The mejilan seal of approval.Mejilan said:Alright. Even though I didn't NEED to finish World 1 before moving on to World 2, I 100%'ed World 1 ANYWAY. And now I'm well on my way towards 100%'ing World 2.
Why? Because the game is AWESOME. On paper, it's a very simple-seeming game. In execution, it is a very pure and refined one. It's literally one of the most generous, unique, and astonishing games on the DS. I won't waste time regurgitating what was explained (more patiently and eloquently) in posts above.
But I do want to stress this game's uncompromising quality and ingenuity. To take a page from the game's very theme, it's a breath of fresh air.
I love how, utilizing the various masks that are immediately at your disposal (after the small, 3 mini-level initiation), I'm able to split the spirits into separate, smaller soul bubbles, and send them off into different parts of the stage, illuminating new areas and squeezing through the tiniest cracks in order to find the calabashes and star dust that together, contribute to unlocking new worlds and securing S rankings for the stages, respectively.
I love how I can create empty soul bubbles in completely inaccessible, though already illuminated, areas in order to grab those extra bits of star dust that those poor spirits will never, ever be able to reach.
I love how almost every stage has a new trick, feature, gimmick, or dynamic that, layer by layer, refreshes and expands and redefines every one of the simple core rules that drive the experience.
I love how every bouncing, bounding, rebounding bubble; every swaying leaf, branch, flower, or vine; every tumbling pebble, rock, or boulder; every calm breeze or howling gust of wind; every aspect of this game comes together with exquisitely rendered and believable physics.
Finally, I love how defeated enemies turn into blossoming plants on whatever surface their careening bodies slam into... only to be blown away by an errant and innocuous puff of air. Such a useless, but cute example of meticulous attention to detail.
The music is tranquil and soothing. The graphics are lush and beautiful. The animations, compelling and believable. Combined, so gripping and immersive. The gameplay, polished to delightfully simple perfection. Soul Bubbles is an example of a stunningly acute game design matched with just the right dash of the "out-of-the-box" thinking that the Nintendo DS was created to inspire.
I cringe when I consider that the awful box art and TRU exclusivity helped to condemn this work of unabashedly joyful art to an early and tragic death. The more of this glorious game I experience, the more I find myself increasingly frustrated and incredulous at just how much it's been overlooked. Especially here at GAF, which has always prided itself on seeking out and rejoicing over those rare, system-defining gems. No hyperbole here; once the fallout from this handheld generation settles, I fully expect Soul Bubbles to stand tall with the very best the DS and PSP had to offer to us. If only we cared enough and trusted enough to give it a chance.
Mejilan said:Alright. Even though I didn't NEED to finish World 1 before moving on to World 2, I 100%'ed World 1 ANYWAY. And now I'm well on my way towards 100%'ing World 2.
Why? Because the game is AWESOME. On paper, it's a very simple-seeming game. In execution, it is a very pure and refined one. It's literally one of the most generous, unique, and astonishing games on the DS. I won't waste time regurgitating what was explained (more patiently and eloquently) in posts above.
But I do want to stress this game's uncompromising quality and ingenuity. To take a page from the game's very theme, it's a breath of fresh air.
I love how, utilizing the various masks that are immediately at your disposal (after the small, 3 mini-level initiation), I'm able to split the spirits into separate, smaller soul bubbles, and send them off into different parts of the stage, illuminating new areas and squeezing through the tiniest cracks in order to find the calabashes and star dust that together, contribute to unlocking new worlds and securing S rankings for the stages, respectively.
I love how I can create empty soul bubbles in completely inaccessible, though already illuminated, areas in order to grab those extra bits of star dust that those poor spirits will never, ever be able to reach.
I love how almost every stage has a new trick, feature, gimmick, or dynamic that, layer by layer, refreshes and expands and redefines every one of the simple core rules that drive the experience.
I love how every bouncing, bounding, rebounding bubble; every swaying leaf, branch, flower, or vine; every tumbling pebble, rock, or boulder; every calm breeze or howling gust of wind; every aspect of this game comes together with exquisitely rendered and believable physics.
Finally, I love how defeated enemies turn into blossoming plants on whatever surface their careening bodies slam into... only to be blown away by an errant and innocuous puff of air. Such a useless, but cute example of meticulous attention to detail.
The music is tranquil and soothing. The graphics are lush and beautiful. The animations, compelling and believable. Combined, so gripping and immersive. The gameplay, polished to delightfully simple perfection. Soul Bubbles is an example of a stunningly acute game design matched with just the right dash of the "out-of-the-box" thinking that the Nintendo DS was created to inspire.
I cringe when I consider that the awful box art and TRU exclusivity helped to condemn this work of unabashedly joyful art to an early and tragic death. The more of this glorious game I experience, the more I find myself increasingly frustrated and incredulous at just how much it's been overlooked. Especially here at GAF, which has always prided itself on seeking out and rejoicing over those rare, system-defining gems. No hyperbole here; once the fallout from this handheld generation settles, I fully expect Soul Bubbles to stand tall with the very best the DS and PSP had to offer to us. If only we cared enough and trusted enough to give it a chance.
Zaraki_Kenpachi said:Toysrus exlcusive just like it says in the OP...
Allan Holdsworth said:Retailer exclusivity makes it a hassle to import. Same happened to me with Chibi-Robo: Park Patrol (I know it appeared briefly on Amazon but it's not like they ship worldwide).
Dash Kappei said:Naaah, CD-Universe is your savior
Dash Kappei said:Naaah, CD-Universe is your savior
Raynal did some consulting on the game. Basically all the devs were from a PC world (and multiplayer too) and Raynal made sure they would not fall into the not so obvious traps of a single player console game.Mejilan said:I forgot his name, but I do believe he did contribute to this game. I couldn't tell you in what capacity, however.
Totalriot said:My copy has just arrived. I hope this is not another one of these overhyped GAF games...
Totalriot said:My copy has just arrived. I hope this is not another one of these overhyped GAF games...
Fallout-NL said:So... what's the cheapest I can get this for in Europe (netherlands)?
40 euros is a tad steep imho.
videogamesplus.ca isn't carrying it.
GasMan said:Nevermind, I figured it out. Can't believe it took me so long to put two and two together on that one though.
GasMan said:Onto World 8-5 currently. S-ranked all previous levels now. Still enjoying it aswell. I think the length may have been just about right. Coupled with a progressive learning curve and some very cool mechanics this may just be one of my best games this year in terms of the complete package.