It's IGN. When has anybody ever taken them seriously?
They bitched about the visuals not being as "good" as Muramasa's - considering the two games have two completely different artistic styles, that's not very fair. Still, it sounds like the core game is fun, and there's a lot of depth and replay value. That's all I care about.
I give this game a 1 simply based on the difficulty of the game boy version when I was a child, and my inability to make any real progress in the game.
Don't worry about the reviews for this game. Games like this, it's hard to obtain truly high reviews, because most reviewers won't score something in the upper 80's or 90's unless they have mind-blowing production values and huge online components.
What's important is not review scores but what they say.
IGN can be summed up as such:
Story not very deep
Impressive graphics
varied levels
plenty of content,
plenty of replay value for completionists and unlockables
cool hub-based levels that are unfortunately interrupted by mid-level load times
really fun puzzle mechanics integrated into platforming gameplay
smart, challenging, rewarding head-scratching platform puzzles
clever platforming
unique interesting/fun boss battles
controls a tad more complex than necessary but just fine when you get used to them
no motion controls / no waggle / no ir control
you can both hug and scold the blob
die and retry level design
$40 instead of $50 is a plus
You forgot that there's no pointer option for selecting jellybean trajectory. It's certainly not a dealbreaker for me, but it just bothers me that games like this and Little King's Story don't implement the Wii''s IR functionality where it's appropriate.
Meh, you control trajectory with the stick.. it might add some more specificity to be able to use the IR, but I think that inevitably if the trajectory were IR-controlled, reviews would just slam it for "needlessly" requiring IR to throw beans when the stick would have sufficed. Damned if you do/don't.
Personally I'm a fan of IR pointing mechanics in general, but I think in this case, it doesn't really matter that much either way. I don't think IR pointing would make all that crucial an improvement to bean throwing.
You forgot that there's no pointer option for selecting jellybean trajectory. It's certainly not a dealbreaker for me, but it just bothers me that games like this and Little King's Story don't implement the Wii''s IR functionality where it's appropriate.
That's so they can more easily port it to XBLA, PSN etc.
As much as I love and desire this game, I have to wonder why they couldn't make it control like it used to: one button tosses a bean which the blob automatically eats, and one button snaps him out of it.
I guess you might need him to go up high for some reason. Just seems a little complicated as reviews have been saying.
I just got the game as part of the Toys "R" Us Buy 2 Get 1 Free deal. Three main stages and three challenge stages in; so far, I'm enjoying it. The game stays true to the spirit of the original, and it's very charming. Controls are nice and simple: A jumps and performs certain actions, B throws (using the control stick to control trajectory - comes in very handy when making long pinpoint throws, as opposed to having to throw while running in the original), C calls Blob/cancels transformation, and Z is the jellybean menu. Up on the control pad is the all-important hug button (awww...), down makes Blob stay put.
You're given a predetermined set of jellybean flavors to work with for each stage, so eventually you'll have to become familiar with every transformation. Since it's still early the puzzles are very simplistic - basic use of ladders to climb, holes to fall down to lower levels and get enemies out of the way, as well as some trampoline work. Short of some blind trampoline jumps (thankfully the camera helps tell you where Blob is in relation to you), things have been pretty easy, but I expect they'll start throwing in some more complicated stuff soon.
Naturally the art style and animation are great, especially in the opening movie sequence, and the music is fittingly whimsical and subdued. The Blob animations are especially smooth. I don't mind the minimalistic storytelling approach at all; just like in the original, all you need to know is that there's this boy, he has a blob for a friend, and they go on adventures. The rest of the details aren't important.
Again, I'm still early in, so I haven't gotten to the really good stuff yet, but it's been fun so far.
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ShadowfireVermont, in the middle of nowhereRegistered Userregular
edited October 2009
When my wife found the "hug" button, she started screaming. "YOU CAN HUG HIM AT ANY TIME!"
Seriously, made her day. I doubt I'll be getting to play Uncharted 2 tonight. :P
I have a feeling my little cousins will love seeing this game in action whenever they visit. Blob hugging always makes me crack a smile.
One small nitpick, though - David Crane doesn't get any thanks in the instruction manual's credits. You'd think WayForward would give the guy some special mention for the original.
One small nitpick, though - David Crane doesn't get any thanks in the instruction manual's credits. You'd think WayForward would give the guy some special mention for the original.
Did I mention my mom grew up with David Crane? I like to think the overworld with corn fields in the NES game is based on our old hometown in Amish country.
Of course there weren't any giant candy factories around.
