Rolando 2 Review

In bloom.

Version tested: iPhone

Rolando 2's world is without blemish. Every cloud, tree and roly-poly blob of a character is piped in perfect Pantone, as if someone took away all of Jackson Pollock's flick brushes and instead made him squeeze paint like icing in steady dollops onto the page. It's still pure LocoRoco, of course, but somehow LocoRoco with the contrast turned up: French mustard yellows becoming brilliant suns and petit-pois hills turned deep evergreen.

This near-sterile sort of flawlessness is mirrored too in the game's systems, which, while narrow in scope and ambition, are self-assured. The Rolandos roll smooth and true as you shepherd them toward each level's exit with sometimes-careful and sometimes-exaggerated tilts of the iPhone. The touch-screen controls are economic: tap the screen to advance dialogue, draw boxes over groups or individual Rolandos to select them RTS-style and make jerky upward flicks to jump obstacles. Everything works as it should do, the game excelling in the sort of effortless, intuitive function that comes from a Nintendo-esque attention to interaction.

Of course, it's the game's context that makes you want to applaud these modest triumphs. iTunes may have democratised game publishing but when you open your platform to the world, expectations of what might be possible are soon lowered by a hundred thousand fart apps, Bejeweled clones and two-minute sub-Flash game novelties. The first Rolando was a gemstone in the rubble, a simple, clean game that mightn't have drawn much attention if it appeared on a more traditional handheld, but which, in the context of iPhone's library of mixed amateurism, shone like the greatest game ever made, or, at very least, the most professionally-crafted one.

But in truth it was neither. While Rolando displayed ngmoco and HandCircus's unrivalled appreciation of the iPhone and iPod Touch's unique abilities, it was defined as much by restraint as by ambition. The short, snappy levels were ideal for gaming on the go, but their length made every play session feel like snacking, something exacerbated by the slightly pedestrian level design that prided muted consideration over raw spectacle.

'Rolando 2' Screenshot 1

Golden idols are scattered through the world, each one allowing you to skip a level that you're finding too hard.

Rolando 2 is, on almost all of these counts, an improvement. Levels are, if anything, more tightly wound and precise than before, the volley of 45 stages coming fast and frequent towards the determined player. But they are, in general, better thought out and executed than before, the designers more clear on what they wanted to achieve with each and, for that reason, the learning curve is a distinguished one, leading players old and new by the hand into the deep end.

This time around, the game's cushioned into a cute story, a quest to save an island's royal Rolandos from a ravaging sickness. The only cure for the Kilogorean flu, as the islanders know it, is a rare golden orchid, which you roll off in search of through a variety of south-sea hot locations. As well as the stock flick-to-jump move your fingers must be employed to activate numerous contraptions to move them towards each level's exit. The swipe-controlled yellow lifts and springboards from the first game make a more refined return, as does the explosive fruit, which must be tapped from a tree's branches and used to blast through walls and enemies.

Where the first game struggled to maintain momentum over the full set of levels, Rolando 2 introduces a number of new objects and features to bulk out its possibilities. Water is core amongst these conceits, with large Rolandos sinking underwater to roll along the seabed while small Rolandos float along the surface. It's a simple idea but one from which the developer is able to derive numerous puzzles, all of which are generally enjoyable. Once again 'spiky commando' Rolandos can stick to any surface, rolling up walls and ceilings as you tilt and even rotate the iPhone in 360-degree circles, but the new balloon-like Rolandos (who suffer from terrible gas when they eat peppers) allow you to take to the skies for the first time. Likewise, the addition of some basic vehicles adds variety to the experience, even if the novelty only marginally extends its depths.

As before, each stage has three objectives: steer all of the Rolandos to the exit, collect all of the level's gems, and complete the stage within the timelimit. While you only need to complete the first objective to unlock the next stage, the levels are short and sweet enough to ensure most players will try for a complete set of medals before moving on. As you can complete each objective on separate plays, you can tackle the speed-run before the gem-collecting run and so on - a pleasing, Mario-esque approach to the metagame.

