New Year’s Day is a quiet one in our household. A family day if you will. And with the boy, we decided to grab a cheap puzzle game for the Wii gaming system via their online “WiiWare” client. The bright bubbly graphic and fun problem-solving nature of World Of Goo was apparent from the quick blurb there, so it was a snap judgment, but quite a lucky one too. Now really, this is a video game, so what is it doing on Row Three?
Well, besides a potential no-brainer film adaptation (which could make it one of the first truly good video game adaptations, another discussion which does not interest me so much), the raw cinematic nature of this video game is often breathtaking. This is in no small part due to a rich soundtrack (best video game soundtrack ever?) and visuals are clean and simple yet also silly and epic. Showing clear influences from Tim Burton and Dr. Seuss (and perhaps a bit of Neil Gaimen and Dave McKean) there is a narrative here that goes beyond puzzle solving and great game play.
Taking more-than-just-potshots at consumer culture and the recycling of ourselves into ourselves (reminiscent of the designer soap in Fight Club) malaise of youth and beauty obsession, World of Goo takes a big page out of The Lorax with its anti-corporate, growth-for-growth sake message. It also reminds of the gooier Bartholomew and the Oobleck.
The game has a story (of sorts) that follows the downfall of civilization via consumer products in four chapters (Summer, Fall, Winter, Spring) and an epilogue. There are similarities to Pixar’s Wall-E in that a man-made thing evolves out of consumer waste to a point to both collect and replace human endeavors. This makes for the third post-apocalyptic narrative aimed at the younger set (although City of Ember didn’t really light any fires in the pop culture) with enough wit to attract adults as well.
A chapter where the ‘goo’ go through the evolution of computers from NASA gravity simulations to social networking is particularly inspired both in terms of what can be done with puzzle game-play but also how diverse science and capitalism and human endeavor can play off one another in exciting ways. Kind of like the game itself. In terms of video game culture, I am no expert, but I know art when I see it. It is curious that this is a full ‘independent’ video game, rather than one of the monster video game studios (Electronic Arts, Blizzard, etc.). I find it most exciting that a game can be fun, deep, subtle, breezy full of sly wit all at the same time.

In accordance with the upcoming morePOP section of Row Three, this article will be cross published there as well. The strong cinema element to this particular game encouraged a little sharing.

Top Ten Films of 1998:










