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Feb
05

LocoRoco 2 Review

By admin

LocoRoco was one of those rare games that didn’t look or play like anything else on the market. Its unique brand of platforming did not come from side-scrolling gameplay in the traditional sense. Instead, the developers built its originality from the ground up, creating an action/adventure with heavy influence from puzzle designs not typically seen in video games. To top it off, they wrapped this bright, colorful package in a control scheme that would have the player manipulating the world instead of the main character.

LocoRoco was pure, unrelenting innovation. Whether you liked or loathed the gameplay, it was impossible not to value what the developers had accomplished. But as we’re all aware, the downside of innovation is that it only happens once; without drastic changes or an entirely new game concept, the gameplay that once blew minds won’t be as impressive the second time around.

 

The developers of LocoRoco 2 surely knew this and decided to stick with the same format anyway. But while that means you won’t be stunned by what this sequel has to offer, it does contain several impressive moments. The levels are longer, deeper and less forgiving; berries are hidden more cleverly (unlike the first game, you won’t find a cluster of five in the same obvious area); underwater stages have been added; and you now have the ability to smash through barriers using a LocoRoco-protecting shell.

Of course, the question on most gamers’ minds will be: does the new or enhanced content justify a purchase? Fans of the original will be pleased, so a purchase is definitely justified. But given the similarities between the two games, those who didn’t like the original should pass on LocoRoco 2. However, if you haven’t played the series before but enjoy platformers and puzzle games, skip this review, skip the first game and jump ahead to the sequel.

 

LocoRoco 2 doesn’t begin with any drastic changes. You’re still in control of Kulche, the always-smiling yellow LocoRoco. The first batch of levels are almost too familiar with colors, windpipes, long crevices and semi-predictable patterns that closely mirror the original game. That changes when water is introduced. By holding the circle button (which is still used to split or connect your LocoRocos), Kulche will sink below the surface. Now you can control him while submerged just as you do outside of water – by tilting the world around him.

Water isn’t a groundbreaking addition but it does present a few challenges. For starters, jumping is not possible. When holding one of the shoulder buttons and pressing the other, Kulche will float upward. Depending on how the level is tilted, you may actually be floating left or right. Spikes and other enemy traps are used to keep things interesting. Upon reaching the surface, Kulche will float on top of the water’s surface as normal and may jump out to reach land.

Pulling a trick out of the bouncy ball playbook, LocoRoco 2 introduces the use of shells. These rock-hard casings have somewhat of an oval shape (excluding the ice shell, which is completely round). Shells bounce more intensely, they are impervious to spikes (and will destroy them!), and can plow through any designated barrier. You’ll know which barriers by the light color and odd speckles placed all over them.

Water and shells gave Sony something to hype, but the best part of LocoRoco 2 is the level design. The twisting and frequently winding levels were to be expected; just how far the developers were willing to go, however, is what’s surprising. In simple terms, these levels are like giant pinball machines – the most complex of their kind yet are still completely manageable (and easy enough to play through) that you won’t have to pull your hair out.

 

LocoRocos are constantly being pushed, pulled and bounced off each environment, the variety of which includes ice, grass, dirt, wood and various undefined sticky and rubber-like materials. Some levels will send you gliding through the air while others twist you around like food going through a human’s digestive system. There are half-pipes (that you’ll slide up and down), corkscrew trap doors (that will spin you around), creature cannons (back from the first game), and shape-changing objects that will deform your LocoRocos to conform to each scenario.

Toward the end you’ll encounter a stage that takes place entirely on one platform, which is being pulled up to something big (I’ll keep that spoiler a secret). There is nothing underneath the platform to catch your LocoRoco if it falls. Tilting the world tilts the platform, thus making it much easier to fall. At the same time, enemies fly by and drop large boulders on the platform which tilts sharply in either direction.

 

This exciting level can be as easy or as difficult as you want. If you’re a perfectionist, chances are you’ll want to capture every berry available, which feels next to impossible. That feeling is a common one while playing LocoRoco 2; if you just want to run through the stages and enjoy them as is, the game is pretty easy. But the moment you crave perfection from yourself, the game is all but a nightmare. As with the original, backtracking is only possible to a point – once you’ve hit a certain part of each stage, there’s no going back. Checkpoints are not a part of the LocoRoco 2 experience. In other words, those who want every collectible must play flawlessly.

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