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Review of World Gone Sour on PlayStation 3 (PSN)

by Tanya Krane Tanya Krane photo Apr 2012
Cover image of World Gone Sour on PS3
Gamefings Score: 6.5
Platform: PS3 PS3 logo
Released: 10 Apr 2012
Genre: Platform
Developer: Playbrains
Publisher: Capcom

Introduction

World Gone Sour is one of those rare beasts that wears its product placement like a coat of armor and still manages to have a tiny beating heart underneath. The player inhabits a green Sour Patch Kid whose singular life goal is, disturbingly, to be eaten. The game's opening is a short tragedy in packaging: the green protagonist and his red buddy are en route to a movie theater when a tear in the bag sends the red candy tumbling away toward a sugar-happy fate while the green candy is ultimately tossed into the trash. That inciting incident is both the set-up for the platforming levels and the emotional engine of the story - a candy on a quest for consumption. Along the way the green candy encounters abandoned Sour Patch Kids who become followers and 'corrupted' kids who have gone genuinely sour in spirit, lashing out at the world that forgot them. It's an oddly poignant conceit: a branded game that asks whether being remembered (and eaten) is the same as being loved.

Gameplay

On paper the mechanics are straightforward: a 3D side-scrolling platformer composed of 13 levels, playable solo or in two-player co-op. What elevates the loop from 'cute advergame' to 'curious little experiment' is the followers system. Strays you pick up tail you like a sugary pied piper; they can be tossed, used as buffers, or outright sacrificed to retrieve out-of-reach collectibles and to trigger switches. This makes the followers function as both a gameplay resource and an emotional meter. When you chuck a follower into a hovering gumdrop above a stove, it reads like a cold, practical choice in service of progression. When the narrative gives those followers small moments of personality, the mechanical sacrifice becomes weirdly affecting. Levels are themed and usually culminate in a boss fight, with regular stages building the setting and the story's momentum. Collectibles come in two main flavors: gumdrops (extra lives) and stars (score), plus rarer golden gummies hidden as secrets. Bottle rockets act as checkpoints and keep attempts practical; followers who are lost will respawn and rejoin after a little delay, which softens the moral whiplash of repeatedly using candy comrades as climbing gear. The game tracks quirky bonuses too: you score extra points for dying or for killing followers in specific ways (like a twisted carnival of statistics), and you get bonuses for rescuing all followers in a level or collecting all golden gummies. That scoring system doubles as a narrative commentary: points for dying and for sacrificial acts emphasize the game's recurring theme that suffering - or at least spectacle - is rewarded. The tension between the protagonist's longing to be eaten and his dependence on other candies for survival is a neat piece of design synergy. Gameplay-wise, the act of throwing followers to fetch collectibles forces you to weigh short-term benefits against an abstracted form of empathy. The respawn mechanic keeps the stakes low enough to be playful, but the game still manages to make you squirm when you lob your pals into peril. Controls and progression are serviceable: platforming challenges require timing, follower management, and occasional puzzle solving. Boss fights are largely pattern-based and act as narrative punctuation marks - each boss marks a chapter in the protagonist's slow-motion meltdown from optimistic candy to world-weary gummy. The two-player mode lets someone else share the guilt, improving both the chaos and the comedy. The game's relatively short length and the structure of 13 levels keep the candy arc tight; it never overstays its welcome, though that brevity also curbs the depth it can offer each character.

Graphics

Powered by the Gamebryo engine, World Gone Sour presents bright, cartoony 3D visuals that lean into the absurdity of a candy apocalypse. The levels are designed to look big and cinematic without getting bogged down in photorealism; think neon concession-stand backdrops, grimy trash-heap alleys, and exaggerated hazards that look like set pieces from a stop-motion snack commercial. Character design is intentionally simple - emotive faces on little sugar bodies - which helps the game sell personality even when animations are limited. There's a fair amount of charm in the way the world is dressed: packaging motifs, crunchy textures on gumdrops, and oversized human-world obstacles that make the Sour Patch Kids feel tiny and earnest. On the technical side the visuals are competent but not flashy. Textures and animation are functional rather than sumptuous, and the Gamebryo chassis shows itself as an efficient workhorse rather than a graphical showpiece. The overall effect is a toybox world that matches the game's tone: slightly melancholic, mostly whimsical, and definitely sweet in palette. It's the kind of game where the art direction does most of the heavy lifting for character empathy.

Conclusion

World Gone Sour is a curious little platformer that deserves credit for trying to do more than sell a snack. Its central character arc - a green candy longing for the dignity (and finality) of being eaten - is bizarre and surprisingly resonant. The game's supporting cast of followers and corrupted sour kids function as a makeshift chorus, giving the protagonist context and allowing the gameplay to mirror the narrative: you literally use others to reach your goal. The result is an advergame that occasionally bites back with a dark sense of humor. Mechanically the game is enjoyable in short bursts: the follower mechanic creates interesting trade-offs, collectibles and bonuses add replay value, and the boss/level structure keeps forward motion steady. The visual presentation is charming but modest, matching the game's budget and scope. Critics mostly gave it mixed reviews and that's fair - World Gone Sour is not a masterpiece, but it's not insincere fluff either. If you want a twenty-dollar experiment in branded storytelling that asks you to feel even as it encourages you to hoard gumdrops, it's worth a go. Keep in mind the game was delisted from PSN and XBLA in August 2015, so getting your hands on it now is more about hunting archives than strolling into a digital candy aisle. Final verdict: a clever, slightly sour treat - 6.5 out of 10.

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