The Observer, September 15, 2006
Volume XXXIX, Issue 3
LocoRoco may be the cutest, happiest game on Earth
In my previous Observer reviews, I have been extremely vocal in regards to the PSP's poor library. Though there are a handful of classics for Sony's powerful machine, the selection is embarrassing when compared to the Nintendo DS' superior assortment of games. Though some may be surprised that the industry leader is struggling to keep up in the portable department, the Big N has had more then a ten-year head start in this department. However, Sony may not be ready to surrender just yet. If LocoRoco is any indication, the PSP is capable of handling games just as quirky and original as anything found on the DS.
LocoRoco makes an amazing first impression. A fine candidate for "happiest game ever made," everything about the presentation is colorful and cheery. The title characters are constantly singing along to the background music, and almost everything (the sun, clouds, even enemies) sporta a goofy grin. Though this incredibly saccharine spectacle may sound nauseating on paper, in practice I found all of the absurdity endearing. The bold, fluid graphics have to be seen to be appreciated, and the soundtrack is as catchy as anything from Katamari Damacy. LocoRoco demonstrates that even on the PSP, 2D games are not obsolete.
Though the art direction helps LocoRoco stand out, the developers didn't slack off in the playability department. Part of the appeal of the game is that it is played with only the L and R buttons throughout the majority of the adventure. Using these shoulder buttons allows one to tilt the worlds from side to side, forcing the blobby LocoRoco to roll downwards. Consuming fruits scattered around each level causes the creature to grow, and with the press of the circle button, it can split into many smaller pieces. This simple formula ensures that anyone can play, even those unfamiliar with the analog nub and arrangement of face buttons. The PSP has not had such an accessible game since Lumines. (One suggestion for a sequel: see if a tilt-sensor could somehow be implemented)
LocoRoco features fantastic levels. Gears, conveyer belts, wind currents, and other devices carry the LocoRoco to each goal. Certain sections are very quick; many gamers have astutely acknowledged the similarities to the Sonic series. Impressively, new gimmicks are introduced in every world, keeping the game fresh until the ending.
This ending unfortunately occurs too soon. Though 40 levels sounds sufficient, most of them can be completed in a few minutes. The challenge level is at an absolute minimum; dying seems to be an impossibility. If I were rushing, I'm confident I could beat this game in a single sitting. However, half the fun of LocoRoco involves going back to each level and uncovering the dozens of secret passageways and items. The hook here is centered on exploring and in doing so, achieving new high scores.
A few mini-games were included in an attempt to keep players coming back, but they are dull and mindless. A crane game and a shooting contest only provide minimal amusement. The "LocoHouse" mode completely fails to follow through on its potential. This level editor is a cool idea, but the size restrictions are frustrating. Another mode, called "Loco Editor," can be unlocked, but it's just as deficient. It would have been so fun to create my own colossal stages, and maybe even share them online. Too bad. These supplementary modes certainly don't detract from the main experience, but if they had been more engrossing, I think the overall package would have had more longevity.
These hairsplitting complaints shouldn't prevent gamers from rushing out to buy this treasure. With any luck, this will hopefully mark the start of a new trend of simple, unique games for the rookie handheld. It's probably not the best game for the system, but it's the first one I'd recommend for prospective PSP buyers.
*To see what all the fuss is about, do some navigating on www.us.playstation.com to download a great demo of LocoRoco.