Rolando 2 benefits from the inclusion of ngmoco's new Plus+ feature, an online service that allows you to post your times to a global leaderboard and earn Xbox Live-style achievements. With 3000 Plus+ points to earn for passing specific milestones during play, as well as the chance to challenge friends to beat your scores on any particular level, there's a welcome competitive edge to play. Indeed, the meta-challenges will spur on players who might otherwise have walked away at the later, more demanding stages of the game.

'Rolando 2' Screenshot 2

Bonus stages in which you must roll a Royal Rolando to the exit (who won't take any orders from your taps) make a welcome return.

As with all of ngmoco's titles, the presentation throughout is a delight, menu screens crisp, clear and superfluously interactive (you can make the galleon on the start screen heave to and fro in the waves in a pointless but joyously tactile way), and transitions between levels given depth by some of the most tasteful 3D work we've seen on the platform. The shift from flat 2D to a more 2.5D perspective is almost imperceptible at first, but the difference is stark when you return to the first title. Finally, the soundtrack, by Ninja Tunes' glitch-hop artist Mr Scruff provides perfect complement to the aesthetic and can be enjoyed from a separate music menu 'stage', where each of the game's songs can be bought and downloaded directly to your iPod.

In every way that matters, Rolando 2 is a stronger, more robust game than its forebear, and for that reason we can understand why ngmoco were planning on removing the original from iTunes when this sequel launched (a decision it has since reversed). In lieu of a dedicated first-party studio on the platform, ngmoco continues to lead the way with robust, well-executed games whose ambitions meet the iPhone's capabilities without outstripping them. There may well be gamers for whom this approach is too substantial, preferring instead the quick-fire charms of the iPhone's throwaway, two-minute-blast games. But where those titles often wither under sustained attention, Rolando 2 blossoms, and in doing so maintains the series' position at the very top of the handheld's library.

8 / 10

Rolando 2 is out now on the iTunes App Store and cost GBP 5.99 at the time of review. iPod Touch users should note that the game is currently only compatible with firmware 3.0, you'll need to upgrade to play.

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Comments (18) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • paul_haine #1 3 years ago

    A year on and I've still barely touched the original Rolando. Don't know why - I enjoy it when I do play it, but just find I can never be bothered. Bit like Soul Bubbles on the DS in that respect. Hm.
  • brof #2 3 years ago

    I don't get it why I should pay for an firmware update (I am an IPod touch user)... so no Rolando 2 for me at the moment...
  • Beek4257 #3 3 years ago

    @brof

    I know! I own both iPhone and Touch and after updating the phone (which is free), I thought I'd do the same for the Pod.
    € 8! Ridiculous! I even thought I was doin' something wrong or it was a fault in the Appstore.
    I don't say this very often, but seriously: Apple ... WTF!
    (sorry mom)
  • leftlion #4 3 years ago

    Yeah totally agree about the iTouch update fee. Most of the stuff in the update is for iphone only anyway e.g. MMS, so paying this as an iTouch user is silly. Could do with the copy and paste though.

    On topic i've played the demo of Rolando 1 but it doesn't seem to have lasting appeal to me. So I won't be buying the new one.
  • MyPointIs #5 3 years ago

    Agree about Rolando/Soulbubbles in that they are a bit over-rated in my opinion. More novelty than hook. Yes, they play very nice, the idea is good, but I just don't return to them for more than 1 minute every seven months or so ;)
  • septimus #6 3 years ago

    Great little game... but it shows the weakness in the just released Worms more than anything. Far more detail, but utterly smooth on a 3G, where as worms is a jerky mess. Only played this on a friends 3G, but wish I had bought it instead now.
  • ChrisOTR #7 3 years ago

    Rolando 2's world is without blemish

    ...but it's certainly tarnished, by virtue of being the most shameless copy of someone else's game I've seen in a long time.
  • iago71 #8 3 years ago

    Might pick this up.... I havent really gone in for iphone games after being sorely dissappointed with monkey ball. Still not sure that the phone will ever really replace my DS or PSP but I guess thats not really the point!
  • poopmonster #9 3 years ago

    I asked someone at Apple about the iPod fee back when the first OS update came out (2.1?), and was told by a rep it's because they're legally obliged to charge for the extra functionality, which at the time was e-mail and a few other bits and bobs. The issue was that it was sold as a 'music player', as regards to export tax & duty.

