[Editor's Note: The video portion of our review was recorded before Noby Noby Boy unlocked The Moon, which is why we say "you'll get to The Moon." We are now working towards getting onto Mars.]
Everyone loves Keita Takahashi. That's a given. If you don't love the first two Katamari games, then it can only be assumed that you either haven't played them, or are physically and mentally incapable of enjoying yourself under any circumstances.
Ever since completing the first Katamari Damacy, Keita Takahashi expressed interest in creating something new, and strange, and totally unrelated to rolling things up into large balls for a well-endowed transvestite King. After what seems a lifetime of waiting, that something -- Noby Noby Boy -- finally hit the PlayStation Network last Thursday.
Even though Jim Sterling has frequently gone on record as being terrified of Noby Noby Boy, he swallowed his fears and joined me for the official Destructoid review.
This is that review.
Noby Noby Boy (PSN) Developer: Namco Bandai Publisher: Namco Bandai Released: February 19, 2009 MSRP: $4.99
Anthony Burch
Noby Noby Boy is not a game. That's the first thing you need to know. There are no goals, no overall objectives. No win/loss scenario. It's just you, the Boy, the Girl, and some of the most weirdly unconventional design I've ever seen, ever.
That Noby Noby Boy isn't a game should not be interpreted as a fault (just last week, Topher and I both agreed that Flower would have benefited from being a little less game-like). Ostensibly, the fun in Noby Noby Boy comes from exploring the utterly confusing design mechanics, messing around with the infinitely stretchable Boy, and participating in a sort of community-driven quest to unlock new worlds. The problem isn't that these different mechanics don't add up to a game; it's that what they do add up to, whatever it is, just isn't that enthralling.
Keita Takahashi has claimed that Noby Noby Boy is an attempt to create gameplay that can't possibly be put into words. Based on the coherency of the following sentences, he may have succeeded.
You control Boy, a creature whom you can pull and contort like a Stretch Armstrong doll, using the left and right analog sticks to control the front and rear portions of his body. By eating things and pooping them out, you -- I think -- get the capability to stretch progressively further. Every cumulative meter you stretch can be recorded by the game and uploaded to Girl, your enormous, feminine counterpart, who is made up of the combined lengths of every single Boy from every single game of Noby Noby Boy being played anywhere on Earth. Once Girl gets long enough, she will reach new planets that will be unlocked for all owners of the game. In a sense, every Noby Noby Boy player in the world is working together with every other player in order to help Girl discover new planets. This is slightly mind-blowing.
In terms of concrete goals, that's the entire game. You can move from map to map on the first (and thus far, only) planet, but apart from different objects and geometry, each map is essentially the same. You stretch; you eat stuff; you poop stuff out; you try to understand why every single one of Boy's abilities are bound to the same two buttons while the camera is controlled through Sixaxis tilting. Beyond whatever fun you create for yourself using the stretch mechanic or attempting to get the secret trophies, there's really not much else to do.
Perhaps Boy's stretchiness could lend itself to the same sort of mind-expanding, incredibly imaginative gameplay we got out of the first two Katamari games, but you'd never really know it from Noby Noby Boy's objective-less style of play. Judging from the reviews and discussions I've read on the game thus far, it appears that many players are fully capable of putting forth the effort and making their own fun using the game's very meager collection of toys and situations. I, unfortunately, am not one of these people.
The objectives and strict level design of something like, say, the elephant level in We Love Katamari serve a specific purpose: in giving the player a specific goal to reach, the player inadvertently must explore every aspect of the central mechanic in order to reach that goal, which can lead to some awe-inspiring moments as, with a little bit of guidance, you discover things you didn't expect to find. Noby Noby Boy tries to cut out the middleman by removing goals and asking the player to find those neat little surprises on their own, with mixed results.
Stretching Boy as far as he can possibly go, then letting go of him, is fun for about five minutes. Trying to rope people and animals within your ever-shifting lasso of a body would be mildly entertaining if Boy weren't so hard to control, or if the ultimate reward for successfully lassoing an object or person was something more than being able to watch them stumble around for a half second before unceremoniously walking over or under your cylindrical torso. Dicking around on your own with Boy can be sort of interesting if you're lucky, but the majority of my time spent trying to experiment with his stretchy antics ended up being more disappointing, confusing, and irritating than anything else. Who deserves blame for this -- whether it's myself, or the designers -- is up to you.
