<![CDATA[Kotaku: locoroco 2]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: locoroco 2]]> http://kotaku.com/tag/locoroco2 http://kotaku.com/tag/locoroco2 <![CDATA[LocoRoco Swag Arrives, Only Two Years Too Late]]> We've bemoaned the lack of LocoRoco merchandise previously. For a franchise so steeped in cuteness, it's a mystery as to why we aren't drowning in plushies and other assorted pieces of licensed crap.

No sooner do we say that aloud, though, and Sony go and drop this on us. The LocoRoco 2 sweepstakes, which is offering LocoRoco stuff as part of the prize package. Sure, at the moment these are relegated to "prizes", but there's always the chance they'll later be offered to those who just want to pay money for them.

First is this novelty pen, which blends the pen of the 80's with the Sony handheld mascot of the 00's. Watch as, when you tilt the pen, the LocoRoco float around in their little plastic, fluid-filled prison world!

Following the pen is this stress toy. Which is really a balloon with a LocoRoco's face on it. Sounds tempting, but why would we want to squeeze a LocoRoco, Sony? They're the good guys. You should have made the stress toy one of the bad guys and...oh, right, Legal probably put a stop to that one.

LocoRoco 2: Don't Worry, Get Loco! Sweepstakes [PlayStation]

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<![CDATA[LocoRoco 2? Cheap!]]> Sony is letting you have LocoRoco2 for a song. In brand new video game terms, that's $19.99 USD or, in SCEA pricing terms "the cost of just two movie tickets."

Following a PSP pricing strategy similar to the one SCEA used with the original Patapon, the sub-twenty dollar scheme may simply be a "please, please, please don't pirate this game." LocoRoco 2 lands in the United States and maybe even Canada on February 10 at that low, low price. Luke loved it, maybe you will too.

If you need any further incentives to pick up the game, Sony's also giving away demo vouchers at select retailers if you pre-order. What else can these people possibly do to get you to love them, already?

Get LocoRoco 2 for the Cost of Just Two Movie Tickets! [PlayStation.blog]

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<![CDATA[LocoRoco 2 Rolls Into North America In February]]> The Mui Mui are on the roll across the bottom of the ocean, embarking on a perilous journey that will see them hitting North American shores this February.

Already released just about everywhere else, LocoRoco 2 is of course the sequel to one of the happiest games ever to hit the PSP. When the first game was released you could tell when people were playing it by the goofy smilies on their faces. Now the second game is finally on its way stateside, according to SCEA producer Tsubasa Inaba in a post on the official PlayStation Blog.

Excited? Should you be? Check out Luke's review to see how he feels about the whole affair, and be sure to check out the video below for a Christmas Eve-sized dose of unintelligible yet adorable chanting.

LocoRoco 2 for PSP Rolling to North America Soon! [PlayStation.Blog]

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<![CDATA[LocoRoco 2 Review: Arming The Mui Mui]]> The original LocoRoco was probably as close as to a killer app the PSP has come; exclusive, unique, reasonably innovative — a great game. Wasn’t a perfect game, however, as it had a few problems.

Chief among them was the fact it played like a glorified tech demo, with very little to offer outside of a joyous control mechanism and a catchy theme song. Fast forward to 2008, and we’re presented with LocoRoco 2, the game’s long-awaited sequel, which has things a little harder than you’d think. Tinker with the perfect control scheme and you'd ruin the whole thing. Add too much to the bare-bones original and you'd ruin the game’s charming simplicity.

It's a knife's edge! Let’s hum a tune while skipping through to the review, see how LocoRoco 2 shapes up.

Loved
Flesh: Like I said, the first LocoRoco was a glorified tech demo. LocoRoco 2 feels like a game. It has a story, it has a variety of distractions to the main game, it has puzzle sections, it even has the odd boss fight. Oh, and — get this — a Mui Mui rearmament program. Crucially, however, you never feel like these are tacked on, or are a bit too much. They just feel right, like this is what LocoRoco should have been all along.

Curve: Seems some lessons were learned from the first game in terms of difficulty and progression. Actual level progression has been made easier, while for perfectionists, bonus items are now harder to find. Makes for a more enjoyable experience if you just want to blow through the game, and a more involving one if you want to find every hidden gem the game has to offer.

Hated
Expansion Pack: While the additions to the first game’s structure are welcome, they didn’t have to be so lazy with the rest of it. The bulk of the game – from music to menu screens to even some of the level templates – carry over from the first game. Not that this is entirely a bad thing, just would have been nice for a bit more new stuff for a game that’s been two years in the making.

These days, good PSP games are hard to find. Great ones, like this, are even harder. LocoRoco 2 strikes a near-perfect balance between holding onto the key qualities of the original and making all-around improvements, and if you’re a PSP owner starved for quality, original content on your handheld, you’re mad if you don’t at least give this game a look.

LocoRoco 2 was developed by Sony Computer Entertainment Japan, published by Sony Computer Entertainment. Released on November 21 in Europe (US release TBC). Retails for £29.99 (USD$44). Played single player story mode to completion.

