games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


Destructoid review: de Blob photo

de Blob's rise from an art school project to a high-profile Wii release will likely go down as one of videogaming's great Cinderella stories. It's not everyday that some hard-working kids manage get discovered by a real-life game developer, and when they do, the whole industry takes notice.
 
As great as de Blob's rags-to-riches story may be, it's still a new IP, and new IPs and the Wii don't tend to play nice together. Does the game have what it takes to buck the current trends and become a smash hit, despite the fact that it's a third-party title that's neither a mini-game collection or a remake? Hit the jump for the answer.
de Blob (Wii)
Developed by Blue Tongue
Published by THQ
Released on September 22, 2008 

The first question most inquiring minds have about de Blob is, "Does this game play as kiddie/casual as it looks?" It's a natural question to ask about a game featuring saccharine-rich characters painting a world with bright, happy colors. Well, I'm happy to report that despite de Blob's simple look and and simple hook, the gameplay is more than suitable for the hardcore.

The overall goal of the game is to paint everything in sight, but the old-school motivator for high scores is also a factor, as it takes a certain amount of points per stage to open up new areas. Bonuses are handed out for painting a series of objects with speed and/or with different colors. There are also ten to thirty in-game missions to engage in per level that call for you to do more specific tasks like race through a certain area, paint a particularly large object, or fight a variety of different enemies (tanks, cannons, speeder bikes, regular cops, etc.). It all plays out something like a GTA-style sandbox game, except at a greatly accelerated pace (and without all those silly prostitutes). The longest you’ll go without painting something, smashing something, or platforming across something is probably around three seconds. The game's releases of stimuli is always cranked to the max, in terms of both intensity and pace. For more sedate gamers, it may actually be a bit too much.

Blob goes about this mission with only one tool at his disposal -- his body. The character is a living paintball who, after absorbing some color, is able to splat that color on anything he touches. With the exception of a few incidental objects, everything in the game is paintable. Trees, trashcans, churches, boats, bridges, cars, trains, even the citizens of Chroma City themselves all go through a drastic transformation after coming in contact with Blob. Not only do they gain whatever color Blob had at the time, but they can be physically transformed as well. A church becomes a multi-tiered skate ramp, a beat-up old sedan becomes a mini-sports car. It’s exciting, silly, and beautiful to see this black and white world gradually come to life, sort of like Katamari Damacy in reverse. Where the Katamari series is all about absorbing as much of the world's stuff as you can, de Blob is about trying to relieve yourself onto as many objects as humanly (or blobbingly) possible.

If the Raving Rabbids and the Loco Rocos were forced to try and repopulate the planet, the result would look just like Blob and his day-glo compatriots. They all speak in weird blubbery, sloppy-sounding language that would make Mushmouth proud. It’s cute stuff, but not so cute that it’s annoying. In opposition to Blob and Co. are the Inkies, who look one part Stormtrooper and one part Purple Tentacle (minus the purple). All these characters come together in the game’s extremely polished cut scenes, which tell a story that is vaguely reminiscent of Oddworld: Abe's Oddysee, where Blob and friends work to liberate the color-drained citizens of Chroma City. It’s not an original plot, but it’s told with more than enough poignancy and humor to make up for it.

The story mode lasted me about eight hours, but it could have gone on for a lot longer. The mode has ten required levels and twenty easily unlocked "secret levels," all of which can be replayed multiple times to break open even more stuff like concept art and soundtrack options. Each level introduces a new gameplay element, environment, and/or enemy. These minor tweaks in the experience are all well and good, but they don’t really change the game all that much. Each level has you doing basically the same thing -- painting buildings, rolling around, and crushing bad guys. It may sound like eight hours of that would get old, but due to the game’s over-the-top, endorphin-pumping presentation, the game just doesn’t get boring.

Part of the excitment comes from de Blob's sound effect system. The game’s score, a combination of Latin dance, ska, reggae, disco, and funk, would have been incredible in and of itself, but combine it with the game’s unique integration of soundtrack and player behavior, and you have a title that borders on musical genius. Depending on what color Blob is at the time (Red, Blue, Yellow, Purple, Green, Orange, or Brown), a different instrument will play as he slathers an object with paint. These riffs melt seamlessly into the game’s score. It may even be a few minutes into playing before you even notice that you are effectively making part of the soundtrack yourself, which makes it all the more gratifying when you suddenly realize you have the power to not only affect the way the game looks, but the way it sounds as well. It’s a design technique that’s been done before in games like Rez and Lumines, but that doesn’t make it any less fantastic.

