It’s hard to believe, but it’s been a few weeks shy of 16 years since the original World of Goo barged its way onto Wii and PC back in 2008. Its wacky physics and endearing presentation stole the hearts of practically everyone who played it, and a re-release on Nintendo Switch back in 2017 reaffirmed its lofty status, but can its sequel reach similar, gooey heights?
The basic premise and structure of World of Goo 2 is essentially identical to that of the first: you have to get enough Goo Balls to the pipe to complete each level, and that largely means building a structure using said Goo Balls to shepherd as many Goo Balls as possible to the previously mentioned pipe. We’re going to be saying ‘Goo Balls’ a lot in this review, so buckle up.
You’d be forgiven (as we’d like to think we would be) for thinking upon booting the game up for the first time ‘Ah, yes, this is just how I remember the original looking’. It’s a classic trap we’ve fallen into before, but World of Goo 2 only looks how you remember the original looking. The reality is that this second entry has had a significant glow-up. It’s subtle at first, but comparing them side-by-side shows just how much prettier World of Goo 2 is. The colours, the art style, the way things jiggle. It's an absolute stunner.
The narrative continues over from the original as well. The anti-consumerist message has been updated to reflect the current decade, and whilst it's still more of an underlining than an integral part of the gameplay, it's got all the snark and charm you'd expect from Tomorrow Corporation. Similarly, the signs that oozed so much charm are also back, containing the same wit and sharp writing we loved before.
In truth, the whole game bleeds this same familiarity. It really is about as classic a sequel as you can get, building upon what made the original so beloved, but at the same time being instantly recognisable. The most distinctive development in our view is the new Goo Balls and Goo Ball-adjacent additions.
For one, alongside Goo Balls, you’re going to be dealing with the pure, liquid form of Goo a lot. This can be funnelled through our new favourite variety of Goo Ball, Conduit Balls, whose hollow structure and pumping action allows you to relocate liquid Goo anywhere within a structure. Liquid Goo can be used to wake up other Goo Balls, sprayed across a gap through a new squid-like Goo Ball (at least, we think it’s a Goo Ball), or even entirely reconstituted into one of several new and returning types of Goo Ball for construction, or completion purposes.
This one innovation alone is enough to really shake up proceedings. You’ll come across giant, jelly-esque Goo Balls that have to be processed into liquid Goo before they can be useful, expanding Goo Balls that grow the size of the structure they make up upon absorbing liquid Goo, and even a shrinking variant that does the opposite.
Unfortunately, those last two additions, whilst exciting, never really get developed beyond a few basic inclusions. It’s a shame, too, as we think there could be great scope for using these little beggars to change the shape of structures in interesting ways by incorporating them with other Goo Ball types, but alas, you’ll only stumble on them a handful of times.
What does get better use is these strange, almost cheese-like Goo Balls. They’re presumably more rock-like in nature, as they resist fire and lava, and can add to similarly cheese-like protruding rocks, allowing you to create permanent landscape changes within a level. They’re not dead common by any means, but they get just about enough limelight to feel satisfying.
And satisfying is the word of the game. There’s barely a level that didn’t fill us with joy when we completed it, or better yet when we overcame one of the in-level challenges. Just like the original game, achieving the basic goal is only the first step, you also have (mostly) three additional optional goals per level to aim for. One focuses on getting a higher number of Goo Balls to the pipe, another encourages you to use as few moves as possible, and the last is simply a time attack that gives us anxiety. As before, it's a neat addition and provides a surprising amount of replayability to every level in which they feature, which is the vast majority.
The levels themselves are also appropriately varied, introducing big set pieces, surprising new mechanics, and even a hard time limit in certain instances as a funnel of lava threatens to destroy your structure entirely, its ominous countdown ticking away no matter what you do. The first three chapters keep variety high, although our attention was waning a bit towards the end of the third.
