I just finished the last level of Loco Roco for the PSP, and
I'm pretty sure I'm done with it, so all you readers out there can get
the benefit of a post-mortem.
Loco Roco is
another of those quirky Japanese games that we seem to be blessed with
so many of lately. It used to be that stuff like this was jealously kept
from us gaijin by the gaming powers that be, but the combination of a
dawning region-free sensibility plus a shortage of competition in the
handheld game market have led to more and more of this "only in Japan"
craziness making the crossing and landing in our living rooms.
The premise is something a little like a cross between Katamari Damacy and Marble Madness, set
in a 2D scrolling landscape. You take control of a Loco Roco, a little
blob-like thing that speaks a Simlish-style gibberish. It transpires
that the worlds of the Loco Rocos have been invaded by menacing black
blobby-things called Mojas, and it's up to you to guide the Loco Rocos
through a range of hallucinogenic landscapes, and help them to survive,
explore, ... er... breed... and... um... sing. Breeding and singing are a
big part of the game, seriously.
The worlds of the Loco Rocos
consist of a fair range of scenery. The game starts in some fairly
generic grassy hills, reminiscent of first levels of platformers
everywhere, but quickly moves on to some significantly more original
achievements. Jungles offer fast-flowing rivers that carry your Locos
around, vines to swing on, and sticky leaf-layers to hang from like
monkeys. The obligatory ice levels are filled with slippery floors and
frozen chutes that let your Locos build up amazing speed. And several
levels are set inside giant animals, where you must navigate from the
creature's mouth, to its... er... lower exit, contending with giant
hanging tonsils, spongy internal organs that happen to make fantastic
trampolines, and the myriad dangers of peristalsis.
The
landscapes have a fantastic organic quality, vibrating and shaking in
time to your Loco Roco's motions with the qualities of authentic
physics. The "inside the monster" levels are the best example of this,
and are fantastic to play. Never have I been more convinced I was in the
lower intestine of a ninety-foot penguin.
You don't get to
directly control your Loco Roco. Rather than command the blobby
protagonists to move, you instead get to tilt the entire world and roll
them places. Holding the left shoulder button of the PSP tilts the world
left, up to a maximum of about 60 degrees, and likewise the right
shoulder tilts it right. This will usually induce your Loco Roco to roll
"downhill", which is hopefully the way you want it to go. If this
fails, your Loco Roco will usually get the hint anyway in a second or
two and try and go in the direction you're indicating.
You can
also press both shoulder buttons at the same time to shake the world
(which basically makes your Loco Roco jump). Finally, you can press the
circle button to split the Loco Roco up into a bunch of smaller versions
of itself, to fit through tight gaps and solve other problems. In this
state you're vulnerable to leaving some of yourself behind, but luckily
you can quickly form up any Locos within sight and reach by holding down
the circle button again.
Loco Roco sports some 40-ish levels.
Finishing the levels is very easy - in fact, my PSP says I took about
seven hours to do it, and that's including a couple of hours I spent
messing around with the minigames and the Loco House (more of which
later). Getting to the end of the game is never at any stage a real
challenge, and feels more like an enjoyable sightseeing tour. It's
almost ideal for children, first-time gamers, or those who like their
platformers unthreatening (like myself).
However, for those who
want to be challenged, the real meat of the game is in finding the bonus
items. On each level, you are scored on how many Loco Roco you manage
to find (for a perfect score of 20 per level), how many Loco House parts
you find, and various other factors including time. Of note is that
each level features three tiny golem-like creatures called Mui Mui, who
are apparently friends of the Locos. Most of the game's unlockables
(such as the minigames and the Loco Houses) are keyed off how many Mui
Muis you've found in total, so there's a reasonable incentive to catch
these things. You can, of course, repeat the levels as often as you
like, and once a Mui Mui is found they stay found, no matter how often
you re-try the stage.
I should note that the placement of the
secrets themselves is fantastic - you have the clear sense that the
level design is by a single mind. Placements of hidden items are fair,
reasonably intuitive, and never ask you to, say, jump to what appears to
be your doom in order to find them. You'll never be disappointed by the
level layout - it's a minor masterpiece. When you discover a breakable
wall or a hidden passageway, you never need to wonder whether to go
through it - it'll always be worth your while, and if there's hazards
along the hidden path, you'll find a handy teleporter-ish thing at the
end so you don't have to jump them going back as well.
The art
style is adorably simple and cute, making stong use of clean lines, bold
primary colours, and a minimum of clutter in the backgrounds. It's
distinctive, and perfectly suited to the feel and theme of the game.
But the real star of Loco Roco
is the sound. Your Loco Roco is a chatty little creature, and will
mutter to itself as it rolls along to inform you of its surroundings.
The presence of dangerous spikes on the screen elicits a scared little
whimper; nearby enemies cause your Loco to exclaim "Moja!", and when
your Loco knows there's one of those little golem things nearby you'll
hear a joyful cry of "Mui Mui!".
What's more, your Loco interacts with the soundtrack. Each level features one of a wide range of catchy tunes (think We Love Katamari), which
are great all by themselves. What makes them better, however, is that
the vocal track is actually sung by your Loco. Each of the different
types of Loco Roco (six in all) has a different vocal styling, ranging
from child's song, to opera, to the black Loco's deep soul funk voice.
As you meander through the level, they'll sing the vocals to the level's
music. Split into the multiple mini-locos, and suddenly your vocals are
being performed by a choir. It's fantastic to hear, and adds a whole
layer of charm and character to the game.
Loco Roco also
features several mini-games. The most notable is the Loco House, where
you can use "parts" you've unlocked throughout the main game to build a
playground for the Locos. It works much in the style of The Incredible Machine,
where you're creating elaborate setups to move the frustratingly inane
Locos around the screen and collect further unlockables, which are often
floating in midair or other such inaccessible locales. It's kind of
fun, and the focus of much of the bonus content is on acquiring bigger
houses and more parts. Unfortunately, the parts are so useful and the
space to build in so small and uninteresting that it doesn't take long
before you can do pretty much any task it sets you using the same three
or four pieces. It would have been great if this aspect of the game had
been fleshed out a lot more.
Myself, I'm not going back to find
all the Mui Muis and so forth. Part of the reason is that I'm not really
that enthused by what they unlock, but the main reason is jumping
puzzles. Superman has Lex Luthor, the Batman has the Joker; I have
jumping puzzles. I hates them, as anyone who read my experience with Mega Man: Powered Up
already knows. And while you can complete each and every level with
nary a tricky jump to be seen, the process of finding the secrets is
littered with some of the most frustrating, annoying, maddening jumps
I've ever seen in a platformer.
To their credit, they don't kill
you if you stuff them up (mostly). But the game's jumping controls are
more than a little squirrely, the tilt-based gameplay is disorienting,
and squishy surfaces, tilting platforms, and a character that's prone to
roll off anything smaller than your thumb go together in a combination
that on the later levels will have you wanting to throw your PSP at the
wall.
This is a great game; it's original, it's fun, it's
charming, and it's fantastic that things like this are being released.
But you'll be charged the full premium price for it, and completing the
levels won't take you very long at all, so if you're going to buy it,
just be sure that you're happy with getting a quality experience instead
of an epically long one, or be ready to face some fiendish jumping
madness.
This review has been edited from one previously posted at The Dust Forms Words on 31/07/2006.
Score: 15 out of 20 (A great game, but not exceptional)
Release date: June 2006
Developed by: Japan Studio
Published by: Sony Computer Entertainment
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