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Locoroco cocoreccho!3/21/2024 For the next one I do, I definitely want to make sure that I get to implement all the ideas that I originally had. They had these shoulder buttons, and I took a look at it, turned it on its side, and said "wouldn't it be great if I could actually control the ground with just these shoulder buttons?" GameSpy: How close did the finished version of LocoRoco come to your original vision? Tsutomu Kouno: It wasn't a full realization of everything I wanted to do. Right around the time when I drew this, Sony announced the PSP, and it looked remarkably similar to this PDA. And you obviously can't just control one you want to control all of them. It was like a five minute doodle, but once I saw it I felt like I really wanted to move with these guys. I would use it to write down ideas I would spontaneously get, not just about LocoRoco, but about various projects. I used to take this PDA with me everywhere, and just doodle and scribble stuff. What was the vision behind the original game concept? Tsutomu Kouno: Well, the original concept started off with a PDA. GameSpy: LocoRoco is far different from anything else that anyone's ever experienced. GameSpy had a chance to sit down with creator Tsutomu Kouno to talk about his vision for the original and his plans for the upcoming sequel. Amidst all the explosions and gunplay of the 2007 Tokyo Games Show's more familiar offerings is the sequel to LocoRoco, a game that even the most jaded individual couldn't glance at without cracking a smile.
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