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Destructoid review: LocoRoco 2

Brad Nicholson
4:00 PM on 02.09.2009
Destructoid review: LocoRoco 2 photo


The original LocoRoco put you in the middle of an invasion. The ink-blotted Mojas upon the limbless LocoRoco’s world in an attempt to enslave the bright blue BuiBui. You’re job was to repel the invasion by defeating its snarling leader. If you stuck with the original title for a little more than seven hours, you managed to defeat the big man and deliver the planet from evil.

War. War never changes.

Sony’s second installment of LocoRoco (hits retailers on February 10) pits the smiling, happy-go-lucky LocoRoco against the Mojas yet again. This time, the big evil man has a few aces up his sleeve. He has come into possession of a song that takes drains the world of color and has been palling around with a bright red race of little dudes called the MuiMui that can drive rocket ships and drop bombs.

Do you have what it takes to defeat the Mojas? Probably. It only takes about six hours. Hit the break for the review of Sony’s PlayStation Portable title, LocoRoco 2.

LocoRoco 2 (PlayStation Portable)
Developer: Sony Computer Entertainment Studios Japan
Publisher:
Sony Computer Entertainment America
Released: February 10, 2009
MSRP: $19.99

My favorite games are the ones with personality. Epic’s Gears of War leaps into mind as a great example of a game that manages to convey a profound sense of character. Gears of War’s overarching theme of futility colored the environments and character interactions just as much as the Lancer impacted the flow and intensity of action. LocoRoco 2’s mojo isn’t derived much differently than Epic’s pulse-pounding shooter -- just replace the guns, violence, and ravaged environments with adorable happy things.

The core gameplay of LocoRoco 2 has been preserved and carted over from its predecessor. The star of the show is the rotund LocoRoco. It’s limbless, so its only mode of transportation is its spherical body. You roll the LocoRoco through levels by tilting the environment with the trigger buttons. Pushing in these same two buttons (or letting go of one) will allow your LocoRoco to jump. The majority of obstacles in every level are cleared with these two elements, but don’t let the simplicity fool you -- LocoRoco 2’s superb level design and interactive environmental objects will keep you guessing what’s coming next. Almost every new level introduces a new element to fiddle around with: One level you’ll be pushing a gelatin egg into a bird’s nest, and the next you’ll be catching a ride on the back of a sea creature.

In addition to surprise design, a variety of new abilities and minor tweaks have been introduced. Your LocoRoco can now latch onto objects, swing, and swim. Swimming is the only major new element, as some levels rely on the ability heavily. However, the other new stuff is handy for finding the variety of hidden objects scattered throughout levels.

And there are tons of hidden collectibles. None of them are as important as berries. The normal variety functions as currency for mini-games, but eating the large ones produces an additional LocoRoco that merges with your initial one, causing it to grow in diameter. Extra LocoRoco function as both a health meter and a mild puzzle-solving device. Pushing the circle button summons a thunderclap that disassembles your rolling blob into its lesser parts. Holding that button reassembles them after the task is completed.

As appreciative as I am for LocoRoco blobs, I find myself more enamored with LocoRoco 2’s level design. Every world in the game has a different look and comes with a wild assortment of environmental objects to interact with. Perhaps the best part of the design is the striking variety of gameplay. Some levels put you underwater and others focus on the game’s jumping physics. Even though the levels differ, the tone of the game always stays the same. LocoRoco 2 possesses a carefree attitude, punctuated by a ridiculous amount of smiling and charm with every new foe, friend, and object you encounter. The game rarely frustrates, as its happy-go-lucky puzzle solving mechanics seem to creep their way into your brain and fry any ability to get upset.

The game’s biggest sore point is its lack of substantial playtime. The game’s 20-something levels can be tackled in four to six hours. You can stretch the limits by collecting objects (berries, items and hidden MuiMui) but I never felt compelled to retread levels. Getting 100 percent doesn’t net you anything beyond a light pat on the back in the way of items to redecorate the MuiMui House. That’s not to say that the game lacks depth: it’s there, but only if you want to pursue it.

Visually, the game never disappoints. The 2D art is sharp and adorable. It’s as if the artists stared at a basketful of puppies and were able to successfully encapsulate what makes that scene so delectable. The pastels used to color the game are even better than the aforementioned basket o’ puppies. The game is vivid, bright and bursting with happy images and whimsical backdrops. A brilliant complement to the visual flair is the game’s music and integration as a gameplay mechanic. The tunes are soft and cute like everything else in LocoRoco 2, but more importantly, they now have a purpose outside of subtle entertainment. As you progress, you’ll meet and unlock other multi-colored LocoRoco to play with. Depending on whom you choose, the default music applies minor tweaks that associate with the LocoRoco. To aid the MuiMui, you can also stop and sign to trigger events in the level. Instead of staring blankly at the screen, the game challenges you to keep rhythm with the song.