As much as I love and desire this game, I have to wonder why they couldn't make it control like it used to: one button tosses a bean which the blob automatically eats, and one button snaps him out of it.
I guess you might need him to go up high for some reason. Just seems a little complicated as reviews have been saying.
I just came from playing this game, and you description sounds to me like how the game is played
AB&HB Wii is a lot of fun. It definitely does feel dumbed down (at least in the early levels) but nostalgia is enough to push through that for now. Time will tell how it is in later levels.
There IS still a feeling that maybe it is not worthy of being a full retail release. 2D platformers feel like they should be 10-20 dollar downloadable titles these days, not full retail packages.
As much as I love and desire this game, I have to wonder why they couldn't make it control like it used to: one button tosses a bean which the blob automatically eats, and one button snaps him out of it.
I guess you might need him to go up high for some reason. Just seems a little complicated as reviews have been saying.
I just came from playing this game, and you description sounds to me like how the game is played
what did you think was different?
If you play the original and play the new one, you'll notice they're different. First, selecting a bean is on a ring menu, locking you out of movement while choosing (from what I've seen). The original just cycled through with select. Obviously each has its advantages and disadvantages, but it's strange that the new game is the one that stops you from moving when it's much more action oriented and might require you to dodge things.
Second, you are immobile when throwing a bean. Same point as above. You have to mess with trajectory rather than being able to just tap a button and watch the blob do his stuff. And the point has been made in at least IGN's review that you have to press a button to call blob over and make him eat the jellybean rather than it being automatic as in the old game.
Look what you made me do, I wrote a big stupid explanatory thing when I just want to enjoy the game. Like I was saying, not a big deal!
EDIT: Ok I will save this post with a real life boy and his blob. Man and his blob. Whatever.
As much as I love and desire this game, I have to wonder why they couldn't make it control like it used to: one button tosses a bean which the blob automatically eats, and one button snaps him out of it.
I guess you might need him to go up high for some reason. Just seems a little complicated as reviews have been saying.
Throwing trajectory becomes very important later on. If you want to drop it at your feet you can just tap the button.
There IS still a feeling that maybe it is not worthy of being a full retail release. 2D platformers feel like they should be 10-20 dollar downloadable titles these days, not full retail packages.
I played for about 2 and a half hours yesterday, doing all the challenge levels as they were available, and only got through 1/4 the game. I think it's a good amount of content for retail.
If you play the original and play the new one, you'll notice they're different. First, selecting a bean is on a ring menu, locking you out of movement while choosing (from what I've seen). The original just cycled through with select. Obviously each has its advantages and disadvantages, but it's strange that the new game is the one that stops you from moving when it's much more action oriented and might require you to dodge things.
Second, you are immobile when throwing a bean. Same point as above. You have to mess with trajectory rather than being able to just tap a button and watch the blob do his stuff. And the point has been made in at least IGN's review that you have to press a button to call blob over and make him eat the jellybean rather than it being automatic as in the old game.
Time stops when you're selecting a bean so it's a lot better for time sensitive picking than the first one. It also helps that you don't have to memorize what all the flavors actually do. The only thing you lose from the stationary aiming is being able to do running tosses, but you can toss a lot further now anyway and the trajectory aiming contributes a lot more to the puzzles. And you don't need to call the blob unless he's transformed, otherwise he'll eat the bean automatically.
Woah that chick is on Californication, I saw her in an episode thinking she looked familar.
Man poor Brighton, he's not being nude with David Duchovny at all.
Also staying on topic, the original Boy and His Blob was way to hard for me.
I'm gonna look up reviews on the difficulty of this one
I wouldn't worry too much about the difficulty in this one. The early stages are very simple and do a great job of easing you into the mechanics, but about seven levels in things start getting trickier. Supposedly things do get much harder from the reviews I've read. Still, not having to worry about lives or checkpoints mitigates things.
As much as I love and desire this game, I have to wonder why they couldn't make it control like it used to: one button tosses a bean which the blob automatically eats, and one button snaps him out of it.
I guess you might need him to go up high for some reason. Just seems a little complicated as reviews have been saying.
I just came from playing this game, and you description sounds to me like how the game is played
what did you think was different?
If you play the original and play the new one, you'll notice they're different. First, selecting a bean is on a ring menu, locking you out of movement while choosing (from what I've seen). The original just cycled through with select. Obviously each has its advantages and disadvantages, but it's strange that the new game is the one that stops you from moving when it's much more action oriented and might require you to dodge things.
Second, you are immobile when throwing a bean. Same point as above. You have to mess with trajectory rather than being able to just tap a button and watch the blob do his stuff. And the point has been made in at least IGN's review that you have to press a button to call blob over and make him eat the jellybean rather than it being automatic as in the old game.
Look what you made me do, I wrote a big stupid explanatory thing when I just want to enjoy the game. Like I was saying, not a big deal!
EDIT: Ok I will save this post with a real life boy and his blob. Man and his blob. Whatever.
the ring menue really doesn't make that much of a difference. it is a way of doing things that just wasn't available back then.
you can also just tap the throw button to drop a bean in front of you, which the blob will eat as he runs over it. again, easier than the old method of having to aim properly for the blob.
you only have to call the blob to the bean if the bean is not where the blob was otherwise running. I'm not sure what IGN was doing wrong on that.
There IS still a feeling that maybe it is not worthy of being a full retail release. 2D platformers feel like they should be 10-20 dollar downloadable titles these days, not full retail packages.
I played for about 2 and a half hours yesterday, doing all the challenge levels as they were available, and only got through 1/4 the game. I think it's a good amount of content for retail.
It's not about content, it's an irrational "we don't pay full price for this anymore" kneejerk
I wasn't saying that the feeling was right, just that it's a feeling
There IS still a feeling that maybe it is not worthy of being a full retail release. 2D platformers feel like they should be 10-20 dollar downloadable titles these days, not full retail packages.
I played for about 2 and a half hours yesterday, doing all the challenge levels as they were available, and only got through 1/4 the game. I think it's a good amount of content for retail.
It's not about content, it's an irrational "we don't pay full price for this anymore" kneejerk
I wasn't saying that the feeling was right, just that it's a feeling
Thing is, they could maybe have made more money by going the Braid route, because of numbers. I'm not a pricing expert though so I guess we should trust their CFO or whoever decides these things.
There IS still a feeling that maybe it is not worthy of being a full retail release. 2D platformers feel like they should be 10-20 dollar downloadable titles these days, not full retail packages.
I played for about 2 and a half hours yesterday, doing all the challenge levels as they were available, and only got through 1/4 the game. I think it's a good amount of content for retail.
It's not about content, it's an irrational "we don't pay full price for this anymore" kneejerk
I wasn't saying that the feeling was right, just that it's a feeling
Thing is, they could maybe have made more money by going the Braid route, because of numbers. I'm not a pricing expert though so I guess we should trust their CFO or whoever decides these things.
Personally, I think it's a question of platform. WiiWare isn't fleshed out enough in audience to support a game like this yet, I don't think. I'm curious if this game will eventually see a release on PS360, and if so, whether it will be physical or not.
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They gave it a 7.6.
They bitched about the visuals not being as "good" as Muramasa's - considering the two games have two completely different artistic styles, that's not very fair. Still, it sounds like the core game is fun, and there's a lot of depth and replay value. That's all I care about.
The game's still beautiful though.
I hate you, A Boy and his Blob.. I hate you
they're bitching about ign, which says to me they don't like what they gave it
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
IGN can be summed up as such:
Story not very deep
Impressive graphics
varied levels
plenty of content,
plenty of replay value for completionists and unlockables
cool hub-based levels that are unfortunately interrupted by mid-level load times
really fun puzzle mechanics integrated into platforming gameplay
smart, challenging, rewarding head-scratching platform puzzles
clever platforming
unique interesting/fun boss battles
controls a tad more complex than necessary but just fine when you get used to them
no motion controls / no waggle / no ir control
you can both hug and scold the blob
die and retry level design
$40 instead of $50 is a plus
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Personally I'm a fan of IR pointing mechanics in general, but I think in this case, it doesn't really matter that much either way. I don't think IR pointing would make all that crucial an improvement to bean throwing.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
That's so they can more easily port it to XBLA, PSN etc.
It will be mine in 1 hour.
I guess you might need him to go up high for some reason. Just seems a little complicated as reviews have been saying.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
You're given a predetermined set of jellybean flavors to work with for each stage, so eventually you'll have to become familiar with every transformation. Since it's still early the puzzles are very simplistic - basic use of ladders to climb, holes to fall down to lower levels and get enemies out of the way, as well as some trampoline work. Short of some blind trampoline jumps (thankfully the camera helps tell you where Blob is in relation to you), things have been pretty easy, but I expect they'll start throwing in some more complicated stuff soon.
