Loco Roco Cocoreccho! Impressions

Occupying the netherspace between game and screen saver, Cocoreccho! has been subject to its fair share of misgivings. It’s kind of hard to deny the endless charm of the blob-like Loco Rocos, but at 6.99 USD you have every right to be a little skeptical.

Sure, it doesn’t quite feature the breadth of the PSP game, but this is the arcade version of LR: Short, sweet, to the point, and most importantly, replayable. Cocoreccho! takes place on what amounts to one gigantic level with four or five smaller chunks that get unlocked as you go along. And once you reach the end, you can loop right back to the beginning to try and find more of the 200-odd Loco Rocos you missed on the first trip around. Breaking up these sections are bosses and mini-games, so there are clearly game elements present.

Loco Roco

A Loco Roco orgy for your pleasure.

What’s really different is how you get your little balls of pure cuteness through the level. Instead of tilting the landscape, you’ve now been given control of a butterfly which the Loco Rocos will follow around like your dog when you jingle your keys. Hitting circle pops up a colorful halo showing you your “range of influence” and pumping the button will make any Loco Rocos following you work harder. That means they’ll jump farther and higher as well as attempt to form a tower when you hover above them. It sounds simple, but it’s an essential strategy to finding and waking up many of the more hidden Rocos.

What’s nice about it is that much like the original, Cocoreccho reinforces a sense of emergent gameplay. It’s a shame that you can’t use the Sixaxis to tilt the whole world (and it would’ve been perfect for that!), but shaking it or tilting it will affect certain things in the environment. For instance, if you see a MuiMui (the friendly, sprout-headed grey creatures) hanging from a platform, that means it can be tilted. Pumping the controller back and forth near the periodic gate checkpoints will raise the platform needed to count your Loco Rocos, as well. The game hints at some of these things for you, but leaves other uses for you to find out on your own. For instance, you’ll enter an area filled with gigantic flowers right after the first checkpoint. Some of them can be knocked away by “flapping” your butterfly wings (shaking the controller), which will reveal parts of the level you couldn’t see before.

It’s really little bits of Rube Goldberg charm like that that make Loco Roco so much fun. Cocoreccho! structure functions much like a gigantic playground. Unfortunately, that means that this isn’t really a full game, either. There are plenty of hidden secrets and little things to find, plus a neat leaderboard feature that tracks your score, Loco Roco count, and time taken to reach the “end.” At the same time, though, it’s just relaxing to fool around with the environment and watch your Rocos get caught up in all the crazy contraptions that litter the game.

It’s fantastic to look at, too. Buttery smooth. Even moreso than the original and quite detailed, to boot.

So grab it from the PSN. It just went up today and though the price feels a little high, Cocoreccho! is worth it. Don’t be surprised if you start singing along with the Loco Rocos or shamelessly “awwwing” at their darling little antics.

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~ by Cavin Smith on September 21, 2007.

3 Responses to “Loco Roco Cocoreccho! Impressions”

  1. […] Cocoreccho! structure functions much like a gigantic playground. Unfortunately, that means that this isn’t really a full game, either. There are plenty of hidden secrets and little things to find, plus a neat leaderboard feature that tracks your score, Loco Roco count, and time taken to reach the “end.” At the same time, though, it’s just relaxing to fool around with the environment and watch your Rocos get caught up in all the crazy contraptions that litter the game. (Sony Drone) […]

  2. fuck

  3. this game

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