It will take more than waggle to play this game. de Blob has you moving Blob (the game's star) around with the Nunchuk’s analog stick. A flick of the Wii Remote makes him jump or attack. Most of the buttons on both controllers come into play, with the Z button for lock-on and the C button for camera adjustment coming into play the most frequently, but it’s the analog stick and the Wii-remote that you’ll be using the most. The controls are a little more complicated than the Lego games, but not as involved as, let's say, Metal Gear Solid 4. Advanced techniques take a little getting used to, like the Spider-Man-ing short-term move across walls, or wall jumping to hard-to-reach areas, but overall, the game’s controls are well implemented. The first hour of play will involve some growing pains, but by mid-game it will all be second nature. 

The game also has a few split-screen multi-player options. Up to four players can play in three different competitive modes. One mode plays sort of like a competitive version of Q-Bert, another like Pac-Man Vs, and the last is just like Story mode but with more players. These modes will probably be most appealing to those who may find the single-player mode overly daunting, though the sense of rivalry that multi-player can inspire knows no boundaries. Unlike in Mario Kart or most fighting games, every playable character in de Blob is the same, ensuring a level playing field. As long as you’re motivated, you can potentially kick ass at de Blob.

Ok, so enough with the good news. Here's where de Blob goes wrong. For one, you may get a little sick of the game’s environments. They all take place in one urban environment or another, like the freeway, the city dam, or docks. It’s certainly a more interesting city than Santa Destroy, but it does get a little old sometimes. The game’s textures could also be better. Close up, they’re PS2-style pixelated, though the designers are smart enough to keep the camera panned out far enough that it’s rarely an issue. Speaking of which, de Blob's camera is by far my least favorite thing about the game. A lot of the time it’s fine, but it can quickly end up in the wrong place, causing all sorts of deaths. It’s easy enough to just re-adjust it before going for a particularly tricky jump, but after playing Super Mario Galaxy all year, I’ve become a bit spoiled. Anyway, none of these flaws are bad enough to severely affect the overall experience, but they are noticeable enough that knowing about them before you play will hopefully detract from any disappointment they could cause.

So where does de Blob belong? Well, if you like games that offer tons of freedom, energy, and mischief, then de Blob belongs in your hands, eyes, and ears. The only way this game could be more pleasing to the senses is if it smelled like flowers and tasted like candy. This goes for the casual and hardcore sets alike, as the game is easy for non-gamers to learn, but still complicated enough to keep the hardcore interested. In many ways, de Blob is like a Pixar movie in videogame form: an experience filled with life and vibrancy despite being made from plastic-y polygons. The only thing keeping me from recommending it to everyone for immediate purchase in the fact that not everybody can tolerate games this packed with trumpet blasts and primary colors. If you’re one of those rare Wii owners who bought your Wii just to play Red Steel, then you may want to rent first. But if you’re a fan of Jet Grind Radio, Katamari Damacy, or any stylish, pseudo-sandbox style game, then get de Blob today. You won't be disappointed.

Score: 8.5 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)


Continue: More wii stories





prev next

33 comments | showing # 1 to 33

Daxelman's Avatar
Daxelman at 10/04/2008 12:21
"The only way this game could be more pleasing to the senses is if it smelled like flowers and tasted like candy."

de Blob 2: CONFIRMED!
ian_esq's Avatar
ian_esq at 10/04/2008 12:21
This game is a smesh hit.
GrumpyTurtle's Avatar
GrumpyTurtle at 10/04/2008 12:23
I rented this for my day off this week, and had a damn good time with it.
Like you said, the jumping and camera can be weak at times, but that didn't make me want to put the game down at any point. Thumbs up on the review.
Gameboi's Avatar
Gameboi at 10/04/2008 12:24
I was hoping that this game would turn out well. I enjoyed playing the art project they had for download a while back.
ace of knaves's Avatar
ace of knaves at 10/04/2008 12:26
I'll definitely pick this up when I get a chance. I don't know if that'll be soon, but still.
Jonathan Holmes's Avatar
Jonathan Holmes at 10/04/2008 12:27
DAMN YOU SMESH!!!
Sam Spectre's Avatar
Sam Spectre at 10/04/2008 12:33
Yay! I'm glad it's so fun. I was skeptical at first but your review was great. I'm gonna try to convince my brother to buy it.
Cowzilla3's Avatar
Cowzilla3 at 10/04/2008 12:43
Do want, but no monies.
Jonathan Holmes's Avatar
Jonathan Holmes at 10/04/2008 12:44
At least try the free version, Cow. It's in the pre-jump link.
Hiltz's Avatar
Hiltz at 10/04/2008 13:04
I just rented the game yesterday and it's so much fun. I'll be picking it up at the store tomorrow.