    What a load of tosh. The 2G iPods have email, where's the trick?
  • jamhead #10 3 years ago

    I played the whole way through the first Rolando and really enjoyed it. The concept was solid (if plagiarised) and the production levels were very high.

    For £6 quid or whatever it's going for, this is a definite purchase for me. Having said that, I love the fact that the App Store has so quickly changed my attitude that £6 now feels expensive for a game. My DS is collecting dust - not becuase I don't think there are any good games for it - purely because I can't bring myself to part with £20 quid for a game for a handheld anymore (not when there is soooo much goodness to be found on the App Store for as little as 59p).
  • Beek4257 #11 3 years ago

    @twinberrettas
    Just to be clear: you don't pay for the update (which isn't strictly firmware btw) on iPhone. But if you want the (basically identical) update for your iPod Touch you do.
    Which is puzzling ...

    Rolando (1 and 2) = quality entertainment, as is loads of other ngmoco stuff. imho.
  • Hendo #12 3 years ago

    Indeed.
    For the last feekin' time, it plays nothing like LocoRoco.
  • Nithron #13 3 years ago

    About the whole ipod update thing: The latest OS update for the ipod touch still costs money. And it doesn't add anything that Apple could possibly be legally obliged to pay for.

    So what they said before is just bollocks, you're just getting ripped off.
  • Fodder #14 3 years ago

    If it's a legal requirement, how come firmware updates for other devices - PSP, say - don't cost anything despite adding new features?
  • poopmonster #15 3 years ago

    @MrEd209
    Thanks, that's rather clearer than the explanation I got before.

    Not too bothered myself as I have an iPhone, but it's clearly a barrier to some. That said, the cost is no more than several cheap apps - and in general I think only app-buyers would be interested in it anyway. Ce la vie.
  • Fodder #16 3 years ago

    There's been loads of stuff added for free since the PSP's launch. It didn't even have a web browser at launch, for example. Plus there's stuff like Skype, PS3 remote play, the PSN store, internet radio, and a load of AV playback features.
  • poopmonster #17 3 years ago

    @Fodder

    Very true. I'm sure the day will come someone will try to sue them over it.

    Not because that's the right thing to do mind you. Apple just seem to attract class action lawsuits the way Benny Hill attracts bare-clad women...:)

    Ok... it has a name: Sarbanes-Oxley Act 2002

    [link url=http:// www.sarbanes-oxley-forum.com/index.php
    ]http://ww w.sarbanes-oxley-forum.com/inde...[/link]

    In summary it aims to prevent fraud & corruption and has a lot to do with recognising and accounting for revenue. There's a lot of facets - I can't follow half of them at a glance, but one of these appears to discourage (or outlaw) adding value to products after they've been sold - value-added features to an iPod Touch would be an example. Another would be paying $1 or whatever it was to update the firmware in 802.1n wifi cards (seem to recall that story from ages ago). I guess the problem is that it's well-meaning, as it prevents people underselling for illicit reasons, but it also hits the consumer by costing them more in the long-run.

    To be honest I think it's a pile of crap, and Apple are riding it as an easy way of getting a few extra bucks. I could be wrong of course, but there's plenty precedent (such as PSP firmware) for people not having to pay for upgrades. Try operating systems for starters.
    Edited by 3 at 14/07/09 @ 16:23
  • poopmonster #18 3 years ago

    meh mispost
    Edited by 1 at 14/07/09 @ 16:41