![]() ![]() The stages take place from a top-down perspective. It was easy to take for granted, and now it's gone.īonus stages also provide less of a thrill, now that you interact with them by way of a new control scheme. Nearly effortless precision is a thing of the past. Gears and turrets either barely adjust or move with such gusto that you accidentally squash your otherwise resilient character. ![]() With a controller's analog stick, environmental responses to your commands are often jerky. On the Vita, this was again handled with finger slides and felt natural. Other situations might find you rotating giant wheels while the blob works through them. Unfortunately, it's all too easy to start moving the wrong piece at the wrong time, and that's fatal for the ball of goop in your charge. You can press shoulder buttons to toggle which one you are trying to manipulate, and moving the right analog stick then allows you to direct the architecture's movement via telekinesis. ![]() The way to accomplish that task is to manipulate a series of four floating, C-shaped platforms. In one case, for instance, you need to cross a wide area with laser beams serving as its base. Not much precision is required in the early going, and there aren't major penalties if you make a mistake (especially since the developers were smart and placed frequent checkpoints throughout every stage so that you never have to tackle more than one challenge at a time), but the puzzle design in later stages grows more devious, and it's easy to get fatally fried by a laser even when you know what you're expected to do to survive.īacktracking to old obstacles and adding them to your own mass feels joyful. The blob itself performs admirably, and he possesses abilities that allow you to also manipulate the environment to solve puzzles. Unfortunately, the game's control scheme didn't translate as well as its audiovisual components. The kooky soundtrack works as nicely coming from television speakers as it does a handheld unit, and the cutscenes between stages remain adorable. On the Vita's screen, the aesthetic was especially lovely, and it looks terrific now even on a substantially larger display. There's a washed-out look to a lot of it, with little splashes of color that mostly center around the antihero you control and the food he can consume. Mutant Blobs Attack boasts an attractive art style that wouldn't have been out of place in magazine and billboard ads during the '50s. ![]() As in the PlayStation 2 classic Katamari Damacy, backtracking to old obstacles and adding them to your own mass feels joyful. The whole time, it consumes anything smaller than itself, until eventually there's not much left that qualifies. During the platforming stages that follow, the unnamed goop slides, hops, and even flies through mostly sterile environments populated by lab equipment, security systems, picnicking astronauts, whales, and tasty civilians. The game still begins as you, represented by a little blob of jelly with attitude (note the spikes), escape a cage and begin terrorizing a scientific research building. This is in many respects a straight port, with necessary adjustments to bring it to a larger viewing surface and some tweaks to puzzles where they make sense. The blob still responds beautifully to your commands, and the design still feels fresh, but there are some disappointing new issues too. A move to consoles two years later hasn't changed much about the source material. When it arrived for the Vita in 2012, Tales From Space: Mutant Blobs Attack offered a challenging and sometimes puzzling romp through around 30 levels of sci-fi mayhem. ![]()
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