That said, though, one can't deny the amount of imagination that has gone into nearly every aspect of the game design. You control the in-game manual using a 2D representation of Boy who can actually knock over letters, rather than a scroll bar. Every person who owns the game is displayed as a randomized character forever dancing and marching on Girl's back as she stretches into space. You can write messages directly on Boy, or send messages to others that will show up on their Boy. The initial control tutorial is delivered in the form of a pop quiz, where you have to guess which buttons do what. The loading icon is a photorealistic picture of a squirrel, chomping at nuts. Damn near every aspect of the aesthetic design has something clever or imaginative or just plain goddamn weird about it, making your first half hour of play a constant barrage of confusing, yet pleasant surprises. It's only after you begin to dig for something deeper, something more legitimately involving, that you'll be disappointed.
Even though Noby Noby Boy's shallow antics aren't fun or interesting enough to justify the lack of actual goals or structure, there's just too much new and quirky stuff here to not be deserving of its incredibly meager $5 asking price. It may not be anything more than a fantastically bizarre toy that's only fun for an hour or so (though I can't promise I won't boot it up once more when Girl reaches another planet), but it's consistently confusing, completely fearless, and there has never -- never -- been anything else like it.
And if that isn't worth five bucks, I dunno what the hell is.
In many ways, I have to agree with Anthony when he says that Noby Noby Boy is not a game. It feels more like a playpen than anything else. A virtual toy chest, except the toys are few and the ways to play with them even fewer. Conceptually, I love this thing and everything it strives to do. The whole community aspect that Anthony described is incredibly inventive and something that deserves a golf clap. However, Noby needs to meet its players halfway. It was easy for Takahashi to tell us all to go out, have fun, and find surprises, but he didn't do a good job of encouraging or rewarding such activity.
The world of Noby Noby Boy is fun from a visual aspect, but you almost get a "look, don't touch" vibe from the environment. It seems the NPCs are having way more fun than I am -- they can ride hover cars, pilot mechanical walkers, and jockey around the map on the backs of toucans. Boy can stretch or eat, and that's more or less all he does. When do I get to ride a toucan? When does Boy get his share?
There is definitely fun to be had, but it doesn't last very long. When I first discovered I could make Boy eat and poo things, I was overjoyed. However, my naïve anticipation of all the other things I could do soon fizzled out when I came to realize that I really couldn't do much else. It's like Animal Crossing all over again, but with even less activities for the player.
That's not to mention the frustrating controls and an unwieldy camera that requires motion control, the shoulder buttons AND the analog sticks in order to position conveniently. The Boy is difficult to get around the map without flailing around of his own accord, and trying to eat things is an irritation in and of itself.
The charm and character of Noby Noby Boy is undeniable, but to create such a bizarre and funky world, only to tell the player that they will never be able to interact with it in the way the NPCs do, is simply unfair. Don't give me a toucan and tell me I can't ride it. I'll be incredibly cross.
Noby got on my good side with its daring concept and positively insane design. However, when I compare the fun I could have been having with the fun I'm actually experiencing, I feel slightly shortchanged, even at five bucks. To be stuck in a game world where I'm jealous of all the characters around me is a gyp, and I don't like that.
It's a decent affair, and I think it needs to be purchased just for the experience. At only five dollars, it's a gamble with few risks, but it's definitely a gamble. It's going to be a divisive title with those who love it or hate it. Even fewer people will be like me -- suitably charmed, but undeniably disappointed.
can't knock the game cause i've never played it., only watched video after video...but I like video GAMES, and I dont know how much GAME there is to this. I'm competitive by nature and it dosn't seem like this will tickle any of my instincs....just confuse them if anything.
For 5 bucks I've seriously considered purchasing this...also because my acid buddy recommended it as well. I dont know what kinda drugs I have to take to enjoy this...somehow i think only the ones to knock me unconscious only to wake up and realize i could be playing something else. Who knows, i'm sure SOME peopel will enjoy this...however, I'll be playing Killzone 2....and saving 5 bucks in the process.
Downloaded it last night and its tough for me to go back for some reason, I still haven't even seen noby noby boy split but i'm not really compelled to turn it on agian. I don't know if I agree with the score because I could really justify in some way this game getting a ten or this game getting a one.
I still don't care for the "game" based on what I've seen of it. And from what I've seen and read I'm glad I kept my $5. It looks like something a 3 year old threw together or someone with ADD. While that might appeal to some people it doesn't interest me in the slightest.
4.5 seems low, if only because Noby is such a subjective game. It's one of those games where reviews are pointless, simply because so much of the game is dependent on the player. Playing Noby is the only way to really know if your gonna like it or not.
" It's one of those games where reviews are pointless, simply because so much of the game is dependent on the player. Playing Noby is the only way to really know if your gonna like it or not."
Couldn't the same be said for all games though?
(I'm hoping to be considered profound for being hella meta. Am I doing it right?)
I think you guys are spot on. For five dollars it's definitely worth it to boot up once for half an hour or so and then maybe play it at ten minute intervals whenever you feel like it once every other month or something.
