A Boy and His Blob has been a long time coming in my “need to play” part of my brain. Probably ever since I saw Giant Bomb‘s Quick Look of the game almost ten years ago and listening to the duders there melt into emotional puddles as the boy would hug his newly found Blob friend. That said, I can’t quite remember when I procured my digital copy on Steam, but I finally installed it a few weeks ago and played through a good chunk of the first world, which is set mainly in a forest. Naturally, like the good blob that I am, I have thoughts.
Before we begin, some background. A Boy and His Blob is a puzzle platformer developed by WayForward Technologies and published by Majesco Entertainment. It came out in 2009 for the Wii and, first to my knowledge, is a re-imagining of the 1989 release A Boy and His Blob: Trouble on Blobolonia, which was originally developed by Imagineering for the NES. Eventually, in 2016 and 2017, it made its way on to other consoles and platforms. Evidently, WayForward’s director Sean Velasco was a big fan of the original NES title and wanted to re-create and update the experience for the current generation.
Story-wise, there’s not a whole lot to A Boy and His Blob. The planet Blobolonia is threatened by an evil emperor, and the titular “blob” flees to Earth to find help. It crash-lands on our nifty planet and finds only a young boy out exploring the wilderness. Together, they team up in order to dethrone the evil emperor. Along the way, minions of the Emperor attempt to stop them.
A Boy and His Blob‘s gameplay consists of platforming and solving puzzles, which nine times out of ten relate to platforming or destroying an enemy in your way of a needed platform. The boy can only do so much and must use his Blob companion to accomplish harder tasks. He can feed the Blob various flavored jellybeans that can turn it into a useful item, such as a ladder or trampoline, and I’m not sure how this is happening, but perhaps it was part of the original NES game’s mechanics. You begin the game with only a handful of these jellybean transformations, but as you progress you’ll acquire new ones too. Some levels restrict you to only certain types, which is helpful knowing that you have everything at your disposal to finish the level.
The game is broken up into different areas, each with ten levels to complete. I still haven’t finished the forest one, the first area, but it sounds like there’s also a boss fight at the end these that will put your jellybean abilities to work. In each world, you begin in your rather large hideout where you’ll have a world map to select levels, with your goal simply being to reach the exit portal near the end. There are also three treasure chests hidden in each level for you to locate and pick up using the Blob, which will unlock unique items in your hideout that can be used to play special challenge levels. You can always replay a level if you missed a collectible.
I’m in love with the art and look of A Boy and His Blob, less infatuated with the way the game plays. The cel-shaded graphics bring the environments to life using vivid colors and thick lines. The actual platforming is not as precise as what you’d find in Super Meat Boy or Super Mario Bros. 2–yeah, that’s right–but it is serviceable, especially because the pacing is slow, and you can really take your time to move forward. I hope to, at the very least, finish the first world off and see a boss fight, but I honestly don’t know how much more I’ll play past that. I’m glad I finally gave A Boy and His Blob some time, even if the majority of said time was spent having them hug one another.
Gone Home, where happiness doesn’t have just one address
It’s been a few years since I first played Gone Home. This was back in 2014, when my life was wavering, changing into something new and different. I was, at that time, drawing small, teeny-tiny comics for each game I completed instead of my now much more popular standard of haikus, and the one I did for The Fullbright Company’s first-person adventure exploration debut remains one of my more popular pieces on the photo-sharing site Tumblr. Which I have always found interesting because all I did was use Sam Greenbriar’s words about her girlfriend with a few crude illustrations to accompany them. Art is odd.
A quick Gone Home plot summary for those that don’t remember what is going on here: 21-year-old Katie Greenbriar returns home in 1995 from being overseas to her family in Oregon only to discover the house is completely empty of life. As she begins to explore the house, she’ll discover clues and notes left behind that explains where everyone went. It’s a story about love and loyalty, abuse, friendship, religion, dedication, confidence, neglect, connections, mental health, and more things than I can list out here. The easy joke to make would be that this is one full house. I’m not going to re-hash what I previously wrote some years back, so please click here for a deeper dive into the game’s narrative and theme, among other topics.
Right. For the console version of Gone Home, not much has changed in terms of gameplay, though I do enjoy using a controller to navigate and examine neon-colored highlighters more this time. Also, there’s Achievements, and this is where I found new life in the rummaging simulator. A couple of them, specifically “Homerunner” and “Speedreader,” are all about completing the game quickly with next to no room for error. Another has you going through the Greenbriar house slowly, methodically, pausing with curiosity and searching every nook and cranny for the chance to learn more. I loved both plans of attack and want to talk about them individually below.
It’s official–Gone Home is the first game I’ve spedrun. Speed-runned? I’ve done a speedrun of? Ugh. There’s really no graceful way of saying it, I guess. Look, I beat Gone Home in under a minute. I never even knew this was possible. The “Homerunner” Achievement asks that the player complete the game in less than 1 minute with no modifiers enabled. That might sound crazy difficult until you realize that you can access the secret room by the front staircase at any point when playing to grab the attic key. After that, it’s all about cutting corners and navigating down a dark hallway to click on Sam’s diary. It took me a few tries, but I eventually did it, and that felt pretty cool. The next game I plan to speedrun is Animal Crossing: New Leaf, 100% catalog, all fossils, fish, and bugs. Just kiddin’.
For the “Speedrunner” Achievement, you need to complete the game having found all 24 journal entries, without any modifiers turned on, in less than 10 minutes. Hmm. Again, it sounds tough, and there is little room for wasting time, but once you know the best path to take and make a b-line for every audio journal trigger, it’s not too bad. I didn’t personally time myself, but the Achievement popped on my first go after thinking about where everything was for a moment, so it was obviously under ten minutes. Now, before I did this one, I also learned about the secret journal entry you get by bringing a tiny ball from the garage up to Sam’s room and dunking it in the basketball hoop, which I never did initially. The reveal is purrfect. So that was another fun treat to learn about, as well as the task of bringing Christmas duck to its rightful abode in the attic.
Lastly, there’s the “Behind the Scenes” Achievement, which wants you to find all the commentary nodes in the house after turning them on via a modifier at the start of a new game. Commentary in games, much like on DVDs, is something I find neat and cool from afar, but rarely digest. I don’t know why that is. Certainly, when it comes to a movie or TV show, I’d rather just watch the original material and read an interview with the director or actors later. However, games can be more interactive than this, which gives new life to the idea of re-exploring these environments. I enjoyed it in Blackwell Deception and Even the Ocean, and I greatly enjoyed it here, though some nodes offer more stories and details than others. The truth is, as an Idle Thumbs fan, I could listen to Chris Remo go on for days about composing music. Still, I learned a lot about hidden secrets and design choice from Steve Gaynor, Karla Zimonja, Kate Craig, and Emily Carroll, as well as got Sarah Grayson’s take on her character Sam, who drives the game forward with her painfully heartfelt narration. Finding each one was rewarding, and I refused to leave the area I was in until the recording was done playing.
Basically, in the last week or so, I ended up beating Gone Home several more times, all via different types of playthroughs, and I still think this is one of the more important games of the last decade. Play it, please. I suspect I’ll return to it again down the future road; until then, I really need to check out Tacoma.
2 Comments
Posted in achievements, entertainment, impressions, musings, randomness, videogames
Tagged behind the scenes, commentary, exploration, Gone Home, Greenbriar, Homerunner, Majesco Entertainment, Speedreader, speedrunning, Steve Gaynor, The Fullbright Company, walking simulator