Written by Sean Colleli on 2/12/2013 for WiiU  
More On: Puddle
One thing I’m very excited about on Wii U is that we are finally—finally—seeing Nintendo embrace third party support. While the Wii U isn’t getting all of the big cross-platform releases quite yet, the launch lineup and upcoming release schedule have far more than the GameCube or even Wii ever did early in their lifecycles. And it’s not just the big titles either; while we saw a steady trickle of indie content on WiiWare during that console’s waning years, Wii U is getting indie content right out of the gate, games that are releasing simultaneously on 360, PS3 and even Steam.

Case in point: Puddle, a physics-based puzzler developed by Neko Entertainment and published by Konami for…well, just about everything. Puddle is on platforms ranging from Mac OS X to PS Vita, but as always it’s Nintendo’s penchant for doing things differently—specifically the GamePad’s extra screen and motion controls—that could potentially set Wii U’s version of Puddle apart from all the others.

Puddle is a fluid based physics game. The concept is simple: guide a liquid through an obstacle course to an exit, while avoiding hazards and conserving as much of the liquid as possible. A meter in the top left of the screen indicates how much liquid you have left, with a marker to determine the bare minimum you need to finish the level. If you drop past the marker, it’s game over. You guide the liquid by tilting the playing field left or right, taking gravity and conservation of momentum into account.

The levels start out pretty basic, with normal fluids like coffee and water, and mundane hazards like hot surfaces that can vaporize said water. These levels act as a tutorial, teaching you how to build momentum while keeping all of your liquid in one puddle as opposed to scattered into several disparate droplets—easier said than done. Once you’re out of the tutorial, Puddle’s difficulty ramps up considerably, as you progress into new areas with more exotic fluids. Each set of levels—or environment, rather—lasts just long enough to get interesting without becoming tedious or wearing out its welcome.

The second environment appears to be a backyard, and you play the first section as a weed killer and the second section as liquid fertilizer. You’ll be killing off extraneous branches to progress and later on nurturing seeds into growing platforms. The third area is a laboratory setting; it starts out with you transporting flammable oil in a beaker, and ends with you delicately manipulating a puddle of nitroglycerin. As you might imagine, moving the nitro too fast will cause your entire puddle to explode, but at times you must use this property to (carefully) remove obstacles by sacrificing just a small fraction of your touchy combustible fluid.

The third area was my favorite. You start out mixing a cocktail which ends up in some guy’s digestive tract, where you must time peristalsis contractions and the opening of esophageal sphincters. Eventually this stage scales down to the circulatory system, where you guide what looks like radioactive dye by mimicking heart rate, shifting the controls back and forth to speed up or slow down the body’s pulse. You must also avoid syringes that threaten to suck you right out of the bloodstream. These levels weren’t nearly anatomically accurate but the concept was a lot of fun.

As you’d imagine, from there you end up in a sewer as…let’s call it biological residue, which has a thicker consistency…yeah. The later levels transition to a fragile snow globe, a pool of ink and even rocket fuel in zero gravity. The coolest part is that the art style changes for each new fluid—drastically. The water levels are pretty basic plumbing, but the backyard levels look like something out of Limbo, the digestion and blood levels are a grainy, glowing X-ray, and the ink levels look like colorful drafting blueprints. The in-game hints and messages change to fit the art style as well; I liked how the ones in the X-ray levels looked like notes scrawled in sharpie by an observing technician.

It’s impressive that Neko got so much mileage out of a simple concept, through innovative level design, easy controls and attractive art direction. That said, is the Wii U version superior to any of the rest? I suppose that depends on personal preference. The motion controls are a nice touch—tilting the GamePad left and right to move the liquid—but to be honest I was more comfortable with using the shoulder triggers or analog stick. Puddle doesn’t put a big emphasis on analog movement, so there isn’t much difference between gently tilting the GamePad and abruptly putting it on its side; how quickly and how long you tilt to the left or right seems to matter more than how gently you do it. Puddle can also be played entirely on the GamePad, and without any special modes or setup either, which seems to be the Wii U’s main defining advantage this early in its lifespan.

Other than that, Puddle plays pretty much the same on Wii U as it does on other platforms. I’d personally recommend the Wii U version over the other console ports just because it lets you play on the GamePad while someone else watches TV. The Wii U version is also a couple bucks cheaper than the other versions: $7.99 as opposed to $9.99 on PSN, XBLA and Steam. Puddle is a solid physics puzzler with a lot more content than you’d expect, lovely art direction and gameplay that feels just right as long as you know when to take a break now and then. If you enjoy games like Peggle, Mercury Meltdown and The Splatters, Puddle is a good addition to your growing Wii U library.
Puddle takes a simple premise and expands on it in several creative ways. The art style is varied and attractive and the gameplay is challenging without being unfair, and you get a lot of levels for your money. The Wii U version has a couple advantages, letting you play with some novel motion controls, and of course enabling the entire game on the GamePad. For $7.99, it’s not a bad little entry in the Wii U’s burgeoning digital catalog.

Rating: 8 Good

* The product in this article was sent to us by the developer/company.

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About Author

Sean Colleli has been gaming off and on since he was about two, although there have been considerable gaps in the time since. He cut his gaming teeth on the “one stick, one button” pad of the Atari 800, taking it to the pirates in Star Raiders before space shooter games were cool. Sean’s Doom addiction came around the same time as fourth grade, but scared him too much to become a serious player until at least sixth grade. It was then that GoldenEye 007 and the N64 swept him off his feet, and he’s been hardcore ever since.

Currently Sean enjoys a good shooter, but is far more interested in solid adventure titles like The Legend of Zelda or the beautiful Prince of Persia trilogy, and he holds the Metroid series as a personal favorite. Sean prefers deep, profound characters like Deus Ex’s JC Denton, or ones that break clichés like Samus Aran, over one dimensional heroes such as the vacuous Master Chief. Sean will game on any platform but he has a fondness for Nintendo, Sega and their franchises. He has also become a portable buff in recent years. Sean’s other hobbies include classic science fiction such as Asimov and P.K. Dick, and Sean regularly writes down his own fiction and aimless ramblings. He practices Aikido and has a BA in English from the Ohio State University. He is in his mid twenties. View Profile

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