That game was The Blob, which tasked players with controlling a smiling blob as it rolled around the city of Utrecht, painting buildings and collecting hidden objects as they learned about the urban rejuvenation project. As an educational tool, the game was designed to be played for just a few minutes, with little more than a single map to paint and a few hidden collectibles to find. Still, there was clearly something appealing about the core concept of transforming a monochrome cityscape into a colourful paradise.
The Blob’s potential was recognised outside of the edugame scene, and it landed Internet Game Of The Year in the 2006 Edge Awards. The game also caught the eye of THQ, at the time looking to expand beyond its reputation for licensed output. Having just added Destroy All Humans and Company Of Heroes to its portfolio, the publisher was eager for a family-friendly series that could capitalise on the opportunity demonstrated by Wii’s success. In Utrecht, it seemed to find the answer it was looking for.
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image