Neal is wowed by Namco Bandai's PSN downloadable title Noby Noby Boy. Why is running around as a worm-like creature eating and pooping things awesome?
One of my most anticipated PlayStation 3 games before I finally caved in and bought one last week was Noby Noby Boy, the $5 downloadable game from the creator of Katamari Damacy. I'll admit, I was swayed by the Tokyo Game Show 2008 gameplay demo, which later became part of the game's awesome and complex pause menu, but there's more to it and after playing the game, that is very true.
To explain it a bit, Noby Noby Boy stars a four-legged worm-like creature named Boy. He has to stretch out as far as he can and then report his length to the giant Girl, who is slowly making her way through the universe. You do this by going to environments and eating as much as you can, and stretching your character out. You can also just poop things out, which is as satisfying, if not more, as pooping in real life.
The presentation of Noby Noby Boy is unparalleled. Yes, it is reminiscent of creator Keita Takahashi's previous game Katamari Damacy, but it is in a league all of its own. There's that random chipmunk, the parrot that shows you if you're online or not, the obnoxious tutorial character, and more. It brings a whole new level to quirky.
Additionally, Noby Noby Boy has some of the most confusing controls in recent memory, but to me, that's part of the charm. Since there is no threat of dying (if you manage to fall off the small stage, you just respawn), so the controls present a challenge. You have to hold the directional pad in a certain direction to access specific menus. (PixlTip: Go left or right on analog stick and press select to unlock pure awesomeness) You control your character's head and butt with the left and right analog sticks, which is a chore to keep them moving how you want them to. The controls do almost everything wrong as far as intuitiveness goes, but it works.
This is an abstract video game, and there's something fantastically cool about that. The only point to Noby Noby Boy is to contribute you to the metagame, where you work together with all the people in the world and help Girl get through the universe. It took players four days to get to Moon, and more than three months to get to Mars. We're now closing in on six months after release, and I hope we get to Jupiter soon. I don't know how far it goes, but I hope that people continue to play this game, because I'd love to see what's going to come next.
In various interviews, Takahashi has made it known that he wants to make a playground. "One that's soft, and with lots of big blocky shapes, and a place [kids] can't really get hurt - very colorful - where kids can roll around and be free. But it's probably okay if they occasionally get hurt too," Takahashi said in an interview from 2006 with Gamasutra.
I think he succeeded with Noby Noby Boy, because I see this game as a playground where you just mess around with the environment. You interact and experiment with everything, and pay attention to the world around you. While it might not be as tangible as his idea for a children's playground, I think he's got some good ideas laid out. I know I'd like to check that playground out, especially because I know I'll be checking out his most recent game for a long time.
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