Naturally the art style and animation are great, especially in the opening movie sequence, and the music is fittingly whimsical and subdued. The Blob animations are especially smooth. I don't mind the minimalistic storytelling approach at all; just like in the original, all you need to know is that there's this boy, he has a blob for a friend, and they go on adventures. The rest of the details aren't important.
Again, I'm still early in, so I haven't gotten to the really good stuff yet, but it's been fun so far.
Seriously, made her day. I doubt I'll be getting to play Uncharted 2 tonight. :P
One small nitpick, though - David Crane doesn't get any thanks in the instruction manual's credits. You'd think WayForward would give the guy some special mention for the original.
Did I mention my mom grew up with David Crane? I like to think the overworld with corn fields in the NES game is based on our old hometown in Amish country.
Of course there weren't any giant candy factories around.
http://en.wikipedia.org/wiki/The_Rescue_of_Princess_Blobette
I'd imagine hugging a blob wouldn't be that much different from hugging a brownie.
http://www.youtube.com/watch?v=4Fhq08gtX-0&feature=related
All I can think of, looking at that, is Harold & Kumar.
"Delete saved game?
No (R) Yes (L)"
the fuck?
(I hope they still have the bubble transformation for moving around underwater)
http://www.joystiq.com/2009/10/13/review-a-boy-and-his-blob/
Verdict: Best Review Ever
I just came from playing this game, and you description sounds to me like how the game is played
what did you think was different?
Is that the kid from The Nanny?
Unless you mean Brighton in which case... yes.
AB&HB Wii is a lot of fun. It definitely does feel dumbed down (at least in the early levels) but nostalgia is enough to push through that for now. Time will tell how it is in later levels.
There IS still a feeling that maybe it is not worthy of being a full retail release. 2D platformers feel like they should be 10-20 dollar downloadable titles these days, not full retail packages.
Man poor Brighton, he's not being nude with David Duchovny at all.
Also staying on topic, the original Boy and His Blob was way to hard for me.
I'm gonna look up reviews on the difficulty of this one
If you play the original and play the new one, you'll notice they're different. First, selecting a bean is on a ring menu, locking you out of movement while choosing (from what I've seen). The original just cycled through with select. Obviously each has its advantages and disadvantages, but it's strange that the new game is the one that stops you from moving when it's much more action oriented and might require you to dodge things.
Second, you are immobile when throwing a bean. Same point as above. You have to mess with trajectory rather than being able to just tap a button and watch the blob do his stuff. And the point has been made in at least IGN's review that you have to press a button to call blob over and make him eat the jellybean rather than it being automatic as in the old game.
Look what you made me do, I wrote a big stupid explanatory thing when I just want to enjoy the game. Like I was saying, not a big deal!
EDIT: Ok I will save this post with a real life boy and his blob. Man and his blob. Whatever.
http://vimeo.com/5509560
Throwing trajectory becomes very important later on. If you want to drop it at your feet you can just tap the button.
I played for about 2 and a half hours yesterday, doing all the challenge levels as they were available, and only got through 1/4 the game. I think it's a good amount of content for retail.
Time stops when you're selecting a bean so it's a lot better for time sensitive picking than the first one. It also helps that you don't have to memorize what all the flavors actually do. The only thing you lose from the stationary aiming is being able to do running tosses, but you can toss a lot further now anyway and the trajectory aiming contributes a lot more to the puzzles. And you don't need to call the blob unless he's transformed, otherwise he'll eat the bean automatically.
I wouldn't worry too much about the difficulty in this one. The early stages are very simple and do a great job of easing you into the mechanics, but about seven levels in things start getting trickier. Supposedly things do get much harder from the reviews I've read. Still, not having to worry about lives or checkpoints mitigates things.
yes, I played the original
the ring menue really doesn't make that much of a difference. it is a way of doing things that just wasn't available back then.
you can also just tap the throw button to drop a bean in front of you, which the blob will eat as he runs over it. again, easier than the old method of having to aim properly for the blob.
you only have to call the blob to the bean if the bean is not where the blob was otherwise running. I'm not sure what IGN was doing wrong on that.
It's not about content, it's an irrational "we don't pay full price for this anymore" kneejerk
I wasn't saying that the feeling was right, just that it's a feeling
That's the one that scarred me forever.
Thing is, they could maybe have made more money by going the Braid route, because of numbers. I'm not a pricing expert though so I guess we should trust their CFO or whoever decides these things.
Personally, I think it's a question of platform. WiiWare isn't fleshed out enough in audience to support a game like this yet, I don't think. I'm curious if this game will eventually see a release on PS360, and if so, whether it will be physical or not.
Video here
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!