Then came Chapter Four. We don’t want to go into any specifics and spoil things, but Chapter Four is unhinged. Our slightly lowered interest was immediately spun around, and we started to question a little more than we’d like. We're not going to say any more, we think it’s best you dive into that part as blind as possible.
But what was it that had caused our interest to dip? It wasn’t the variety, it wasn’t the gameplay, it was the controls. World of Goo 2 requires you to use Joy-Con motion controls or the Switch’s touch screen as inputs, nothing else. We understand that the cursor-like properties are a big part of what makes World of Goo World of Goo, but the Joy-Con’s somewhat inaccurate gyro-based pointing capabilities combined with its poor connection to the console from any reasonable distance made a lot of the game more frustrating than we’d like. Throughout our playthrough, we were plagued with frequent stuttering and repeatedly needed to re-centre the cursor using the plus or minus button.
It’s not a dealbreaker, but it is an absolute pain in the arse. At the very least, Pro Controller support that still required the motion controls to move the pointer would have been a big help, as its connection with the console tends to be considerably more reliable. You could argue that this is more of Nintendo’s problem than developer 2DBOY’s, but the choice was made to restrict the control options, and this is the result. [Update: Rejoice! Pro Controller pointer support has since been added via an update.]
Luckily using the touch screen mitigates pretty much all of these problems, but introduces the minor issue of your big ol’ fingers getting in the way of the action, as well as being slightly less precise. It speaks volumes to the quality of the gameplay that we still pushed through despite all this, but we would be lying to you (and ourselves) if we pretended the controls weren’t a flipping nuisance.
Performance is also a bit shaky at times. When there’s loads happening on screen at once, the game can easily drop from its usual 60fps in quieter moments to as low as 20-30fps. Things are marginally more stable in handheld mode, but it’s clear that Nintendo’s hybrid console is struggling under the weight of this many Goo Balls.
Conclusion
World of Goo 2 is a fantastic sequel to a stone-cold classic. The new focus on liquids feels right at home, and the utterly bizarre fourth chapter elevates the experience to one of considerable excellence. It’s a shame that it's somewhat let down by limited control options, occasionally wobbly performance, and some underutilised mechanics, but its core is so solid, we can’t help but recommend it regardless.
Comments 53
Was thinking about grabbing and playing it at launch on PC rather than Switch but it's priced a little higher than I would have liked which is making me hesitate a bit. Might end up waiting for a sale instead.
I've always liked the atmosphere of World of Goo. With that said I tried to play the first countless times with me never finishing it. I might pick this one up just to pick it up and see how its evolved over the first one. Glad to see that it got a good score though.
Good, balanced review, although I'm left wondering how touch controls are somehow less precise than motion controls. You're LITERALLY touching the screen where you need to manipulate things, right?
I LOVE World of Goo, but they're sending it out to die at that price. $20 would have been much more reasonable.
I could've sworn the first game used the Pro Controller, I hate that it forces you to use the crappy joycons. T.T
@rjejr review you might be interested in
I’ll wait for a sale. I love the first but never completed it as it got very challenging, so I’m not sure $30 on this would be well spent.
It's always amused me how this developer made a name for itself with one of the most accessible games ever (World of Goo) and then went on to making the most niche games that are not easily accessible (such as Human Resource Machine).
I still regularly see 4 year olds playing WoG at my local library.
Dang, I was worried about the controls, and this review ain't helping that worry. Will it still feel like World of Goo with a mouse and keyboard? Idk
At least once I get past this dilemma, glad to know it's a worthy sequel!
I remember playing the demo for world of goo on my wii a couple times. Man those were good times. I really should get the original.
I bought it and agree completely with the review. I'm on world 2 and the game is as fantastic as the original and much more difficult, but the controls are a pain. I'm having to use the left joycon so I have access to the screenshot button, which isn't helping either lol
If Nintendo gave the option for us to buy a sensor bar for Switch, Joy Cons would then work more precisely than a Wii remote. Instead, the constant need to recalibrate has slightly marred games like this, Skyward Sword HD and Super Mario Galaxy in my experience.
