it was a bit too repetitive for my taste I did enjoy it. Loved the colourfulness of it and also the music was very good with jazz and funk (need to see if I can grab the OST).



JoeDiddley said:

I had this and did enjoy it but traded it eventually. Like others I found the jumping imprecise. I didn't think that it needed the baddies in the levels. The soundtrack is awesome. But I'd rather play Katamari.



MasterGraveheart said:

This is a fun game. I also like the subtle undertones about how so many games have become colorless. I don't think something like this would fly on "INKT" systems like the 360 or PS3. A mighty fine Wii exclusive.



Moco_Loco said:

I rented this game through GameFly earlier in the year, and at first I really enjoyed it. Over time, however, I started to get increasingly annoyed with the imprecise jumping and how repetitive the game is. It needed smaller levels and button-based jumping. I think the level of variety in the game would have been sufficient with smaller levels, but the over-the-top size of the levels really made it more obvious just how repetitive the gameplay was.



Sean_Aaron said:

@Legend: You're making me feel bad for mentioning those things now, but if it makes you feel better I regard getting hung up on the odd tree as more of a problem than the camera and again, that's small potatoes and it's a "high" 8 from me.

@Kirk: I totally get what you're saying. I think any game that features significant use of motion control should have a sensitivity setting; any game that uses button presses should allow for button remapping, but I don't regard a lack of either of these to warrant a mention unless the controls are totally broken.

I had absolutely no issue with the remote wave in Super Mario Galaxy; rather the more traditional platforming which I felt didn't merit a replay is why it's not still on my shelf and de Blob is.

The main reason why the floating jumping and motion in de Blob is so minor to me is that this isn't a traditional platformer like Mario where a missed jump means instant death; %99 of the time it just means having to go back up to where you attempted it and try again. The only place I had any frustration was the penultimate level where you need to go really high up on a raised area navigating past turbo fans and hot plates and judging the jump to the exit point can be a bit tricky. I think I took several attempts to clear that.

I can appreciate people disagreeing with Kirk (I clearly do), but let's not attack or belittle anyone for their views please.

@LaBouncy: There is a lot of polish in this title and Blue Tongue did an excellent job. I suspect as with Deadly Creatures it got rushed to market by a publisher looking to make back their investment ASAP and I don't think they need to "hang their heads in shame" as you suggest.

Bottom line: I don't like the majority of platform games and I really enjoy this I played it through once already and played through a couple more levels to refresh myself for the review, but I'm having such a good time with it the second time through I'm going to finish it again -- I just love the colouring mechanic and the tunes, good times!




@Sean my comments were actually directed at all the folks metioning those particular quirks. Eight is a good score from a good review.

For me this is an absolute essential purchase for the Wii. I've even bought this game for my wife's nephews recently.



Kid_A said:

Great review--I totally agree. The repetitive missions make this a bit of a drag after awhile, but there's something strangely compelling about painting the town and hearing the music change as you do it.



XCWarrior said:

i own the game but have yet to play it besides at the store. I enjoyed it then and look forward to diving into it.



odd69 said:

This game did not interest me at all. I found it boring all around.




This game to me is a 5 mostly because you cant quicksave in the game. Its not that fun and I can never finish a level without having an errand to do. I once left it on so I could continue, busted up my Wii's discdrive. Bleh.



Donatello said:

I have zero interest in this game, the art direction is a 0/10...where's the creativity ? it may be there regarding gameplay, but the terrible jazz music and look ruin it for me. It looks cheap



Sean_Aaron said:

@Donatello: Are you joking? If you're basing your opinion of the art direction on the basis of the screens here then you've not seen enough of the game. There's loads of character in the design of the world's inhabitants as depicted in the game and the cut scenes. Search out some video and come back to me.

If this looks "cheap" I'd love to know what looks "rich" to you.



mnementh said:

this is a beautiful game. the music is great. the creatures are funny and remind you of Maniac Mansion 2.



CanisWolfred said:

Man, do I need to get this game. No clue what's been stoppin' me. Looks like a ton of fun, despite the control issues.



vherub said:

I really enjoyed this game, personally I would have liked it to remember my progress in a level, so if I wanted to go for 100%, I could replay levels at my leisure instead of starting from scratch each time.
The music cd my copy came with is somewhere, should probably check it out one of these days.
Would definitely like to see more of the world and have them expand the gameplay mechanics. Online co-op would be cool. Maybe a level/color editor and level sharing.
one can dream



Luigi-la-bouncy said:

I'm sorry Sean but I felt that everything else about that game was great: the graphics, the sound, etc. But why did they create this beautiful game and then just sprinkle a few repetitive challenges around the levels. That killed the experience for me, which is why I was so dissapointed with. By the way I bought it at full price when it first came out and I hot very little for it on eBay.



MiiMiiMii said:

I do enjoy this game alot. It's not one I've played through, but rather one I stick on every now and then and just enjoy the blast of playing through the levels. I've not completed yet, but it is a touch repetative, but has so much style and soul I can't help but just smile as I play. And a nice challenge to meet all the goals too. The music is great. The graphics full of character. I love things like 1984 and We etc, so love the story, which is handled very well - and the cut scenes are often really funny. Zelda, Mario Galaxy, Okami etc I sit and play as I get so engrossed - De Blob is more just a great game to have for a really fun couple of hours now and then.