Destructoid's review is right on target in my opinion. Well done.
Cowzilla3's Avatar
Cowzilla3 at 10/04/2008 13:09
OOOOOOO, i do enjoy things that are free. I also noticed that best buy had a nice dispaly for it right at the front of the store which made me happy.
hools vern's Avatar
hools vern at 10/04/2008 13:25
I rented this and it's in my Wii as I type. I'm pretty disappointed. Not because the game is really all that bad, but it is on the cusp of greatness and the controls and camera make it fall just short. The game looked to promise all the best aspects of Katamari, Loco Roco, and Jet Set Radio all mashed together and in large part it succeeds. It's one of the best looking Wii games I have played. The story is told remarkably well and the message of cultural revolution against an overwhelming monopoly of bureaucracy, censorship, and black and white morality has me shaking my fist in the air.

The controls are counter intuitive though. I had hoped that this would take a more creative approach to platforming and have you actually flinging Blob at your designated target. While that might require the motionplus to actually be implemented, and thus too much to expect this time around (though last I heard the team didn't think much of it) it is still maddening as hell to have to use the analog stick to move and flick to jump because it goes against instincts and I end up flicking in the direction I want to move while holding the stick forward and watching Blob just stick to the wall he is on or fall to the ground. This, combined with the camera can really screw up the flow, and with a game whose big draw is that soundtrack input, screwing up the flow is not a good thing. I would think that the wiimote could at least handle simple directions like left and right and if it can't then jumping should have been left to a button press and the shaking to things like the burners and transforming buildings. It sucks because I really want to love this game, but as it stands it's average. I hope they get a sequel and I hope they do a massive overhaul on the controls and implement the motionplus if they need to.
Unicorn's Avatar
Unicorn at 10/04/2008 13:53
this game is so much freaking fun. got it yesterday and have been hooked. the ONLY thing i don't like is the waggle jump, but besides that, it's a solid, great game.
aborto thefetus's Avatar
aborto thefetus at 10/04/2008 13:54
Eh sounds good but I think my Wii has reached the point of no return. That no matter what good game comes out for it, chances are I will never pick it up and play it again. Kind of like what happened to my PSP.
Rockvillian's Avatar
Rockvillian at 10/04/2008 13:59
I know fetus, Brawl killed a part of me too.
Unicorn's Avatar
Unicorn at 10/04/2008 14:07
custom firmware fixes the psp problem.

i got bored of brawl quick after i won a tournament and then my friend got WAY too good. so i pretty much retired except for party scenarios where i can dominate with Olimar and Diddy Kong.

so now i've moved on to try new games for wii.

this year, wii has had a surprising amount of quality games. the future is getting brighter for the money printer.
Johnny_Storm's Avatar
Johnny_Storm at 10/04/2008 14:28
i can see that im not the only one that didn't enjoy brawl. I just cant play it its not fun to me anymore
Altered Beets's Avatar
Altered Beets at 10/04/2008 14:33
I need this game. Maybe have a "stab yourself in the colon" contest or "drink paint."

I'll do it.

I'll seriously do it.
Mxyzptlk's Avatar
Mxyzptlk at 10/04/2008 16:19
Looking forward to having the extra cash to pick this one up. Nice review!
Jonathan Holmes's Avatar
Jonathan Holmes at 10/04/2008 16:26
Good points, Hools Vern. The review needed a counter argument. Thanks.

For me though, the jumping wasn't a problem. Actually, I thought the "flick controls" accentuated the fun of the attacks, as it makes you feel like it's you who are smashing your enemies into the dirt.

A button for jump and a flick for attacks probably would have been the best option. But then what button would you use for the compass?

It's a debacle to say the least.
exodus1925's Avatar
exodus1925 at 10/04/2008 18:02
I could not see one mention of de Blob being de Bomb in this article. Not good enough.
Kyousuke Nanbu's Avatar
Kyousuke Nanbu at 10/04/2008 18:45
This seems like another game that's going to be loved by many and will sell poorly.