@AlexOlney don't do this to me!!! Even if you're the one who wrote the review, you still have to say "This review was written by the wonderful Alex Olney, and has been adapted to video by me. But anyway..."
I was planning to wait for this to release on iOS, and this review validates that decision I think.
@LXP8 The problem there is that the right Joy-Con’s IR sensor is on the bottom.
Well, I hope that it's possible to play game exclusively in any mode. Just, another game that is better played with touchscreen/mouse is Zombie Night Terror. And you know what? You can't play game exclusively with touchscreen controls. Why? Because it's impossible to pause the game without Start(+) button. Or, you will be required to use Home button to back on your home screen, and after that, game will be automatically paused like other games on Switch. It's really weird and stupid, 'cause ZNT is available on Android and iOS. Also, sucks that it's not possible to play Crypt of the NecroDancer on Switch with touchscreen controls.
@LastFootnote Good point. Hopefully they figure out an improvement with the Switch U hardware.
Haven't played the first World of Goo yet so this sequel will have to wait until I've finished/completed that, but after that I'll definitely play it despite the control and performance issues (good thing I almost exclusively play in handheld) and even more so after reading this review, thanks for writing it!
@AmplifyMJ Might? I guess you’ve been fortunate enough to not see me obsessing over it the past few days, but not in a good way.🤪 Thanks for thinking of me.👍 I agree with @BenAV and @Ralizah that the $30 price is too much, should have been $20. Or $22. Or $25. Or $27.50. But no they doubled it from the first games $15 to $30 on Switch.🤑
It’s about 6 of my last 8 comments, look for the pics.😁
https://www.nintendolife.com/users/rjejr/comments
I may not buy it immediately, but I don’t think I will wait for a sale. I’ll be picking this up soon.
Can't remember all this fuss about controls for the Switch port of the original World of Goo. Is this any different to that?
Never been any good at Goo. Never quite figured it out. This will make me plug away at the first one for now.
I'm surprised this game wasn't advertised more considering how big the original was on Wii. This is a wait for a price drop for me.
My family and I loved the first one on Wii, so we'll probably pick this up at some point. The forced JoyCon usage is a bummer - hopefully they'll add a pro controller option in a future update.
Edit: Which they did.
I was seriously interested in getting this...until I read about being forced to use the screen or JoyCons. I only use the Switch in its dock, as trying to use the screen up close gives me headaches, and the JoyCons are so ridiculously tiny that I can't hold them easily without cramping up. Pro Controller is what I use exclusively. No reason they couldn't have adapted the game to use it.
I play single player games on my Switch Lite, so it sounds like the control issues won't be a problem for me, since touch controls are the best way to play this game anyway.
Booo I was looking forward to play this one but man that controller thing is a no go. I only play from dock with pro controller
@rjejr the ‘might’ was gentle sarcasm my friend! lol I hope you enjoy if you get it
"The Joy-Con ain't no Wii Remote"
sing it, sister! 👍
PS I will never, ever understand the decision to force the player to use joycons. It's a deal breaker, a game ruiner, and a money waster. The joycons are an absolute POX on Nintendo's legacy, less redeemable than the 64DD, virtual boy, and Wii U IMO.
@AmplifyMJ Man you’re so nice to everyone all the time I forget you’re even capable of sarcasm. Well towards me anyway, we’re buds. 😁 (I still think of you every time I hear an MJ song on the radio or out somewhere, which is fairly often, not canceled in the NY area)
Thanks for mentioning the controls. I very nearly bought this game, but the requirement for either motion or touch controls makes this a no-go for me. Too bad. I likely would have enjoyed it otherwise.
Wii pointing was the most under-rated thing of that generation.
WoG on Wii also had multiplayer - and I never would have played it as much w/o that.
