Loco roco full game


















LocoRoco, on the other hand, is a cheerful experience, with colorful levels and funny happy characters. What probably started as just a simple title for the PSP became an emblematic game for the console. There are 40 levels in the game, each with excellent design and all of them full of color and joy.

It's relaxing, but it isn't really boring. Definitely, a game you'd see today on a smartphone. There are plenty of extras and collectibles that add great replay value to the game.

It's a fun, enjoyable experience, the type of game we don't see on Sony consoles nowadays. Graphics and visuals: The whole game looks like a cartoon, so it doesn't get outdated easily. The simple and colorful designs are incredible. Less means more is truer than ever in this game, with great animations and art direction. Gameplay: As we mentioned earlier, the levels can be challenging, especially if you're looking to get all the collectibles.

The mechanics are simple, but going through all the different levels feels great. Simplicity shines in this game in every aspect, and that turns out to be a great thing. Fighting enemies will require you to fuse yourself with different Loco Roco, and there's nothing much to it than that.

Overall it's a great experience. Sound: The soundtrack is excellent. There are points in each level where you must wake up some sleeping beings with fun and cartoonish songs.

The sound uses the high quality of the PSP in a simple yet excellent way. LocoRoco, made for the PSP from the ground up, fares better while also going all weird on us. You control a gelatinous entity that can break down into smaller blobs to pass through obstacles. Even stranger: Ybu control this bulbous hero by tilting the world with the two shoulder buttons. The graphics, the music, the rolly-polly gameplay--it's all so bizarre that you really need to experience it for yourself.

Browse games Game Portals. Install Game. Both mini-games grant additional Loco House parts and Pickories as prizes. The player can use the accumulated Loco House parts to create a course that the Loco Roco will automatically navigate, with additional parts that can be collected by directing the course appropriately. A Loco Editor is also an unlockable feature in the game, creating an interactive course with a start and finish using the Loco House parts.

While on a train during the second quarter of , Kouno had used a PDA to sketch a game that would involve multiple similar characters that would not be in direct control of the player. He realized the planet-tilting aspect after seeing how rotating the phone with the sketch around would lead to a compelling game. At that time, the PlayStation Portable was nearing release, and Kouno felt the unit's shoulder buttons would be appropriate for the tilting controls. Kouno also opted to develop for the PSP to break the mold of other, more complicated sequels from PlayStation 2 games that were being developed for the unit and instead create something that "really seemed at home on the PSP".

Kouno also wanted "every aspect of the game [ Three concepts were part of Kouno's vision for the game, "easy to play, fun and to have dramatic visuals". Kouno sought not only to make the game accessible to younger players, but also to a wider, international audience. While his team experimented with different control schemes for the game, they recognized that the simple tilting controls would be easily learned by children as well as those outside of Japan.

This approach also led to the use of a new "language" for the music, instead of relying on Japanese works which would not be understood by the international audience. However, despite the simple controls, Kouno noted they included deep gameplay around those that would require players to master to gain all the collectibles in the game. Kouno opted to keep the game in 2D instead of the more popular 3D to maintain the simplicity of the game. The Loco Roco team had experimented with different designs for the characters and world, including claymation , papercraft, and detailed textures, but settled on the resulting patterns not only to convey a "bright, cheerful" world, but as well as to keep budget costs down, no longer having a need to seek artists for textures.

Kouno drew upon his interest in the natural world to design the other characters in the game; for example, one character was based on the appearance of his pet tropical fish.

Kouno found that using 2D graphics allowed him to constantly present the faces of the LocoRoco and other beings within the game, and used that to convey a constant sense of emotion from all the characters. Maya was used to construct the levels and place hazards and obstacles.

The graphics themselves were based on using and animating Bezier curves , a feature of the PSP's software capabilities. Kouno had attempted to present the idea at pitch meetings twice in the early part of but was turned away.

While management was able to understand the mechanic of tilting the world, they could not understand Kouno's vision of applying artificial intelligence to the LocoRoco or other creatures in the game. On the second rejection, the management staff suggested that Kouno return with something more concrete to explain his ideas. Kouno spent one month with a four-person team to create a simple pre-prototype version of the game that demonstrated the rolling gameplay aspect.

The pre-prototype version was well-received and Kouno was given further resources to develop the full game. A complete prototype was created by an eight-person team over three months to establish the rest of the game's core mechanics, including the joining and splitting of the Loco Roco and the dynamic music.

The remainder of the game was completed in the following 11 months by the full person staff at Sony Computer Entertainment Japan. The soundtrack for Loco Roco is based on a fictional language created by Kouno to avoid alienating foreign players by using Japanese music.

Kouno created the language by compiling a list of interesting words in katakana , then altering the words slightly to make them sound cool in Japanese as to mask their origins.

Kouno requested that the composers use as little electronic-sounding instruments as possible to give the music a feeling of "live sound".

The team ultimately created about 60 songs to be used in the game. While the soundtrack had many different themes, Kouno felt that the fictional LocoRoco language helped to unify the songs across the game. The album contains 42 tracks from the game. Following the release of Firmware 2. A demo localized for western countries was released in June , shortly before the game's full European release.

It includes one level that will take the player around 5—15 minutes to complete, depending on the number of secret areas the player encounters. A special Halloween-themed demo was released for download on October 26, , It featured some exclusive graphics and objects, like Jack-o-lanterns, spirits, and more. Few puzzles were implemented. A Christmas-themed demo was released for download on December 11, It featured some exclusive graphics like Santa's sleigh and more. An unique LocoRoco song is implemented.

LocoRoco has received mostly positive reviews from critics. The game was consistently praised for its bright and bold graphics. Charles Harold of the New York Times compared the graphics to Katamari Damacy , calling them "simple" and "pretty" while Sam Kennedy of 1UP considered it akin to "playing out an adorable cartoon". The unique environments of each level were also credited to help the game's charm, with Kristan Reed of Eurogamer believing that the game presents a "look and feel unlike anything we've seen before" and that shows "a truly brilliant realisation of how to take 2D gaming into uncharted territory.

The game, at times, was compared to a "slow-motion version of Sonic the Hedgehog " with the player controlling the LocoRoco as they move up and down hills and through loop-de-loops in the level. This gameplay allows the game to be easily accessible to players, with IGN 's Juan Castro noting that the controls are "not simplistic so much as it's refreshingly elegant", and Kennedy commenting that while LocoRoco is not perfect, it was "perfect for the PSP".

A common complaint for the game reviewers was the repetitive nature of the game, as no new gameplay mechanics are introduced after the player learns to roll and jump, and that the levels are "far from challenging".



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