![]() When playing on the go you use the touch screen to pick up, drag and place the goo balls. In handheld mode, the game looks great on the Switch screen but is still a plagued with minor control issues. To recenter the controller it’s as simple as pointing it back to the middle of the screen and pressing the “+” or “-” button, but that does get a little annoying. Because of this I constantly found myself holding the controller at a weird angle facing the wall next to me. ![]() The biggest problem it faces is that the controller doesn’t constantly know which way you’re facing and seems to not realise that after a minute or two your facing more and more to the left or right. Imagine using a Wii remote with only the motion plus feature. The Longer answer is, it uses the accelerometer built into the Joy-con to tell how you are moving the controller. “But wait!” I hear you saying, “How does it work like a Wii remote? Sure, it has an IR sensor in the base of the right Joy-con, but that’s used for other stuff and there isn’t even a sensor bar involved?!?” Well, that’s a good question, and thanks for asking it. When playing on the TV you use a single Joy-con by pointing it at the screen and using it like a Wii remote. It kind of reminds me of Lemony Snicket’s A Series of Unfortunate Events. TV mode is my favourite because it lends the big screen to showing off the often dark and drab, yet stylised graphics in all their gooey glory. TV mode, handheld mode and tabletop mode. Sometimes you need to work slow and precise, making a solid structure with a decent foundation to stop the whole thing from toppling over, whilst other times you need to work hard and fast, keeping in mind that as the goo balls travel along the structure, their weight has an effect on the stability of the very thing you are building to save them.īeing that this is on the Switch, naturally, there are three different ways to play. Different strategies need to be employed depending on what the challenge is that’s facing you. In each level, you are given a limited number of goo balls to use to make a path to the end, whilst keeping in mind you need to have enough left to be sucked up the tube to meet the minimum requirement for completion. As you play you work your way through five different levels, four of them covering a season of the year, each with a different theme, with an epilogue at the end to tidy everything up. Naturally, the evil corporation wants to use the goo balls for profit, by using them in a manner of different products. At the start of the game, the goo balls are awakened by pipes appearing and sucking them to a place called The World of Goo Corporation. The story within is complimented by signs posted throughout the levels, written by ‘The Unknown Sign Painter”. It’s a nice inclusion that sets it apart from many other games within the genre. ![]() Interestingly enough, developers 2D Boy weaved a story into this puzzle game, which could still have been a great game without it. Sometimes there isn’t even an obstacle besides gravity itself. ![]() Be it gaping chasms, killer spikes, rotating windmills or even fiery… fire, there’s a whole host of things to stop you getting the goo balls into that liquid-filled vacuum chamber. There are a variety of obstacles to get past too. This is where basic bridge and tower building skills come in handy. To navigate the world you use the very same goo balls to build a variety of structures for their kin to travel along. The main goal of the game is to get a set number of goo balls from point A to point B, which is a vacuum pipe leading to sweet, sweet freedom for those weird, gooey things. Bridge builder doesn’t quite do it justice though, as you build more than bridges more like wobbly, living structures. If you haven’t played it before, I’d describe it as a physics-based bridge builder of sorts. After having a crack at the Nintendo Switch version I feel a little bad for having done so. World of Goo is a game I’ve been putting off playing since its initial WiiWare release back in 2008.
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