I'm interested in the sequel - and can't imagine I have the patience for it.
World of Goo sounds like aftermath of good date night.
It's World of Goo 2.
@rjejr GENTLE sarcasm 😅 point is I was thinking about you 😊
@gcunit
Some people were actually enamoured of them, the fact that the joy con could emulate reasonably well a Wii remote in games like WoG 1 or Art of Balance was seen as just another awesome thing the joy cons could do six years ago. In fact, joy con only games were somewhat common back then. All this years later though, with more and more people playing exclusively with pro controllers, releasing a game that is completely incompatible with them is a big lost opportunity.
@Ralizah
Some people fingers are bigger than a goo
ball, and there are times two goo balls are so close that one can miss the input, that makes them less precise.
Will be getting this on PC for sure.
World of Goo is a favourite Indie of mine and it deservedly got a 10/10 here. The review content makes it sound a superb sequel and I will be definitely getting it on the Switch. Cheers for the review
Yeah, I was worried about the gyro controls being an issue. You say it's not a deal-breaker but I double dipped on the Switch version of the first game and I just couldn't jive with the jank of the gyro and pretty much shelved it — which is a real shame, especially having had so much fun with the precision pointing of the Wii original. It's also one of the reasons I never bothered with the House of the Dead remaster. I really hope the Switch Successor comes with some modernised equivalent of a sensor bar.
It's one of these games that are objectively quite good, but I just don't like them. Not even sure why. Not my art style, not my atmosphere.
Alex actually had a chance to write “Goo 7/10” and didn’t take it.
His journalistic integrity far exceeds mine, that’s for sure.
In the hypothetical scenario where i am a journalist and have integrity, of course.
Sounds like an interesting game, but the lack of pro controller support makes it an automatic no for me.
Very solid and well reasoned review. Felt super impartial except for the “it’s world of goo 2” in the pro column 🤣
@gcunit I think the lack of complaints about the controls in the port of the first game is because it came out 2 weeks after Switch did so no one was sick of the joycons yet 😆 Probably few people even owned a pro controller yet. That said, when I was searching for info of world of goo 2 I found a bunch of reddit posts complaining about lack of pro controller support for the Switch version of world of goo 1 so it did bother some people even back in the Switch honeymoon phase.
Wow, this sequel really took a long time. I remember this being one of the early digital titles I got on my original Wii.
Not one mention of the music? Kyle Gabler's work on the original and Little Inferno are some of my favorite OSTs. The music drove that atmosphere home. The encounter with MOM in the first game wouldn't have been nearly as impactful without that haunting piece. I'd stick on the second world map for so long between stages just to hear Threadcutter some more. I'm interested in the game but it would be nice to know if the music stands up with the original. I actually care about that way more than a minor control quibble.
@AmplifyMJ Thanks. I think I'm irreparably broken for non-verbal communication. Just had a screaming match w/ some strange woman on Twitter. In retrospect she may have been a bot. I'm blaming the heat and humidity, I can't breathe, but that's no excuse. I'll catch ya later. 👍
What's up with your joycons? Mine never disconnect like this reviewer was plagued with.
World of Goo was one my favourite games in 2008 so might pick this up at some point.
@BenAV then buy it from the Mexican or Brazilian eshop 😉
@rjejr then buy it from the Mexican or Brazilian eshop 😉
Played the original on DS with the stylus - now that was a game+hardware pairing made in heaven.
@Andgiles62 Well since there's a disc coming out in October I'll just wait and borrow it from my library, a week or 2 should be more than enough for that game. 😁
I can still think of the original's iconic title theme whenever someone mentions this game. Will replay some of the remastered version at least on my phone. I don't know if I should get the PC or Switch version of this but it is definitely up there as a game to keep an eye on.
I'd totally forgot this was releasing this month. I know the controls will be a pain as nothing comes close to the speed and accuracy of a Wii Remote, but I'm buying it anyway.
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