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World of Goo 2

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ເມື່ອ World of Goo ອອກໃນປີ 2008 ມັນໄດ້ຮັບຊື່ສຽງທີ່ຍືນຍົງໃນການປ່ຽນແປງແນວຄິດງ່າຍໆ - ຕິດບານ goo ທີ່ມີຊີວິດເຂົ້າກັນເພື່ອສ້າງໂຄງສ້າງທີ່ສັ່ນຄອນ - ກາຍເປັນຜົນງານຂອງສະຕິປັນຍາ, ຄວາມເສົ້າ, ແລະສະເໜ່ຂອງປຶ້ມຮູບ. ເປັນເວລາຫຼາຍປີ Studio 2D Boy ທີ່ມີສອງຄົນ (Kyle Gabler ແລະ Ron Carmel) ໄດ້ປະຕິເສດຄຳຖາມກ່ຽວກັບການສືບຕໍ່ດ້ວຍການກ່າວວ່າภาคต่อຈະເກີດຂຶ້ນພຽງແຕ່ຖ້າພວກເຂົາຄົ້ນພົບແນວຄິດທີ່ໃຫຍ່ພໍທີ່ຈະ justify ມັນ. ໃນວັນທີ 7 ທັນວາ 2023, ໃນລະຫວ່າງ The Game Awards, ຂໍ້ກໍານົດນັ້ນໄດ້ຖືກຕອບສະໜອງ: World of Goo 2 ໄດ້ຖືກເປີດເຜີຍດ້ວຍ trailer ສັ້ນ, chaotic, ແລະຄໍາສັນຍາທີ່ຈະປ່ອຍໃນປີ 2024 on Nintendo Switch and PC (ໃນເບື້ອງຕົ້ນຜ່ານ Epic Games Store, ໂດຍມີຮ້ານຄ້າອື່ນໆທີ່ຖືກບົ່ງບອກແຕ່ຍັງບໍ່ໄດ້ຢືນຢັນ). ການພັດທະນາໄດ້ຮັບການຈັດການໂດຍ Tomorrow Corporation, ການຮ່ວມມືລະຫວ່າງ Gabler, Carmel, ແລະເພື່ອນຮ່ວມງານຂອງພວກເຂົາ Allan Blomquist, ຜູ້ທີ່ໄດ້ມີສ່ວນຮ່ວມໃນ Little Inferno and Human Resource Machine ແລ້ວ. ພວກເຂົາໄດ້ສ້າງເກມຄືນໃໝ່ on a proprietary engine ແທນທີ່ຈະເປັນ framework ເກົ່າຂອງຕົ້ນສະບັບ, ເຮັດໃຫ້ artwork ທີ່ມີຄວາມລະອຽດສູງ, fluid simulations, ແລະ physics ທີ່ຊັບຊ້ອນຫຼາຍຂຶ້ນ, ໃນຂະນະທີ່ຍັງຄົງຮັກສາຮູບລັກສະນະ 2-D puppet-show ທີ່ເຮັດໃຫ້ World of Goo ມີເອກະລັກ. Studio ໄດ້ເນັ້ນຫນັກວ່າ animationเกือบທັງໝົດແມ່ນ hand-drawn, ບໍ່ແມ່ນ procedurally generated, ເພື່ອຮັກສາ squish, stretch, ແລະ eye-blinking ທີ່ເສົ້າສະຫຼົດໃຈທີ່ແຟນໆເຊື່ອມໂຍງກັບ bongo balls. ເຖິງແມ່ນວ່າພຽງແຕ່ footage ບໍ່ເທົ່າໃດນາທີໄດ້ຖືກສະແດງ, ການປ່ຽນແປງການອອກແບບບາງຢ່າງກໍ່ເຫັນໄດ້ຊັດເຈນ. Camera sequences glide across sprawling, multi-screen levels ແທນທີ່ຈະ focus on a single vignette; ທີ່ສະແດງໃຫ້ເຫັນ puzzles ທີ່ສ້າງຂຶ້ນ around long-form engineering ແທນທີ່ຈະເປັນ towers and bridges ໄວ. New goo varieties ໄດ້ຖືກເຫັນ - ປະເພດໜຶ່ງເບິ່ງຄື crystalline, hinting at rigid joints; ອີກປະເພດໜຶ່ງເບິ່ງຄື splinter into shards ຢ່າງແຮງ, implying resources that can fail catastrophically ແທນທີ່ຈະ simply detach. Environmental hazards extends beyond the familiar buzz-saw blades and fire pits; gusting winds and flowing water ປະກົດວ່າ exert continuous forces that must be counterbalanced. The user interface highlights simultaneous input prompts for two controllers, confirming local cooperative play from the start ແທນທີ່ຈະເປັນ optional extra unlocked later, ດັ່ງທີ່ມັນເຄີຍຢູ່ໃນ Wii version ຂອງເກມທໍາອິດ. Narrative details remains deliberately vague. The debut trailer shows a desolate construction yard littered with the husks of level-completed goo towers from the first game, their signs reading “World of Goo Corporation Reclaimed.” This hints that the sequel treats its predecessor’s ending—which saw the goo launch themselves into space—as a canonical but not entirely triumphant event, leaving the planet in industrial ruin. Studio ໄດ້ກ່າວວ່າ text-based storytelling ຈະຍັງຄົງ emerge through silhouetted signposts written by the sardonic Sign Painter, ເຖິງແມ່ນວ່າ scope ຈະໃຫຍ່ຂຶ້ນເປັນ small animated cinematics. In terms of structure, Tomorrow Corporation has implied a departure from isolated level menus toward a contiguous overworld that the player physically traverses by moving goo constructs, almost like a physics-based metroidvania. Such a layout would allow persistent structures: build a bridge in one session and return later to find it still standing—or collapsed if neglected. That persistence dovetails with an online component where global leaderboards can display not only number-of-goo-saved stats but snapshots of players’ surviving megastructures, encouraging feats of architectural flamboyance. Accessibility and modern hardware considerations are also in focus. Touch controls are promised for Switch handheld mode and for tablets if mobile ports materialize later. The PC version supports high refresh rates and ultrawide monitors, and the engine’s deterministic physics ensures identical results across machines, a requirement if asynchronous multiplayer challenges are planned. On the audio side, composer Kyle Gabler is scoring an entirely new soundtrack described as “sad carnival marching band meets lo-fi sci-fi,” again blending whimsy with melancholia. No firm release date has been announced beyond “2024,” and the team has cautioned that a small, perfectionist studio can slip if they decide a mechanic needs more tinkering. Nevertheless, press demos at PAX East 2024 impressed hands-on players with responsive controls and a difficulty curve that escalates faster than the original, accommodating veterans who long ago mastered goo-ball acrobatics. The developers maintain that every puzzle still has a straightforward solution for beginners, yet each also contains hidden optimization challenges—finish with the fewest goo balls used, the least structural material, or within time limits that unlock bonus stages.

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