Sean_Aaron said:

@LuigiLaBouncy: It's true that the challenges can seem repetitive (after all there's only those four types, right?), but they're also optional -- no one forces you to do them! Heck my first playthrough I skipped a lot of Arty's because I didn't want to repaint buildings just for a time bonus. I don't think that should weigh too heavily in your mind.



Machu said:

@RichieTheSignPainter: I'm colour blind too and really struggled here and there. Sometimes all I was left with was trial and error, not fun.
i blame my eyes before i blame the game tho'



Kafei2006 said:

I bought this game around the time it was released. I loved it, especially the funky music. I got all medals except for the time trial ones, it was a nice challenge to take . In fact i got both this and deadly creatures hehe.



Ristar42 said:

Its a cool game, the flick jump motion sort of made sense, if you think of flicking a paint brush. Camera was fine for me, playable and original title, good review too.



Sean_Aaron said:

@Kafei: yeah, the time trials seem to be the toughest. I managed 09:30 for the first level, but the medal is 08:00 -- impossible!




This game is very different and fun. This a true over looked JEM!and all so called nintendo or die hard wii funs that keep basing it in the commet section need actully go out and play before you keep assulting it. "it's repetitive","the bad control and camra out weigh the good of the game that's why it didn't sell" STOP IT!!! Why are you saying this things about suchh a game! If it's so bad why even comment.



MrPanic said:

One of the best game when you want to chill and relax, I had great fun with it.



mrPlow said:

Great game and great review Sean!

I first heard about this game few weeks back at Nintendo Life Chat and bought deBlob few days later. Sean and other Nlifers got me convinced that it's a good title and it sure is (also you can probably find it cheap nowadays)



Sean_Aaron said:

I'm very happy people are enjoying this game. Shame there weren't more sales when it was first released though it did get some nice press at the time.

I think Blue Tongue has gone back to doing licensed games for THQ. Hopefully they will get another shot at a new IP in the future, either due to THQ doing better or as an independent studio again.



Vinsanity said:

I liked this game, but couldn't finish it. It's a little too repetitive for me. Also, I hate timers. It's a stupid game mechanic that only belongs in the arcades. There should be a better reason for going through a stage; de Blob didn't find it though. Playing against a timer just got old, even if it's not really that big of a threat. And they're right about the time investment; no mid level checkpoints compounds the fact that timers suck. You have to sit down and play for at least a half an hour-50 minutes per level. This is definitely not the type of game that's fun to pick up and play, despite the fact that it looks like it should be. An arcadier experience probably would've suited the style better.

The music is great though, and the atmosphere is rad. I love the stylish "velvet toy" aesthetic on display, and the focus on colors is great. The controls are pretty weird though; putting the jump/slam on a wiimote flick is a weird choice. This article is crazy; there's no way it wouldn't be easier to just hit 'A' to jump and 'A' again to slam onto things. 'Z plus flick' never feels quite right; but it doesn't matter because de Blob doesn't require precision platforming. It's still a weird choice; seemingly inspired more by appealing to kids who'd just flail away with the wii remote than making a decision that would be smarter for the gameplay. Wish they made a sequel, because refining the ideas on display here would make for a tremendously fun game.

But heck, it's like 20 bucks now. Definitely recommend it at that price!



Donatello said:

@Sean Aaron
Alright, you got me ;p
I checked out a few videoes, seen some snippets of the fantastic and beautiful and creative intro and heard more of the music and it all looks and sounds great. As for art direction being a zero i take that back as well. But it looks to get very repetitive and it just doesn't look like my cup of tea. But it definitly looks like it has charm. Ahh, and I also take back the cheap comment. at the time i only checked out some of the screens and IGN's terrible video review. Anyways, example of cheap would be some of the offerings on WiiWare, many of the mini game fests that are on the Wii. Chicken Shoot is a nice example. Rich you say? Wario Land Shake it! Klonoa, Punch-Out!! ect ;p



Sean_Aaron said:

Glad to hear it Donatello. I'll agree that a 2D game can easily provide a richer visual experience than a 3D one -- just look at Muramasa....lovely. And yeah, IGN's video reviews sometimes leave a bit to be desired!



NiC said:

I really liked this one, even if I think it was a bit repetitive in the end. But all the good music and style of the whole game make it real art and it's just great if you just want to chill out a little. And I know what you mean with this "I need to find and color every freaking thing"-behaviour, I had this too with this game. Sometimes I needed hours just to finish one (!) level because I searched for one stupid tree all the time like a maniac
I personally never had any problems with the camera or controls. I think this could have annoyed me a bit while playing if I've had them, but it wouldn't have changed the greatness of the whole game...
I would have given 9 points Btw, good Review!



Colors said:

got this one and it is awesome, awesome graphics, awesome music, awesome gameplay, and awesome review



ThePirateCaptain said:

Having so much fun with the game right now. I don;t see any major camera issues so far and you can move it if needed so no big deal. I personally like the jump mapped to flicking the remote, it just feels good. The art style is great and the funky jazz tunes are exceptional.

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