I hope I'm wrong.
ArrestedDeveloper's Avatar
ArrestedDeveloper at 10/04/2008 20:04
I'll be sticking with the free pc version.
Faith's Avatar
Faith at 10/04/2008 20:28
I review this game for the Pulse and had a total blast with it. My only problem with it was the fact that the constant moving, bouncing and spinning camera had me ready to puke by the end of each mission level.
DAMN MY SIMULATOR SICKNESS!!! Took me playing this game an hour a day for 7 days and a whole lot of Gravol just to review it.
I started gauging games like this on how badly I push my nausea before I give up and put down the controller. This game had me on the verge of puking multiple times, so this game was definitely an 8 out of 10.
Too bad the camera was wonky and the jumping controls sucked.
Dexter345's Avatar
Dexter345 at 10/04/2008 21:24
I love de Blob! I already bought it.
Zerozaki Ishiki's Avatar
Zerozaki Ishiki at 10/05/2008 01:16
I'm really enjoying the game, but I do find myself jumping in the complete wrong directions all the time; if the platforming gets demanding later on, that could be a real problem.
I don't think I'd want to try and guide the jump with the flick, but I think I'd be a lot happier if A or B made you jump. I don't use the compass and I've yet to remember to cancel a jump.
Lithium's Avatar
Lithium at 10/05/2008 01:54
"Jet Grind Radio"

Sold.
nebones's Avatar
nebones at 10/05/2008 01:57
I might buy it for my sister.
jestarinc's Avatar
jestarinc at 10/05/2008 02:16
+1 Aussie Gaming Pride!

Should pick this up once I get my tickets to the plethora of music festivals in the coming months!
Holyetheline's Avatar
Holyetheline at 10/05/2008 09:25
@nebones

I might also buy this for my sister. haha
Brandon McTrojan's Avatar
Brandon McTrojan at 10/05/2008 11:47
I have actually bought this game just two days ago and I absolutely LOVE IT.
hools vern's Avatar
hools vern at 10/05/2008 15:32
@Jonathan Holmes

Shaking the wiimote is adds a nice visceral flair to bashing enemies over the head, I agree. However, that is not the big promise of de Blob. The game is supposed to be about having an open three dimensional canvas to paint and a soundscape to influence while you do it; bobbing a INKT constable's silly little hat over their stereophonic eye doesn't even earn you a a cymbal crash. Given that you cannot z-target buildings the physical accent it adds to combat is kind of missing the heart of the game's concept.

@Zerozaki Ishiki

I'm not sure I would like the interface either. I think I would if it was implemented well. The thing is, that is the kind of interface idea that made me excited to buy the Wii in the first place, and when you see a game that is already thinking somewhat outside the box with its content (or at least trying to join in on an out of the box style of gaming that has gained a market niche in recent years) it's disappointing to see that they remain so creatively stagnant when it comes to designing the interface between the player and the game world.
hools vern's Avatar
hools vern at 10/05/2008 15:37
Though I am with Christina. What the game gets right is compelling enough to put up with the poor mechanics. I haven't stopped playing the game yet. I intend to beat it because other than the controls the game is fantastic. I'm just glad it cost me $8 to do it instead of having paid $40 and not having any games worth trading it in for on the immediate horizon.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos




    Win this!
    Reminder: We're giving away six copies of Magnacarta 2!



    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Mahjongg Artifacts 2 review
    Dragon Age: Origins review
    Lost Winds: The Winter of the Melodias review
    Osmos review
    Space Invaders Extreme 2 review
    Half-Minute Hero review
    JU-ON: The Grudge review
    Kenka Bancho: Badass Rumble review
    Thexder Neo review
    Domino Rally review
    more reviews
    PS3's 256-player MAG
    Rooms The Main Building
    Skate 3
    Hudson's bringing back the Bonk
    James Cameron's Avatar
    Bomberman Battlefest
    Calling
    Bad Company 2's multiplayer
    Partying like it's 1959 in BioShock 2's multiplayer
    BioShock 2 through the eyes of Big Daddy
    more previews


    - The Dtoid Army is 49609 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Jim Sterling: How to respond to a videogame review





















    More Destructoid Originals




     Popular now more
























    Destructoid's editorial lovefest is:
    Nick Chester
    Editor-in-Chief
    Jim Sterling
    Reviews Editor
    Dale North
    News Editor
    Hamza Aziz
    Community Manager
    Anthony Burch
    Features Editor
    Rey Gutierrez
    Video editor & director
    Niero
    Founder, publisher
    Letters to the editors
    tips@destructoid.com
    Associate Editors
    Ashley Davis Jonathan Holmes
    Brad Nicholson Jonathan Ross
    Brad Rice Jordan Devore
    Chad Concelmo Matthew Razak
    Colette Bennett Tom Fronczak
    Conrad Zimmerman Topher Cantler
    Dyson Samit Sarkar
    Contributors
    Adam Dork
    Ben Perlee
    Daniel Lingen
    Joseph Leray
    Joe Burling
    Mikey
    Will Maddock
    Stella Wong





     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006