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REVIEW LOCOROCO |
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PUBLISHER
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SONY
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DEVELOPER
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IN-HOUSE
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GENRE
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PUZZLE PLATFORM
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PLAYERS
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1
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PRICE
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£34.99
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RELEASE DATE
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OUT NOW
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Whether it has a serious message or not,
there is no denying that LocoRoco is the
landmark PSP title. The effortless charm
and relentless happiness hide one of the
most complete
games we’ve ever
had the hard the
pleasure of playing.
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SCORE
23/JUN/06 |
93% |
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The more time we spend working
on the peripheral of the videogame
industry, the more jaded and
cynical we become. We spend
most of our time playing and writing about
games that, if given the choice, we wouldn’t
touch with a barge-pole. However, every once
in a while something comes into the Play
office that wipes the frowns off our faces
and reminds us why it is we get out of bed
every morning. As you’ve probably guessed
by now, LocoRoco is one such game; a game
filled with so much happiness and quirky
charm that even soulless wage-slaves like us
can’t help but crack a smile when we play it.
To start a review on such a positive
note without going into detail first is not
something we often do, but LocoRoco is
special, deserving all the praise that the
videogame press will undoubtedly lay at its
feet. In last month’s preview we proclaimed
our love for the game, and one month on
our feelings haven’t abated – if anything
they’re stronger now than they were then.
To put down in print what it is exactly that
makes LocoRoco such a fantastic piece of
software isn’t that difficult a task, but doing
so coherently when your head is swimming
with the kind of feelings usually reserved for
lovesick teenagers is.
As good a place as any to start is the
story, and LocoRoco’s is suitably bizarre.
The dastardly Moja Corps has invaded the
planet and is looking
to make a meal out of
the LocoRocos, who
don’t stand much of a
chance on their own.
Just as it looks like
they’re out of luck, the planet steps in to save
the day, turning this way and that to keep
the LocoRocos safe. However, the Mojas are
nothing if not persistent, which leads to the
planet having to take a much more active
interest in the LocoRocos.
LocoRoco is the first game we can think
of where you control a planet, but it’s more
than just a device to explain the gameplay. As
the LocoRocos’ protector you fear for their
safety, probably more than you would if you
controlled them directly. When exploring the
world of LocoRoco, it is undeniably the little
fellas that establish themselves as the stars
of the show, and it’s very easy to become
enamoured with them. You start out as
the yellow LocoRoco, but as you progress
through the game you meet the other
five: pink, blue, red, black and green. Each
LocoRoco has its own unique song, look and
lives in a different part of the world, giving the
game a distinctly cosmopolitan feel. When
the LocoRocos meet for the first time they
gleefully greet one another, chatting and
bouncing away, which just makes it feel all
the more cheerful.
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The non-LocoRoco inhabitants of the
planet are equally as charming, and even the
nasties that want to eat the LocoRocos look
happy and unthreatening. Our personal
favourites are, the MuiMuis, the little human
characters that are the LocoRoco’s best
friends. Three are hidden throughout
each level, and when you meet them the
exchange between the MuiMui and the
LocoRoco would melt even the coldest
heart. Most of the other friendly creatures
serve to provide the LocoRocos with
assistance on their journey, be it in the form
of items or access to areas they couldn’t
normally reach. There are the cloud-like Cuna
Cu-na, the long-legged Ho-Ho, the giant
Nyokki, the tickling KeraKera, the owl-like
Unfu-Ku and the Chuppa.
The visual side of things is probably the
area in which LocoRoco makes its biggest
impact though. As with most things in
the game, simplicity is the key, from the
uncluttered backgrounds to the basic
design of the LocoRocos themselves.
However, when you see the game moving,
it evolves from a garish static image into
a vibrant world alive with beautiful details.
It shows how much thought has actually
gone into the design of LocoRoco when its
2D world is more involving than some in 3D,
and you actually find yourself believing that
this cheerful little place is somewhere that
the LocoRocos could live happily with their
various friends.
