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World of Goo 2

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  • Breather Level: The Black Stain levels in chapter 4 are this, given that they're point and click levels rather than building. In fact, it's impossible to lose in any of them, and the OCD requirements can be easily obtained by simply clicking on the correct objects.
  • Broken Base: Chapter 4 is easily the most divisive chapter in either game. Some love it for its sheer creativity, vastly different mechanics from the rest of the game, and ironic humor poking fun at video game sequels that have nothing to do with the original game, while others loathe it for being too different, the mechanics not blending well and being awkward to work with, and the overall joke about game sequels being seen as pretentious and stuck up.
  • Bizarro Episode: Chapter 4 from the second game as well, where after transporting into the future you play three different sequels to "World of Goo" that involve golf, Gravity Screw and even point-and-click noir detective.
  • Contested Sequel: Some fans prefer the first game more for its nostalgia, world building, and simplistic charm. Others prefer the second game more for the improvements in gameplay, being longer and much more difficult, and expanding on the ideas the first game laid out.
  • It's the Same, Now It Sucks!: This is a complaint many people had about the sequel, especially since many levels are rehashes from the original game and most of the songs are remixes of songs from the original. Also the plot of the sequel vaguely resembles the plot of the original except on a larger scale.
  • Sequel Difficulty Spike: While the first game wasn't exactly easy, it was manageable for players that understood the physics engine, and only the last few levels would generally trip up veterans. The sequel, on the other hand, ramps things up significantly, with the very first chapter introducing complex mechanics, timing puzzles, and difficult building structures, along with returning levels from the first game being remixed to be more difficult. In addition, it has 3 optional extra-difficult levels.
  • That One Achievement: The Time OCD for "Swamp Hopper" is notoriously tough, thanks in part to the intended speed route being unintuitive. The trick is to flip the goo structure upside down and then angle the thruster to bring it to the goal.
  • That One Level: While the optional challenge levels in the second game are supposed to be difficult by design, "Dissolving Tower" from chapter 1 particularly stands out. The concept of the level is simple: build up to the pipe using ivy goo to stick to the walls, similar to "Ivy Tower" from the first game. This however is complicated by the completion requirement for the level being 15 goo balls, and you only have 16 goo balls to use for the entire level. The solution? Use a regular goo ball to weigh the tower down then quickly remove the ivy goo around it, causing the goo to get "stuck" to the pipe and allowing you to drag every other goo ball to the pipe. Not only is the solution extremely unintuitive, it's a jarring Difficulty Spike for being that early in the game, and is the only level in either game that requires using an exploit with the physics to solve. It's so difficult, it's actually impossible to not get the OCD achievement, since it's exactly the same as the clear requirement.
  • They Changed It, Now It Sucks!: One common complaint from fans of the original game is the absence of the Whistle to guide your goo balls, and a tower-building Sandbox Mode like "World of Goo Corporation".

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