Recently, my DS charger has gone missing and I’ve resorted to playing MJ’s PSP. I’ve always been turned off by their size and reported lack of quality original games, but I just completed one that left me impressed enough to write about – Sony’s own Loco Roco.

Created by Team Ico alumnus Tsutomu Kouno, this game is notable from a motion design standpoint for two major reasons. Number one, it’s the first character game I’ve played featuring a fully procedural (i.e. zero animation) movement system, using a physics-based world to tilt and shake the titular squash’n'stretch hero(es) around the levels, but that’s not the subject of this post. Instead, the second and more notable feature as generally relevant to a wider variety of games is what really caught my eye – the eyes.
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