De Blob- Wii

De Blob started life as a one-level game designed by students in the Netherlands, and you can’t help but wonder if it should have stayed that way. Don’t get me wrong, I had a lot of fun with this game, but one thing comes apparent very quickly and that’s just how damn samey the thing is.

Imagine the most beautiful, colourful and bouncy world you can think of. Then, imagine a group of fascist pigs entering the scene and literally sucking the colour out of the world and leaving it a very monochromatic shell of its former self. Cue loss of enthusiasm of the world’s inhabitants, and low self esteem.
Thus is the premise of De Blob, the “Raydians” (the inhabitants of the once colourful world) have been reduced to hapless, defenceless drones by the stealing of their worlds colour by the antagonists of this story, the “Inkies” (portrayed as very militant little starfish guys in silly hats).

Enter de Blob, the hero of this tale. A member of the “Colour Underground” – a team hell bent on restoring colour to the world. By completing tasks and challenges, blob can restore life to the world simply by splattering colour everywhere, rescuing raydians and squishing a few thousand inkies along the way.
De Blob, at least to begin with, is very fun.
It’s presented incredibly well, from the colourful and funky animated menus to the pre-rendered cut scenes and the expansive game world itself; it’s all very very pretty.


You move blob (who begins the game as a colourless, watery mess) with the analogue stick on the nunchuck and control all of his jumps and attacks with a flick of the remote. To obtain your first colours, you need to lock onto the spider-esque colour jars that populate the levels, and break them open. This is done with a swift flick of the remote, and with a very satisfying squish noise, blob increases in size and goes the colour of whatever colour paint pot you have just smashed.
Colouring in stuff is then as simple as walking into it. Feels good. What’s even cooler about having your own world as a big fat canvas is that each colour represents a musical instrument, so every time you slap paint on a building, you restore a little more music to the world.


You aren’t restricted to just primary colours either, slamming a yellow paint pot and then a blue one will turn you green for example. Don’t like your colour? Simply wash it off in any nearby water source. Colouring in your world in an immense mishmash of colour not only gives you more points but also make the atmosphere that much more cheerful. It’s a pretty good feeling. Moving from level to level requires you to get a certain amount of “paint points”. You can, quite easily move to each area simply painting everything and not doing any challenges, but the areas are so expansive the ability to actually paint everything becomes less feasible.

Doing challenges set by members of the colour underground break up the flow of the gameplay andkeep things a bit different. Some challenges will have you painting a number of items a certain colour and others will have you killing a number of enemies or rescuing a group of raydians. My main gripe with the game is that the jumping controls are just far too inaccurate. Making blob jump with a flick of the remote not only feels very wrong, but can become the most frustrating thing in the world when trying to navigate certain terrain. Blob tends to slide down walls rather than land next to them, and this can make your platforming experience get very taxing very quickly.
It is also spoils some of the challenges – things you know should be easy are ruined by the inaccuracy of the controls. All of this is relatively bearable until about the fourth level when everything starts to look very familiar. Challenges become almost exactly the same and level layouts feel very similar.


Also, if the jumping mechanics haven’t made you scream at your TV by this point then you deserve an olympic gold medal or something. The paint, challenge, move on procedure becomes exhausting, and it becomes quite clear that there isn’t anything more to de blob than what it says on the tin (little paint joke for you there). Level difficulties are only increased by the sheer amount of enemies that are put in, and in all honesty, it feels a bit cheap.

I did enjoy my overall experience with de blob (the length of the single player game is about 10 hours, an hour a level – multiplayer may extend the life a bit) but at the same time I feel a bit cynical. The game works very well and it is certainly a unique and charming experience, but it feels immensely repetitive the whole way through.
Definitely worth a rental but if you like your games to have substance then you might want to give it a miss.

Hi-Score: Beautifully presented, charming characters and world, unique “painting” experience.
Lo-Score: Inaccurate and frustrating jumping controls, game is far too repetitive.

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