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LocoRoco 2 Hands On

PSP Hands On by Oli Welsh

9 October, 2008

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It's a strange experience, being applauded for the simplest gaming feats. We're here at the Sony booth at Tokyo Game Show - "booth" being an entirely inappropriate word for this magnificent modernist palace of acute angles and pastel lighting, and an entirely appropriate one for the small glassed-off enclosure where we're playing LocoRoco 2. We share the space with a willowy girl in a white uniform and hat that makes her look like a 1950s comic artist's idea of a spaceplane hostess. She natters away in Japanese and hops up and down and claps softly when we do anything right. Anything at all. Managing one jump merits an excited squeal and a standing ovation.

But then, that's LocoRoco. This easygoing 2D platformer for PSP never asked much of you (unless you count finding the last few fruit), and gave back out of all proportion, showering the player in colourful, bouncing, babbling, singing, nonsensical beauty and joy. LocoRoco 2 won't be much different, giving even more in the form of a suite of mini-games, a multiplayer mode, and a hugely expanded Mui Mui house. All it will ask of you in return is the ability to manage a couple more actions in addition to left, right and jump - and you won't even need to press new buttons for those.

The core of the game is still to guide the rocking and rolling circular Locos through cutaway levels by tilting the level left and right with the shoulder buttons, and clicking both buttons together to jump. You can still gather crowds of little Locos into one gelatinous monster by holding down circle, and split them up to fit through smaller gaps with a tap of the same button.

'LocoRoco 2' Screenshot 1

Yellow and black engage in battle. This isn't going to help with the racism thing.

Additionally, Locos can now bite down on certain objects, giving them the ability to hang from little vines and jump from one to the next, catch a floaty ride on a falling dandelion seed, or bite other objects and creatures to pull them out of the ground. You can tip Locos into holes in the ground to hide them or make things happen. You won't know what will happen until it does: it might be the sprouting of a whole new tribe of jolly blobs, or an unexpected rocket launch.

Sony's Japan Studio is careful not to overwhelm you with such intimidating depth, so the new actions are introduced in stages by the king of the Mui Muis, those little, limbed purple men who scamper around the screen offering advice and encouragement. As before, if you reach an insurmountable obstacle, it can be worth just waiting a while and seeing what happens.

Faced with a pile of rocks, we let the Locos be for a moment and they burst into song, triggering a simple, circular note-matching mini-game. We tap out the rhythm with circle and the song explodes the barrier. Roll on. This mini-game also allows you to collect notes, which unlock new features for the stage you're in.

'LocoRoco 2' Screenshot 2

Owls seem to feature prominently. This being LocoRoco, they are either clumsy and fat, or baby and sweet.

LocoRoco 2 has 25 stages, fewer than the original game, but loaded, Sony claims, with more complexity and replay value. Some of them are just plain harder, something the many who felt the first game was sweet but a little too short will welcome. There's also a lot more physical variety, with underwater stages, airborne dandelion-seed epics, and stages that turn Locos into hyperactive rubber balls, rebounding around complexes of pipes and even Arkanoid-style block walls.

There are a few new layers of collectables (notably stamps - more on those in a second), and a "quest" system that kicks in after a stage is cleared under certain conditions, and that might challenge you to win a race against Mui Muis, collect five butterflies, or look for the lost Mui Mui King in a level you've already played.

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Comments: 1-17 of 17 in total

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mazk
09/10/08 @ 13:26
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There's no comment for this article yet so...

Does anyone think that apart from Loco Roco, Lumines and Patapon (and maybe Crush) there are any good games for the psp? Shoddy ports and old ps2 games dont count. Original IP only. Are there any? At all?
Arwin
09/10/08 @ 13:26
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God I just loved Loco Roco 2 ... any news on that level editor? Is that a bonus again? I loved it in the first game, but it was just a tiny bit shy of being good enough.

EDIT: maybe you'll want to search Eurogamer for the plenty of 9/10 gamse that the PSP has?
Edited 1 times, most recently on 09/10/08 @ 14:31
Steroyd
09/10/08 @ 13:30
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Widge
09/10/08 @ 13:36
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Good PSP games? God Of War, Wipeout, Final Fantasy Crisis Core, Grand Theft Auto (well, Liberty City only imo), the Syphon Filter games, Metal Gear Solid ... all good off the top of my head. Plenty of support coming from Square in the form of remakes of Star Ocean, FFXIIIagito sounds amazing. There are more on the cards like Dissidia and Kingdom Hearts which we know little about. What else, forthcoming Resistance game, some more Level 5 RPGs (in addition to Jeanne D'Arc, another goodie).

Now thats a good line up to have really. Thats about £200 worth of software.
dsmx
09/10/08 @ 13:44
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What about Pursuit force extreme justice, difficult but it never gets old leaping from vehicle to vehicle. Or killzone liberation a brilliant little game and the online multiplayer is good fun as well. Patapon, worms open warfare 2, even ports of games have been excellent such as pirates then you have the brilliance of everybody's golf 2.
Les
09/10/08 @ 13:57
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While it's not completely new IP, 3rd person Killzone on PSP is quite good and did a fine job of adopting a PS2 IP to a handheld.
cam_guin
09/10/08 @ 14:01
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Loco Roco, Lumines and Patapon capitalise purely on the format. I got GTA at home, an odd 30 min blast of an spare evening, but I practically look forward to my morning commute to bust my Lumines high score....Roll on Pixel Junk
mingster
09/10/08 @ 14:11
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That tree has an afro hairdo on the front page screenshot. Blatant racism.
Machetazo
09/10/08 @ 14:26
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More Locoroco! Sounds like great fun from the preview, so I won't say no to that. :D
Les
09/10/08 @ 16:45
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I'd expected some info about the soundtrack, easily the highlight of the first game for me.
Oli [staff]
09/10/08 @ 17:15
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Les, sorry, it was in my notes but it's something that's quite hard to judge from a demo and a short play on a noisy show floor. Seems a bit more standard J-pop than the first game, still very nice though.
Les
09/10/08 @ 19:16
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Oli, no problem! Thanks for the update :)

For me, the track of the first level is only bested by the Patapons chanting "pata-pata-pata-pon" as far as video game audio goes. ;)
furrycheeky
09/10/08 @ 22:09
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Only 25 levels "but they have extra replayability" aimed at youngsters thats not good. They don't want to repeat the same level over and over to get one more fruit they want another coloured Loco and more items to play with.
3william56
10/10/08 @ 04:09
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There are not enough drugs in the world to make this make sense. \o/
dirigiblebill
10/10/08 @ 09:23
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Does anyone think that apart from Loco Roco, Lumines and Patapon (and maybe Crush) there are any good games for the psp? Shoddy ports and old ps2 games dont count. Original IP only. Are there any? At all?

Jesus Christ, didn't the PSP-has-no-games spiel go out of fashion back in 2006?
Zebula77
10/10/08 @ 09:33
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The first Loco Roco is imo still the best PSP title out there, so I'm looking forward to this very, very much. Very few games make me genuinely happy. This is one of them. :D
mrmrc84
13/10/08 @ 10:17
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Asking whether or not the PSP has any good games now while its been out for so long is a little bit silly of a question.
It has plenty of them, LocoRoco was a ton of fun and daft as a brush, I look forward to part two.

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