I feel the "community" aspect to the game was a real touch of genius. Noby Noby Boy may not be what you would consider a good game, but hopefully certain aspects of it will be the inspiration for someone with an actual idea.
I sort of agree with the score, but this game(?) seems unsuitable for a video game review. I'd probably give it a wtf/10 and recommend it. Noby Noby Boy is good for unwinding with at the end of the day. Just to escape life for a moment and pretend you're on acid. I try to make at least 1000 meters every night.
I disagree. Although I respect Anthony and Jim's opinion's on the game. I don't own a PS3, but I have been playing it for a few days over at my friends house and I have to say that I am have a wonderful time. I actually found that once you got used to the games controls that it became very intuitive. The game becomes harder to control however, once you start growing, which I beleive is part of the challenge. As for the camera, it could be problematic at times, but I never felt that it got in the way to much until I made my Boy too long. Overall I would give it a 7.0. It's by no means perfect, but I am having so much fun due too the quirkiness and amount of creativaty that the game demads from the player. Even though your freedom is limited, that just forces the gamer to be even more creative. My one big complaint is that the soundtrack isn't as good as Katamari's was. However it was a good review and I agree with many of Jim and Anthony's points. I suppose this is a love it or hate it kind of game.
Great review, though I'd argue that something like this probably doesn't even need any sort of score at all. It's certainly utterly fascinating without ever threatening to be a game of any sort. Well worth downloading just to see what it is, I wouldn't have felt cheated even if I'd got only half an hour out of it.
I was wondering why they even included trophies in this game. After all, even though they are "secret" and meant to be uncovered as you try things, people will search them out on the net and then voila! Suddenly, you have objectives after all!
Don't get me wrong, I'm not complaining. A little bit of fun with trophy support for $4.99!
I just don't want this game to exist. I'm with Sterling on thinking that it's the most terrifying thing in existence. I think I actually had a nightmare the other night that involved it.
I really hope some designers are looking at the community driven aspect of this for future ideas. It's a brilliant idea. The rest of the game...yeah not so much. I'm absolutely with Rev and Jim on this.
I can't say that I don't agree with what you guys have said (I pretty much do), but I definitely think that the price of this "game" should be factored in BEFORE assigning a score instead of as an afterthought.
I would say that ultimate goal of any review is to provide insight on whether or not a game is worth purchasing, and as such, price should be taken into consideration.
Noby Noby Boy for $5 is more than worth the cost if you enjoy yourself or laugh at the game with your friends for even just an hour or two.
By that logic, Yaris deserves a higher score because it's some value for $0. Which, as the world's foremost leading expert on Yaris, I can safely say is not true.
Interesting review for a game that is near and dear to my heart. I loved the video you did, Jim. And you guys did a great job at describing a game that nearly defies description. I think those who haven't played it will at least come away with an loose idea of the concepts.
For me, this game is just something you pop on and do. After a hard days work, I used to just sit and watch TV and play with sillyputty. No lie. I'd do it subconsciously as I sat there, kneading it in my hand, watching the office. My therapist suggested it a long time ago as a stress reliever.
Well, I can safely say that I can retire that nasty ball of silly putty, because this game does the same thing for me. I don't know how many times since I DL'd it that Ive brought my laptop in my living room, set it on the coffee table, fired up hulu, fired up noby noby and went to my happy place. It is a game you can play mindlessly AND watch a show in the background.
Don't get me wrong, you guys nailed it's flaws right on the nose. It does have flaws. But if I were to go with MY own overall experience of the game, my experience would conflict with that score. Once again, we aren't rating experiences here, we are rating games. But still, I felt like sharing my own experience.
Great read, I look forward to the Killzone 2 review. Keep up the good work!
ummm well... cant say I agree with the review... then again... whatever...
anyways... Jim I hope you read this... because I think its important... in your effort to NOT sound like Yahtzee... most of you jokes fall flat... the timing doesnt work... your humor may be similar to Yahtzee's... but I can appreciate both in different ways...
I hope you wont let a coupla trolls ruin your video reviews... cus for some reason the accent is so convincing... maybe we can use to to rule the world...
anyways... seems like your not yourself with the speed and the timing... SO BE YOURSELF!!!
@DinnertimeNinja:
For me a review should tell something about the game, not the price. If you factor pricing in into the scores, reviews get fucked. Prices change all the time and different regions have different pricing, too. Mentioning it as an "afterthought" is fine though, because it can have (and this case definitely has) an impact on buying the game.
Concerning the review itself, I'd have to say I agree more with Anthony than Jim. A 6.0 seems to high for ME, because I don't think it's above average. But that's just my opinion, which is irrelevant.
