PS3/PSN, £3.19Playfully perplexing
After Teika Takahashi's demo of the work-in-progress Noby Noby Boy at Gamecity in 2007, 2 things were clear – no one really knew what to expect of the final game, and neither did its creator. Over a year on, it's finally out and it's still in a world of its own.
Making his name through the lovable and quirky roll-em-up series, Katamari Damacy, Keita's design is instantly recognisable, mixing simplistic shapes with cute characterisation. Noby Noby Boy continues this tradition, perhaps simplifying things even further.
The game itself is simpler too, if you can call it a game. Actually, it's probably more complex... no, wait... er. Noby Noby Boy is truly an enigma. There is no game in the traditional sense. Just Noby Noby Boy and a square of land, populated by a random selection of architecture, trees and inhabitants. What you do with all that is up to you. There are no real goals (beyond PS3 trophy hunting). You just play, for fun.
To play, you control the stretchy protagonist with both analogue sticks, one for the head, one for the rear. Each can move independently of each other and if they move in opposite directions, Noby Noby Boy stretches and stretches and stretches into a multi-coloured mess of elastic.
He can eat things, and poop them out if he wishes. He can bounce and fly with careful control and the local inhabitants can hitch rides on his back. Beyond this there at first seems little else but the game is full of secrets waiting to be discovered.
It's also definitely a game of its time – there's Youtube support for direct uploading of recorded play sessions. There's also, at its core, a kind of massively multiplayer online co-operative element.
You see, there's this Girl too. She's much bigger than Noby Noby Boy and is trying to reach out to the stars. Every stretch Noby Noby Boy makes gets added to her length, and that's every stretch by every player round the world. She's reached the moon, unlocking new places to visit. Next stop Mars!
8/10