The sensory assault doesn’t stop there,
and the sound is as important in creating
the world of LocoRoco as the graphics. The
music is the primary element, and is sung
by the LocoRocos
themselves as they roll
and bounce through
the levels. When we
say sing though, we
actually mean sing,
and you can see the
LocoRoco’s mouth
moving in time with the
words. When your big LocoRoco splits into
smaller ones, the song changes, becoming
a harmony sung by the group. These
nonsense tunes are ridiculously catchy,
and it doesn’t take long before you find
yourself whistling along to them, much to
the annoyance of your colleagues.
This is all cosmetic though, but LocoRoco
is equally as accomplished in its gameplay
as it is in its presentation. Again, simplicity is
paramount, and you’ll only ever need three
buttons (Left, Right and Circle) to see the end of
each of the 40 levels. The game is a mix of
puzzle elements and platforming, and there
are a number of obstacles you’ll need to
guide the LocoRocos past in order to lead
them to safety. As you control the planet
instead of the LocoRocos, you only have
indirect control over them, so when you
turn the screen, you’re tilting the level, and
you need to let gravity do the work.
None of the levels are particularly
difficult, but getting to the end is an entirely
different proposition to finding all of the
hidden items. To start with, there are 20
flowers that your LocoRoco needs to eat to
increase in size, and finishing a level having
collected all 20 gets you an item for the
LocoHouse and opens up a time attack
mode. On top of that, there are five more
LocoHouse items to collect, three MuiMuis
to meet and hundreds of bees to find. This
makes the game much more inclusive, so
anyone can see the end of the game easily
enough, but after that there are still plenty of
reasons to carry on playing.
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Everything that makes a good game is
present and accounted for in LocoRoco, from
superb character and level design to superb
gameplay. Anyone can have fun with the
game, be they a regular videogame player or
someone who only picks up a pad once in a
blue moon. However, what makes LocoRoco
truly special is that it actually has something
to say, despite its message being smothered
in layers of saccharine cuteness. Believe it or
not, we’re not talking absolute rubbish, and
while playing LocoRoco we really felt that it
was telling us something about the world we
live in.
There are six types of LocoRoco from
different parts of the world: each is a
different colour and speaks with a different
accent. Despite their differences, the
LocoRocos are always happy to see each
other and live happily in the world together.
By working co-operatively and with their
planet, the LocoRocos are able to repel the
Mojas and resume their charmed existence.
See where’s this is going? It really struck us
as a parallel to our world, trying to tell us that
only through working together and throwing
away racism and war can we overcome the
major problems facing us as a species. Not
many games have a message other than
‘killing is fun,’ so to come across one that
not only has a serious lesson to impart, but
is loads of fun to play, goes someway to
restoring our faith in the industry.
All this may seem like pointless overanalysis
of a game that looks like the result
of a children’s book
illustrator’s bad trip, but
it would be an injustice
to judge LocoRoco
solely by its looks.
Regardless of whether
its message of racial equality and global
co-operation is an intentional one or not, we
have to say that LocoRoco did force us to ask
one very important question of ourselves:
why do we play videogames? Aside from the
obvious sarcastic response (it’s our job), the
best answer we could come up with was that
we all play videogames for fun, or at least we
should do.
LocoRoco knows this, and wants to remind
you that your leisure time should be spent
doing something that you enjoy. It’s almost
as if the designers sat down and said, “let’s
make people happy,” because there wasn’t
a single moment in the whole eight-or-so
hours we spent playing through LocoRoco
that we didn’t sit there with a warm fuzzy
feeling inside and a grin on our faces. It’s an
impossibly happy game, and that happiness
is contagious, infiltrating your body through
your eyes, ears and fingers. The levels are the
perfect length for the bite-size gaming of the
PSP, but you find yourself on the “just one
more go” roundabout, craving a few more
precious moments with the game. This is
as much thanks to the simple yet addictive
gameplay as it is to LocoRoco’s unparalleled
design, making for what will undoubtedly be
remembered as the PSP’s defining title.
Jude Salmon
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