Confused by our reviews? Read our review FAQ.

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<![CDATA[Give LocoRoco 2 A Try In Your Browser]]> If the thought of waiting until next week (or until some as-yet undetermined date, if you are in North America) for LocoRoco 2 is making you feel all wobbly, help is at hand.

Until November 21st, the self-explanatory Games.co.uk is hosting an 'official minigame' demo with a selection of levels for you to ooze and flop around.

All the usual LocoRoco oddness is present and correct - if you are not humming the 'You've got some musical notes' theme after five minutes you have a stronger will than I.

LocoRoco 2 flash mini-game[Eurogamer via Wired]

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<![CDATA[LocoRoco 2 And the Ouchie Bee Sting]]> LocoRoco 2 is an awful lot like LocoRoco. Sure it has a German blob and swimming and a rhythm game, but all of that is just a few more cherries on what I've always felt was a wonderful sundae of a Playstation Portable game.

I sped through a single level of the game at Tokyo Game Show earlier this week and quickly found myself falling back in love with the cute graphics and catchy nonsense music. The controls remain great and, unless my imagination was playing tricks on me, feel a bit more responsive than the first time through.

The basic controls of the game remain the same. You're still tilting and bumping the playing field to get your LocoRoco to move around. There are still some hidden areas and the occasional enemy you have to either avoid or flatten with your globularness. I did stumble across what I believe is a new sort of creature. A bee of sorts that if you fail to avoid stings you. When your LocoRoco gets a sting a little red-tipped welt forms on the creature. Every time the LocoRoco rolls over his sticky-outtie bump he sort of cries. It's quite endearing and made me both laugh in surprise the first time and feel just a little bit bad.

I also ran across a couple of the mini rhythm games. In them you have to tap a face button to a rhythm, trying to land a series of music notes which you collect for some reason unknown to me.

Like I said, more of the same but in a very wonderful way.

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<![CDATA[Justify Your Game Loco Roco 2]]> LocoRoco? Big Fan! LocoRoco 2? I'm sure I will be too.

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<![CDATA[LocoRoco 2: Afros, Home, Luft Balloons and Water]]> LocoRoco designer Tsutomu Kouno knows better than to mess with a good thing and LocoRoco was most certainly that. Taking direct control away from gamers, the light-hearted gelatinous-filled title instead had gamers shifting the world around the characters to move them.

Personally, I loved the game. It was packed with character, catchy music and made-up language. LocoRoco 2 looks to be all of that and more. Maybe, just maybe, a bit too much more, but really we'll have to wait to see.

To kick off his demo of the game Kouno brought up a level and showed us the familiar blob bopping along the cartoon landscape. The controls are the same, but now there are some new additions to the characters' moves. You can, for instance, now swim though water levels with the same sort of controls.

Another addition, an odd one, is the ability to go to an "afro tree" to select an afro that you can ride throughout the game.

"When in the hair you can move faster," he said.

The game also introduces a new Locoroco named Viole. The "confident tomboy" plays rock music and her particular brand of the game's nonsense language is said to have a slight German accent. Luke, who was in the interview with me, swears her song sounded like 99 Luftballons. But I think maybe it was the jet lag.

Another welcome addition is the creation of a Mui Mui house. Actually, the state we saw the thing in, the near fully-upgraded version, looked more like a Mui Mui apartment.

The house is created with the things your collect as you play through the game.

"Initially there is only one Mui Mui and one room, over time you can expand the house and add more Mui and it becomes very vibrant," he said.

The house we saw was packed with all sorts of things from tubs, to closets to bells to furniture, some of which you interact with. You could, for instance get Mui Mui to put on clothes, or draw them to a room by ringing a bell. As your home grows so do the pay offs. For instance you can eventually unlock a movie theater that will play movies. Kouno showed us a few seconds of a "clay" movie featuring LocoRoco. He said the movie was made by an outside development team and runs five minutes long.

The basement of the home also allows you to unlock certain hidden stages in the game which are much, much harder to beat.

"The main game is very simple but hidden stages are very difficult," he said.

Of all the things they showed us for the game only one thing disappointed me. Kouno said those songs seen in the original game as a sort of cut scene are now fully interactive.

"They're like a rhythm game," he said.

Personally, I'd prefer them to be non-interactive. Those songs were a sort of pay off for me at the end of each section of the map and I enjoyed sitting back to listen to them.

The new game will also be a bit shorter, with only 25 levels, but you can also replay through the stages in different modes, like racing or quests.

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<![CDATA[Pan Pan, Pata Roco, Banjo Blade]]> Busy day Tuesday. Ash and Mike headed out to meet with the developers behind Ninja Blade and Banjo Kazooie: Nuts & Bolts while Luke and I headed out to meet with the developers behind LocoRoco 2 and Patapon 2.

