I have a nostalgic attachment to yarn and knitted woolen blankets.
My Nana loved to knit. I have fond childhood memories of giant bundles of
colorful yarn that she used to knit me blankets; handcrafted tapestries of dark
blue and light blue and green. There’s a level in Yoshi’s Woolly World called “Up Shuttlethread Pass” which features
a backdrop of knitted blankets woven together to form of a patchwork of pale
blue and green intermixed with snowflake and sequin decorations. A light fluffy
snow falls and the whole scene is accompanied by a profoundly emotional piece of music. I was immediately struck by this level upon starting it, but it
wasn’t until I was about halfway through it that a certain chord in the music
stopped me in my tracks and I simply stopped and stared at the screen: the
knitted surroundings, the colors, the snow, the music…I was immediately struck
with images of my Nana (who passed away just a few years ago) and all the Christmases
we shared together. I suddenly felt the need to rub my eyes and a pervasive
sense of tranquility embraced me throughout the rest of the level.
Yoshi’s Woolly World
is a warm knitted blanket on a cool autumn day. It’s a very comforting game,
and that’s not just because it’s made out of blankets. When one boots it up
from the Wii U’s main menu, they are greeted with an image of Yoshi and his
lovable canine pal Poochy embracing each other while a lovely and inviting acoustic guitar melody plays. To me, this start-up screen is saying “It’s gonna
be all right” and “See? Not everything in the world is so bad”. Between its
endlessly charming handcrafted aesthetic, pleasing control scheme, and
inventive challenges, Woolly World is
a heart-warming, endearing experience that is as relaxing or as taxing as you
want it to be. And it reminds me of my Nana. And it makes me a little teary.
I can’t call Woolly
World’s aesthetic entirely unique because it is a spiritual successor to the
delightful Kirby’s Epic Yarn for Wii
after all (which was also developed by Good-Feel, the most appropriately-named
video game developer in the world), but Woolly
World’s visual design still stands apart from that game, presenting a more
three-dimensional and all in all different take on the whole “handcraft” look
than Epic Yarn presented. I love this
game’s art direction and it is clear a huge amount of effort went into it; in
fact I suspect it’s the main reason for the game’s rather lengthy development
time. Besides nailing the look and feel of yarn and fabric throughout, so much
so that I feel like I can reach out and touch this game and my TV screen would feel
soft to my hand, I love how much creativity went into representing a world made
out of handcraft. Windmills appear as giant wool socks adorned with buttons, lava
flowing down a volcano is represented by a scarf slowly unraveling from a giant
spool, and my favorite: distant hills in the snow world are representing by
giant smiling winter hats. That the game subtly simulates flowing water with
simply a few strands of yarn, some sequins, and some shadows is nothing short
of genius artistic design. Sure, Woolly
World may contain many of the clichéd environmental themes that Nintendo
loves to overuse like grass land, desert land, and snow land, but I’m not even
mad because the wonderful visual design breathes new life into these tired
tropes. If the endearing art design doesn’t draw you in, perhaps the pleasing
and varied (if at times a bit understated) soundtrack, another area of the game
that clearly had a lot of effort put into it, will.
Even though some of the environmental themes are familiar,
the original and inspired level designs that appear throughout the entire game
all the way up to the final level were a consistent surprise. Some of my
favorites include a level where the player “walks” a wireframe Chain Chomp,
knitting it up into a roll-able ball that can pounce baddies and be used to
solve puzzles and unraveling it so it can follow Yoshi to new places; a
rollercoaster ride of sorts involving giant curtains sliding down curtain rods
(just try to imagine it); and a festive nighttime snowscape where Yoshi must
knock piles of cottony snow out of knitted trees to progress. The yarn motif is
more than just aesthetic; the artistic choice is woven into the game design at
every step, from the way enemies and obstacles behave to the way Yoshi unravels
and knits the world around him, to a parade of clever level gimmicks that make
great use of the theming.
Despite so many fresh elements that have been newly
acquired, the main framework of Woolly
World is mostly a hand-me-down from the original Yoshi’s Island for Super Nintendo. This isn’t necessarily a negative,
as that original game is a brilliant, inspired platformer and Woolly World inherits its springy,
responsive control and engaging, exploratory level design. That said, perhaps
the influence is a bit too transparent
at times and this does lend of sense of banality to certain aspects like the
very familiar progression structure of the game. This can’t hurt an experience
as otherwise creative and endearing as Woolly
World too much, but I do wish the Yoshi platformer series wouldn’t be so
afraid to tear the traditional fabric of the original SNES classic every once
in a while.
I will say that going for 100% completion in Woolly World is a lot more tolerable
than in the original Yoshi’s Island,
which is important considering the game is chiefly designed with exploration
and collection in mind. Some tedium occurs when missing “that one thing” in a
level and some of the bonus levels are pretty annoying, but there’s nothing
here that I found to be as screamingly frustrating as attempting 100% in the
original. Woolly World is ultimately whatever
you want it to be though: want to float through the game care-free? Turn on
“Mellow Mode”. Want to simply see all the levels? Just go for collecting all of
the flowers. Or you can go for everything like me, which was a fair and
satisfying challenge. Woolly World’s design
is smart. There’s no intrusive timer rushing me along, there are no useless
“lives” here, the “Mellow Mode” option is probably the least intrusive “Super
Guide” option I’ve seen Nintendo implement yet, and there’s just all in all freedom
here to do what one wants.
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