A Boy And His Blob In The Rescue of Princess Blobette Game by Absolute Entertainment Reviewed by Philip Wesley Save: NONE Released: 1990 Works with: All Game Boy units excluding the Game Boy Micro. ESRB Rated: E or K/A Quick Opinion: Feed it to your Blob. **************************************************************************** Opening Snide Remarks: David Crane is a bit of an infamous person in the world of gaming. He designed Pitfall, the first Ghostbusters game, A Boy and His Blob, Little Computer People, and... Night Trap. David Crane is a bit like Jackson Pollock. He creates interesting and unusual concepts in the most garish and sloppy way possible. People may balk at the idea of video games being considered "art" because they feel that art should "say" something or be a solo effort. The people who believe that art can not be made by a collaborative effort are the worst of critics and unfit for that position. Back to Pollock for a minute. I think the best criticism of Pollock comes from a headline in Reynold's News describing his work in 1959. "This is not art — it's a joke in bad taste." And this is the best way to describe this body of work from David Crane. I will go into detail on why this is the case later on in this review. David Crane is all about concept in many of his works. Little Computer People was a game with little interaction, and no development of plot or goal. It was the inspiration for later "life sim" titles including Tamagotchi and the PC title: The Sims. Night Trap is the horrible precursor to the concept of Quick Time Events. David Crane certainly has had an influence in the world of video games and he even helped co-found Activision. David Crane makes collaborative artwork in his games. This game actually lists everyone who worked on it in a single screen. In fact, I will go ahead and copy that down for you. This way, you may see everyone who contributed to the "birth" of this title. Game Design and Program - David Crane Background Graphics - Juan Sanchez Musical Score - Mark Van Hecke Audio - Alex Demeo Additional Programming - Mark Klein This game was made by five people and that is pretty cool. Sadly, this game is a wonderful example of how to nail a concept and fail in the execution of that concept. **************************************************************************** Gameplay Description: The gameplay in this title is pretty simple, yet wonderfully complex. The game takes place directly after the NES title and revolves around a Boy and His Gelatinous, shape shifting Mass. Think of it as Adventure Time meets Al Capp's The Schmoo. The Princess Blobette is imprisoned in a cage above a vat of boiling whatever. So, the Boy and his jelly-bean loving allegory for Carter/Reagan Era Government set out to save the hapless Blobette. Is Blobette a statement on the status of America in the 1970's and 1980's? Maybe we should ponder this idea for a while. Maybe the only enemies in the game - a kind of worm - represent the Cold War Axis of Evil. The Jelly beans represent some sort of tax, and the Boy is an allegory for the American public? Is this game a rich sort of satire? That would be very, very silly. Next, you will think that the Wayforward Technologies adaptation of the first game is about a child dealing with the pain of a divorce by the use of an imaginary, Hobbes-ian friend. When all the child wants is to have affection returned, he relegates that to an amorphous blob that he alone can hug. However, the blob is only capable of expressing affection by candy fueled utility. The boy seeks in vain for a way for the blob to "hug him back." if that depressed you, than I suppose I should go forth with the details on the gameplay. This game is similar to games like Prince of Persia or Out of This World. You control the boy and the blob follows you around. When you feed the blob jelly beans, it transforms into a useful item. The Jelly beans are limited in this game and can also be used to do various other items as well. There are a lot of different flavors of Jelly bean. The Lime gives you a key, the Tangerine gives you a Trampoline, the Vanilla gives you an Umbrella, the Mint can cool things down, and so forth. Each room presents different challenges as you explore the castle to find the Princess. The boy dies pretty easily, so you have to be creative and careful with your Jelly beans. The game takes about an hour to complete normally, or about five minutes if you use the glitch. There is also a way to end the game right near the beginning and that is pretty funny. In a way, you could say it was a critique of the Arms Race and The Cold War. Art aside, this game is more frustrating than actually fun and -while the concept is fresh- there are a lot of problems to the game that are not related to gameplay. Liked: Interesting gameplay that works in concept. Hated: It only works in concept. **************************************************************************** Graphics Description: The Boy and the Blob look okay and are easy to see on any of the Game Boy screens. The backgrounds work well and the morphing animation is amusing. The game is not a graphic powerhouse and the settings never actually change much. The graphics exist to convey the most simplistic of ideas and do so with success. Liked: Easy to see and understand. Hated: There really is nothing that stands out in this title. It looks very dull and boring. **************************************************************************** Sound/Music Description: There are some fairly stock sound effects and they get the job done. The music consists of about two to three tracks that loop over and over and over, and over, and over, and over, and over, and over, and you get the idea. It quickly becomes tedious and headache inducing. The music tends to emphasize that this game is very plain looking and drag it down even further. Liked: The sound effects match the action on screen. Hated: The MUSIC. Looping music is a staple of many old games. That is only okay if the music that is looping is actually good. This music is not good and it gets on your nerves after the first few minutes. **************************************************************************** Play Control/Game Design: This is a short, plain looking, horrible sounding game with practically zero replay value. The boy moves with a sense of momentum that could throw off any sort of precision. The blob is not directly controlled by the player and has a tendency to get "stuck" in to items and things in the game. The game is littered with horrible glitches and feels rushed to market. The concept: A Boy uses a friendly Blob to solve puzzles and beat enemies by transforming the Blob through candy. That is a cool concept, IF it is in the hands of competent programmers with enough time to bug test and polish it up. Here we get a great idea in search of narrative, polish, and skill. David Crane, like Pollock, has set out an amazing concept that looks like so much splatter on canvas. Devoid of artistic skill and deft handling, this game suffers greatly. Liked: The concept is amazing. Hated: The technique is garbage. The Boy slides all over the place and barely responds to movement inputs. The puzzles make fairly little sense and feel woefully lacking. The game is just devoid of fun and joy. **************************************************************************** Improve: Polish up the controls, the graphics, and the music. The puzzles need more variation and the game needs to be longer. RIYL: Concepts in game design. This is more of a case study on game design than an actual game. **************************************************************************** Final Words: "This opium you feed your people.." - Marquis de Sade Are those Jelly beans more to us than sugar candy? Some people say that art is a way of expressing a narrative. The narrative in A Boy and His Blob is left to the viewer. The concept -the idea- of the game is the key point in why this is an art piece. I would pose the idea that art is defined by who it affects. The concept of this game makes me feel good; but the expression of the concept fills me with frustration. It feels like there is more to this game than the ugly trappings and hideous defects. This is similar to a Quay Brothers film or the performance art of Matthew Barney. It feels like I am looking at a Picasso painting of a woman weeping. There is a narrative to why she is weeping that is largely imagined by the viewer. The concept of the weeping woman fills the viewer with ideas of what it may be and it profoundly affects them. However, the presentation of the weeping woman is flawed with sharp lines and disjointed features. The painting has no merit in a technical sense; but demonstrates concept and narrative despite those flaws. I like the idea of this game, but I hate this game at the same time. In a way, this game is like children that are playing in the tall rye grass near a deadly cliff. The children are Concept, Play Control, Music, Graphics, and David Crane. David Crane has seen the cliff and he runs to catch the children. He quickly grabs Concept and watches in horror as the other children trip, flail, and fall to the rocks below the rye field. Upon their landing they are dashed into many pieces. David Crane holds Concept close and whispers: "I felt sorry as hell for that..." I suppose I should give this game a technical score now. After all, that is the pain you came to enjoy. **************************************************************************** Score Gameplay: *** Graphics: *** Sound/Music: * Play Control/Game Design: ** Value: * Star Total: 30% Personal Opinion Merit: 15% Final Score: 45% Letter Grade: F ****************************************************************************