There was also a bit of news shaking loose before the show officially kicked off. Here's the run down:

Microsoft Has Over 140 Demo Kiosks, Buddies With Square Enix
Patapon 2 Helps You Keep Your Groove
Xbox Japan Booth Babes Adore New Booth Babe Outfit
Sorry, But Ninja Blade Is *Not* Otogi 3
Banjo Kazooie's Japan Inspired Backpack
LocoRoco 2: Afros, Home, Luft Balloons and Water
Loads Of LocoRoco 2 Screenshots
LocoRoco 2's Number One Fan
Let's Patapon 2 Multiplayer

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<![CDATA[LocoRoco 2's Number One Fan]]> Hi Tsutomu Kouno. As the guy who made LocoRoco, and who is making LocoRoco 2, what do you think about...uh, Tsutomu?

"......"

So...yeah, LocoRoco 2 looks pretty neat, and...uh, Mr. Kouno? Hello?

"......"

So went some parts of today's interview with Tsutomu Kouno. Just a few. And the guy wasn't being rude at all. He's a really sharp, really nice guy. He was just totally into LocoRoco 2. Couldn't stop tapping his feet during the new rhythm-action sections, couldn't stop humming along to the new character's songs.

It's great to see that, despite having done nothing but work on LocoRoco for the past 3-4 years, Kouno can still completely lose himself in the game. It's definitely a lot more encouraging sign for the game than any bullet point or press release could ever manage.

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<![CDATA[Loads Of LocoRoco 2 Screenshots]]> So, yeah, we went and said hi to the LocoRoco 2 guys today. And did we leave empty-handed? Nope. We got a bunch of screenshots to look at. You want to look too? They're in the gallery below. Knock yourselves out!

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<![CDATA[LocoRoco 2 Trailer to Listen to]]>
Sony's PSP title LocoRoco is back with a cleverly named sequel: LocoRoco 2. And it's brought annoyingly catchy music with it! If you watch this trailer at least twice, you'll have that tune stuck in your head all day. Once, even.

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<![CDATA[LocoRoco 2, Resistance: Retribution Among New PSP Titles]]> Sony's Bend studio is currently working on Resistance: Retribution, coming to PSP in Spring 2009. After showing that title, a third-person shooter faithful to the first game, Sony's Jack Tretton casually dropped a few more:

LocoRoco 2, Patapon 2, NBA 09: Inside, Super Stardust Portable, Buzz! Master Quiz, Valkyria Chronicles and Midnight Club: Los Angeles Remix.

"We've always felt that the PSP was one of the keys to Sony owning the living room," Tretton said.

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<![CDATA[LocoRoco 2 Screens]]> Sony's released a handful of LocoRoco 2 screens which look all cutsy and whatnot. The PSP title hasn't been dated yet, it will apparently feature new bosses and more catchy music. Click through the gallery below to have a look!

SCEJ、PSP「LocoRoco2」開発決定スクリーンショット初公開 [Game Watch Impress]

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<![CDATA[LocoRoco 2 Revealed In New Famitsu]]> That Sony Computer Entertainment is going back to the LocoRoco well for another chance at acclaim and fortune should come as no surprise. The game's director, Tsutomu Kouno, has been chatting it up for ages and even SCEE reps confirmed it for a PSP release this year. Good then, that Sony got around to confirming its existence in the latest issue of Weekly Famitsu.

According to details translated by 1UP, LocoRoco 2 looks to stick to the formula of the first pretty closely, with new music, new bosses and the ability to bite more things — that's a bullet point, for sure — topping the list of new features. Following sequel evolution tradition, your Locos can now swim. Amazing how that always seems to take an iteration or two.

LocoRoco 2 Confirmed, Detailed [1UP]

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<![CDATA[LocoRoco 2 Plops Onto PSP This Year]]> The creator of the original LocoRoco for PSP, Tsutomu Kouno, may think the PSP needs fewer sequels, but that's not going to stop him from giving us more yellow blob rolling fun. He's hard at work on LocoRoco 2, a game Kouno says will have "new gameplay based on physical calculation and crowd AI."

The good news is that it's due this year, at least according to Claire Backhouse, a product manager for Sony Computer Entertainment UK. It was casually mentioned as one of the games that will inspire PSP owners to think "Oh yeah, I own a PSP" in a recent chat with MCV.

With the PlayStation 3 entry in the series, LocoRoco Cocoreccho, little more than a glorified screen saver, we hope that Kouno and team have something interesting planned for the PSP sequel. Perhaps something that takes advantage of all those new PSP accessories?

PS we love you [MCV]

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<![CDATA[Loco Roco 2 Trailer]]>
It's not the greatest video given that some saucy knave filmed this off the screen at the Develop Conference, but there's is enough to get really excited about as we once again return to the land of Loco Roco. This trailer for Loco Roco 2 looks just as cute, adorable and infectious as the original game and we are treated to the always uplifting theme song again. Soon, your PSP will once again be filled with the cutest singing blobs this side of ...well, anywhere.

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