Unfortunately, one of Noby Noby Boy's most redeeming factors has also been it's biggest letdown. I had no idea what to expect when we reached the Moon. At first, I thought it would open up the possibly of new forms of play and interaction. After reading through some old interviews, I discovered it would only be new content and environments. I still kept my hopes up. Who knows what strange and wonderful things Takahashi might gives to play and stretch with? Crazy moon-people skyscrapers and alien creatures; monsters and oni and zany Japanese cultural items; environments that were larger, with larger objects, and more opportunity to make your Boy stretch even further... But to my disappointment, the Moon doesn't look all the different from Earth. Now my once source of motivation, the one goal that could be derived from the "game" has vanished almost instantly. Why keep stretching to reach the next planet when they all look the same? Sure, I love the concept, the design is fantastic, and I've never seen anything like it... but it's so unfortunately that it's most interesting facet has also turned out to be it's biggest weakness.
I love how much attention this got and ended up being shit. I personally haven't played it, but it's funny to me when review scores end up being the opposite of what the previews said. I'm still going to give it a shot, but my expectations will be lower than before.
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For 5 bucks I've seriously considered purchasing this...also because my acid buddy recommended it as well. I dont know what kinda drugs I have to take to enjoy this...somehow i think only the ones to knock me unconscious only to wake up and realize i could be playing something else. Who knows, i'm sure SOME peopel will enjoy this...however, I'll be playing Killzone 2....and saving 5 bucks in the process.
which for 5$ is fantastic
Yep. Noby Noby Boy is so fucking weird it turns reviews in paradoxes.
I love this "game" for what it is, although I can't deny that this review is justified.
Correct. It is a lifestyle.
I've skimmed the articles, but I'm very interested in absorbing what's going on here.
Kinda wish I could try this out.
" It's one of those games where reviews are pointless, simply because so much of the game is dependent on the player. Playing Noby is the only way to really know if your gonna like it or not."
Couldn't the same be said for all games though?
(I'm hoping to be considered profound for being hella meta. Am I doing it right?)
I feel the "community" aspect to the game was a real touch of genius. Noby Noby Boy may not be what you would consider a good game, but hopefully certain aspects of it will be the inspiration for someone with an actual idea.
one you don't have to finish.
OOOOOOOOOOOOOOOH SNAP! I said it!!!
Don't get me wrong, I'm not complaining. A little bit of fun with trophy support for $4.99!
I would say that ultimate goal of any review is to provide insight on whether or not a game is worth purchasing, and as such, price should be taken into consideration.
Noby Noby Boy for $5 is more than worth the cost if you enjoy yourself or laugh at the game with your friends for even just an hour or two.
I'd give the game a 7, by the way.
Yeah, I'd get this game but... I have a soul. And I don't think I'd want to get it sucked out anytime soon.
That, and I don't own a ps3.
I TOTALLY agree with this score, the game is SO bad and pointless it's actually fun, best $5 I ever spent.
By that logic, Yaris deserves a higher score because it's some value for $0. Which, as the world's foremost leading expert on Yaris, I can safely say is not true.
For me, this game is just something you pop on and do. After a hard days work, I used to just sit and watch TV and play with sillyputty. No lie. I'd do it subconsciously as I sat there, kneading it in my hand, watching the office. My therapist suggested it a long time ago as a stress reliever.
Well, I can safely say that I can retire that nasty ball of silly putty, because this game does the same thing for me. I don't know how many times since I DL'd it that Ive brought my laptop in my living room, set it on the coffee table, fired up hulu, fired up noby noby and went to my happy place. It is a game you can play mindlessly AND watch a show in the background.
Don't get me wrong, you guys nailed it's flaws right on the nose. It does have flaws. But if I were to go with MY own overall experience of the game, my experience would conflict with that score. Once again, we aren't rating experiences here, we are rating games. But still, I felt like sharing my own experience.
Great read, I look forward to the Killzone 2 review. Keep up the good work!
anyways... Jim I hope you read this... because I think its important... in your effort to NOT sound like Yahtzee... most of you jokes fall flat... the timing doesnt work... your humor may be similar to Yahtzee's... but I can appreciate both in different ways...
I hope you wont let a coupla trolls ruin your video reviews... cus for some reason the accent is so convincing... maybe we can use to to rule the world...
anyways... seems like your not yourself with the speed and the timing... SO BE YOURSELF!!!
For me a review should tell something about the game, not the price. If you factor pricing in into the scores, reviews get fucked. Prices change all the time and different regions have different pricing, too. Mentioning it as an "afterthought" is fine though, because it can have (and this case definitely has) an impact on buying the game.
Concerning the review itself, I'd have to say I agree more with Anthony than Jim. A 6.0 seems to high for ME, because I don't think it's above average. But that's just my opinion, which is irrelevant.
TRU DAT, JIM :-)