Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.
I’m so freaking excited about World of Goo. The preview build 2D Boy sent us – despite being fundamentally a silly building game – left me breathless. It has this sublime, uplifting, wonderful conclusion. And it’s just the first chapter.
The main reason it excites me is something you’d never guess from Tower of Goo, its experimental predecessor. It’s the levels – each is a unique idea, a unique place, and a unique mechanic. In the one pictured above, you’re building downwards to reach albino goos in a dark cave, to wake them from their eternal sleep and bring them to safety.
The last games to do levels so well were Darwinia and Psychonauts – which I guess doesn’t put Goo in best-selling company. But the fact that it’s coming to Wii ought to help with that. And you. You ought to help with that.
Basically, in my preview, I ask you to buy it. You’re not really supposed to do that in previews. There’s no demo yet, and as I say Tower of Goo really suggests nothing of its genius. But if you do pre-order, you get the same first chapter I played right now – plus a, er, ‘Profanity Pack’. That’s it, that’s all I got. It’s beautiful, and fun, and it’s going to be one of the highlights of this year.
I probably shouldn’t go into marketing.
Update: Comments disabled for a bit, due to a weird spate of inept spammers who don’t even link or mention the site they’re spamming for.
Do me a favour and never tell everyone to kill themselves. Use your powers for good.
Rob: I can imagine it being bloody tricky on Wii.
ImperialCreed: Just pre-ordered the game this morning and am in love with it already.
Jason L: That sign in the last level? A damnable lie. 'You might have to leave some behind, it's OK.' No, it is not; I must have spent twenty minutes arranging to rescue every single last one.
The_B: I've said this before, but yes: I love that last level. So much of it is just pure joy, especially when you work the trick to completing it. It would be criminal to spoil it here or anywhere, but I will say it left the best kind of smile on my face afterwards.
...and then made me slightly saddened I would have to wait for the rest. But still!
Thomas Lawrence: I currently possess the 28th largest tower of goo in the world. This information pleases me no end.
Pentadact: You all rock. I'm away in Texas this week, so James will be a bit quiet. Am typing this on an iPhone in an Apple store. It is awkward.
Seniath: What was more awkward: using the iPhone to type, or having the Apple Store staff eyeing you up suspiciously?
Jason L: I haven't been playing this a lot. My Eiffelesque tower plans are too complex to actually start, I'm more interested in rescues anyway and I very quickly reached the mathematical limit of rescues on most of the levels. Tumbler is the only exception I know for sure; I estimate I could save two or three more Goos than I have. That's because a] a solution's optimality is less obvious and b] it takes so very long to try any new approach, waiting for multiple cycles of the tumbler's rotation. Today I was trying to replicate reported World of Goo crashes on my parents' machine, though, and messed around in Tumbler because it seemed to require the most intense processing of the levels my parents have unlocked.
I've discovered that under some circumstances a Goo in hand, so to speak, can be clipped through the tumbler wall. Drop it and it dies, but bring it up close to the wall and you can effectively nail your core to one wall - saving exceptional numbers of Goos via a cheater's exploit. A poignant moral diemmea!