

You control Boy, a creature whom you can pull and contort like a Stretch Armstrong doll, using the left and right analog sticks to control the front and rear portions of his body.

Based on the coherency of the following sentences, he may have succeeded. Keita Takahashi has claimed that Noby Noby Boy is an attempt to create gameplay that can’t possibly be put into words.

The problem isn’t that these different mechanics don’t add up to a game it’s that what they do add up to, whatever it is, just isn’t that enthralling. Ostensibly, the fun in Noby Noby Boy comes from exploring the utterly confusing design mechanics, messing around with the infinitely stretchable Boy, and participating in a sort of community-driven quest to unlock new worlds. That Noby Noby Boy isn’t a game should not be interpreted as a fault (just last week, Topher and I both agreed that Flower would have benefited from being a little less game-like). It’s just you, the Boy, the Girl, and some of the most weirdly unconventional design I’ve ever seen, ever. There are no goals, no overall objectives. After what seems a lifetime of waiting, that something - Noby Noby Boy - finally hit the PlayStation Network last Thursday.Įven though Jim Sterling has frequently gone on record as being terrified of Noby Noby Boy, he swallowed his fears and joined me for the official Destructoid review. If you don’t love the first two Katamari games, then it can only be assumed that you either haven’t played them, or are physically and mentally incapable of enjoying yourself under any circumstances.Įver since completing the first Katamari Damacy, Keita Takahashi expressed interest in creating something new, and strange, and totally unrelated to rolling things up into large balls for a well-endowed transvestite King.
