tsutomu-kouno

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  • LocoRoco wallpapers make for a cute Christmas

    by 
    David Hinkle
    David Hinkle
    12.23.2009

    Our biggest problem when not playing LocoRoco is that we wished we were playing it. Sometimes, you're stuck in a situation where you just can't game, but that doesn't mean you can't have those cute and cuddly little blobs a mere glance away. That's where the PlayStation Blog comes in, as it's just posted some festive LocoRoco wallpapers for all to enjoy, which differ somewhat from those posted by the American site yesterday. Feel free to slap 'em on your computer or on your PSP. And if anyone catches you staring and asks why you're crying, ignore them because that just means they don't get it at all.

  • LocoRoco sequel already 75% done

    by 
    Andrew Yoon
    Andrew Yoon
    07.10.2008

    While LocoRoco 2 was only officially announced yesterday, it's been in development for quite some time. According to Famitsu (via 1UP), the title is already 75% complete. The sequel will feature the return of the original's Moja Troop, but this time they have some tricks up their sleeves. They'll be after the adorable LocoRocos with the power of music. Uh-oh! "The Moja Troop are back with some new bosses, but this time they've also learned some songs," director Tsutomu Kouno says. "They've been practicing as hard as they can, and they've learned how to use music to sap the energy out of everyone. Now nobody feels like doing anything, so the LocoRoco have to go around the world and pep everyone back up again."According to Kouno, the game will retain the same simplistic charm of the original. "We've tried our best not to change the core gameplay too much," he says. "We're being careful to keep it from getting too complex, and in addition to that, we're putting in lots of new features for people who played the first game to enjoy." But, expect new moves, such as the ability to go underwater and the ability to bite things.Will we get to play it at E3? We hope so. Sony plans on showing new PSP games at E3, undoubtedly. This would be an ideal candidate.

  • TGS07: Interview with Loco Roco's Tsutomu Kouno

    by 
    Jem Alexander
    Jem Alexander
    10.01.2007

    We had the opportunity to catch up with the father of Loco Roco, Tsutomu Kouno, and ask him a few questions about his newly released sequel, Loco Roco Cocoreccho. The interview was conducted along with Spencer Yip from Siliconera. We ask him what his inspirations were, why he decided to develop an "interactive screensaver" and whether there will be any downloadable content in the future. Find the full interview after the break.What was your inspiration for the Loco Roco franchise?I carry a PDA around with me wherever I go and I draw out any ideas that I have. Several years ago I found myself drawing Loco Rocos on the train in various forms. Around that time the PSP had first been announced so I started to think how I could turn my little characters into a game. I thought to myself: "there must be a way to have the shoulder buttons of the PSP control the movement."

  • Loco Roco's Tsutomu Kouno wants a world united (in games)

    by 
    Andrew Yoon
    Andrew Yoon
    06.20.2007

    You may have missed this one. At the time of writing, less than 20 people have seen this seen this excellent video interview with Loco Roco's Tsutomu Kouno. It's a fairly lengthy feature, clocking in at over 9 minutes. However, it provides some excellent insight into game design. One of the key points Kouno focused on was the international gaming community, and the reluctance of Japanese gamers to try Western games, and vice versa. (Of course, the recent success of Grand Theft Auto in Japan suggests a changing attitude.)Be warned, though -- the interview can be a little too telling. I mean, did we really need to know his blood type? (Spoiler alert: it's A.) Download Video for PSPAccess m.pspfanboy.com from your PSP internet browser to download.

  • PlayStation Eye is future of game control, says LocoRoco dev

    by 
    Peter vrabel
    Peter vrabel
    05.22.2007

    At the Nordic Game conference in Sweden last week, LocoRoco creator Tsutomu Kouno expressed indifference on motion sensing controllers. When asked on potentially creating a title for the Wii, he "didn't have much interest." Kouno-san seemed far more impressed with the technological possibilities of a peripheral like the PlayStation Eye, conjuring its controller possibilities. Harkening Minority Report similarities, he imagines playing a game "using hands, without even touching the controller." Sounds like someone read our earlier report on the 3-D mapping capabilities of the PlayStation Eye and may be cooking up something special for the PS3 audience. The PlayStation Eye is gearing up for a July release so stay tuned for more updates on new and unique uses for this peripheral.

  • LocoRoco players need something new to play on PSP, reminds creator

    by 
    Andrew Yoon
    Andrew Yoon
    05.18.2007

    There are a few people that purchased a PSP system to play the innovative LocoRoco. To this day, the title stands out as one of the happiest, most original titles on the platform. While there's nothing wrong with the large number of mature games on the platform, gamers that enjoy LocoRoco have been thoroughly neglected by Sony. Tsutomu Kouno, creator of LocoRoco, spoke at the Nordic Game Conference about PSP's lackluster offerings for that demographic: "We have to increase the number of casual games, games that LocoRoco players will want to play.""There are too many sequels for PSP, only sequels, so I want to make a new game for PSP ... I have five or six new game ideas either for PSP or PS3, but I actually want to make them for PSP - for the people who bought LocoRoco, or bought a PSP because of LocoRoco, and like casual games."It's great to see a developer want to work exclusively for the handheld. Certainly, we could use some original titles in addition to the stellar sequels that we'll also be receiving. But Kouno ... didn't you also talk about a LocoRoco sequel at this same conference?

  • Designer gives inspiration for LocoRoco, hints at sequel ideas

    by 
    Peter vrabel
    Peter vrabel
    05.15.2007

    Offering a peek into his inspiration for LocoRoco, designer Tsutomu Kouno once again touched base on its concept, design and production during a presentation at the Nordic Game Conference in Sweden. Fearing a "scolding," he didn't give too much away, though he did cite nature documentaries and the animal behavior of his pet fish as inspiration for some of the characters. I wonder what kind of game we'd be playing if he had a sloth as a pet?LocoRoco was the first game he worked on alone and wasn't initially approved on its first or second presentation. Only when a demo was shown on the third attempt did LocoRoco's approval come through. We can only imagine how frustrating those attempts at describing game play would have been on a mere PowerPoint presentation. As far as the sequel is concerned, Tsotomu Kouno said the sequel would contain, "new game play based on physical calculation and crowd AI" amidst other surprises. Ideally, the "use of color and music" is the central focus for the series, attempting "to create the fun and dramatic atmosphere of a live musical." Sounds great, as long as we don't end up playing Chicago: The Game Based on The Movie Based on The Play. Personally, we welcome new ideas, but prefer more the same game play that made LocoRoco so unique. It it ain't broke, don't fix it, right?

  • GDC 07: LocoRoco makes people smile

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2007

    Tsutomu Kouno, director of the beloved LocoRoco PSP game, told to an enthralled GDC audience: "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."Many of the inspirations for LocoRoco's craziest moments come from observing Discovery Channel-like programming. One character, the Musukusu (pictured), came from watching the antics of one of his tropical fish. He knew that his game was a success when he saw children playing the game, laughing and moving their bodies. Undoubtedly, a PS3 version of the game will meet much success: "I can't tell you now [about a possible PS3 version]. [But] I'm not going to betray your expectations, so you can count on us." See also: Joystiq: Making LocoRoco players smile Gallery: LocoRoco (PSP) design process

  • Making LocoRoco players smile

    by 
    Zack Stern
    Zack Stern
    03.11.2007

    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-2050%