The subtle twists and new abilities (such as the new rhythm game) build on the foundation that the original game had. LocoRoco 2 doesn’t go out of its way to differentiate itself from its predecessor. That isn’t always a bad thing -- the same characteristic charm, visual flair, and stellar level design is present in LocoRoco 2. Unfortunately, the game is even shorter than the last go-round and suffers from the same demons.

LocoRoco 2 is a great title at a great price point. Its misgivings -- short playtime, lack of narrative substance and meaningless collectibles -- are easily trumped by the game’s character and solid gameplay.

Score: 8.5 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)


Destructoid review: LocoRoco 2 photo
Destructoid review: LocoRoco 2 photo
Destructoid review: LocoRoco 2 photo
Destructoid review: LocoRoco 2 photo
Destructoid review: LocoRoco 2 photo




Legacy Comments (will be imported soon)


pretty colors
great game at a great price!
Can't these people take a hint? The future of gaming is in greytone/darkass colors! This games looks like something from 20 years back on a Halo acid trip!

I will be buying this as I LOVE the 1st one :)
Can't wait to play this game.

And personally, I think the series lack of narrative substance is a good thing. Substance to often turns into seriousness, and the last thing I want to play is a serious Loco Roco game.
LocoRoco2 is an amazing game. It makes the player smile... a lot. C'mon, knock someone's afro off and jump in it to roll through the level. How awesome is that?

But:

I disagree on "short playtime... and meaningless collectibles". Some people might not be interested in collecting berries and MuiMui but I love trying to get 100% on every level. You need to pursue it indeed but isn't that the case with almost every game? This is a game where I don't need to receive trophies/achievements in order to get everything. To fill up your MuiMui house is awesome. I don't need an award for that. Seeing those little fellows jump around the house is enough for me.

There are also a couple mini-games (even multi-player) to keep you busy. For instance you can fill a screenshot with stamps you collect throughout the levels. Complete a leaflet and you'll receive picories. You can also create your own pics with the same tool and save them to your memory card. There is also some sort of pinball level, a race level and so on. In my opinion there is a lot of stuff to do you didn't mention.

Also one small thing that is kinda cool. The loading screen show a MuiMui with a pick-axe digging through the ground. Every time you load he gets a bit further. OK, looks sweet but once he gets to the end (in other words, if you played enough levels to activate the loading screen) you get an item. This might be the first game that awards you for seeing the loading screen a lot.

One complaint. It sucks the juice out of your PSP like no other game does. I don't know what it is but it does it. I never had to charge my PSP so many times trying to play through a game.

p.s. the bomb dropping MuiMui aren't actually MuiMui. They are the bad guys and are called BuiBui.
Wow that turned out to be a rather long comment :D
I fucking can't wait to play this. :)
Nice. Just as I expected. I need a PSP.
I LOOOOOVE LOCOROCO!!!!!!!!!!!!!!!!!!
i love loco-roco. it will put a smile on the true gamers face, maybe not the gears/halo kill kill kill teenager but for my family, it has.
Excellent review.

I'm going away for a trip this weekend, adn could use some new fare. This is perfect. Cheap, fun, charming title that is easy to get into.
I've been thinking about picking it up; probably will one of these days.

ALSO WHERE'S PATAPON 2
I wish I had a PSP, this and Patapon are just so awesome.
Picking my copy up on Wednesday, looking forward to it!
The length of a game has ZERO to do with how the score should shake out, when its this type of game. If its Zelda, and its 5 hours, then yeah, you can mention lack of heft in the time it takes to beat dept.

When you're playing a puzzley game like Loco Roco, and most of the point of it is to go back and collect everything 100%, then to mention the fact that it isn't a 100 RPG is really fucking retarded.

But, hey...why would I expect someone that couldn't beat Afro Samurai to know the first thing about gaming?
Ohhhh god, cute ass little Loco Rocos.. I want them as pets.
8.5??? this is an outrage!

what a disservice to gaming this review has turned out to be...

[/joke]
It's a great game =) It's been out in Europe for ages now - I wonder why it's taken so long to hit the US?
I like people who design joy into their games. We need more of those types of experiences.
This is relevant to my interests
Mine too, I just got a PSP a couple of days ago and currently only have the 4 that came with it: Killzone Liberation, Resistance Retribution, Vice City Stories and Tekken Dark Resurrection, so I need to pad out my collection with a puzzler or a platformer.




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