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Joystiq interviews Loco Roco's Tsutomu Kouno



As big fans of Loco Roco we couldn't leave the Develop Conference in Brighton last week without having a natter with Tsutomu Kouno. Thankfully, we got the opportunity to sit down and, via his translator, Masaaki Doi, ask him about what he plans to do after Loco Roco PS3 is released. The full interview can be found after the break.

How do you feel about the reception that Loco Roco received in Europe and America, considering it's such a Japanese style game?

Originally my target was not only the Japanese market, but the entire world. So I really appreciate that people in other territories have accepted and enjoy my design.

Continue reading Joystiq interviews Loco Roco's Tsutomu Kouno

Loco Roco sequels planned for PSP as well as PS3


Last December, Sony's Phil Harrison said they'd "bring LocoRoco back in a couple of new ways with some new friends in the future." Then, at the PlayStation Premier event in Tokyo this month, they showed off Buu Buu Cocoreccho! by LocoRoco, a sequel that is "LocoRoco, but it's not ... a peculiar extra chapter." So that takes care of PS3, and we have our suspicions about a mobile version, but what about the most obvious platform of all, the PSP? We had a chance to speak with Loco Roco's director Tsutomu Kouno at the Develop conference and, when asked if there will be a Loco Roco 2 for the PSP, he responded, "Yes, there will. I'm thinking about a sequel for the PSP right now. I got a lot of feedback from players that they bought a PSP just to play Loco Roco so I feel like I have to make a sequel for them.

Though we don't have any fancy video footage of the PSP-bound sequel, there is some footage of the PS3 release from Develop, tucked away after the break. And check back later in the week for our full interview with Kouno-san.

Continue reading Loco Roco sequels planned for PSP as well as PS3

Making LocoRoco players smile

A GDC seminar given by Tsutomu Kouno, director or LocoRoco, explored his process and goals in creating that PSP game. Like Miyamoto said earlier that day, Kouno wanted to make people smile. Speaking in Japanese, with us listening to a group of translators over a set of headphones, Kouno began with a personal history.

He described growing up making toys, saying he would show them to people to make them laugh. He felt that LocoRoco came from that history. He said, "I wanted to make a game that was easy to play, so that women and children, and people who have never played games before would be interested in playing it. ... I wanted to use AI to make people laugh. That's why I included actions like the LocoRoco stacking up."

See our gallery of LocoRoco design slides from the seminar.

Gallery: LocoRoco (PSP) design process

Continue reading Making LocoRoco players smile

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