Home
Twitter
RSS
Newsletter
Phil Larsen
30 Aug, 2006

Loco Mania Review

PC Review | This is no bullet train.
Puzzle games can sometimes be exempt from standardised gaming “qualities” – often the most entertaining puzzlers don’t contain any kind of revolutionary graphical prowess, nor a particularly original idea. What really makes a puzzle game shine is the execution of the concept, and sheer value for money – if one receives 20 hours of intense play from a budget puzzle game, it's money well spent. Loco Mania is a pure puzzle game, and not any form of simulation or tycoon title. The concept is quite unique: trains are coming from all over the land, and you must organise the tracks and the train direction so they arrive at all their required destinations and continue on their merry way. For a budget title, Loco Mania is sure to impress those who gel with the concept, yet others may feel frustrated because they just don’t 'get’ it.

This isn’t to say one who doesn’t enjoy the game is somehow inferior to those who do. Loco Mania is the kind of title which will just touch a nerve the wrong way for some, and give that nerve a warm, fuzzy feeling for others. Err…moving along. The way a Loco Mania level plays out is thus: trains appear from various tunnels and directions on a fixed landscape map (which gets progressively larger) at certain points as the level progresses. So, the trains are sitting ready to move into a maze of tracks, switches and stations. Flick that red light into a green one and you begin the action.

Floating above each train are icons which represent the stations at which you'll need to stop at, and the final exit track. It's a simple matter of surveying the area and picking out the corresponding icons around the landscape, then figuring out how to get your train to the correct stations and away. The problem is, things go slightly pear-shaped as multiple trains all want to get going at the same time. It becomes a mad rush of flicking track switches, reversing directions and changing lights to make sure you don’t get a bunch of trains stuck with no immediately apparent way to remedy the cluster. It’s akin to untangling a pile of fishing line or Christmas lights – heaps of fun. No wait, what’s the word? Tedious.

Here comes Big Red.

Here comes Big Red.
Close
Organising the trains is not so much fun, but if you manage to get everything running smoothly, it gives an immense sense of satisfaction. Unfortunately, beyond pretty much the first level, problems are unavoidable. This is probably the main detriment to the game – frustrating difficulty. It isn’t a case of “I don’t know how to solve this puzzle” – which would actually make you think - it's more, “I can see clearly how to solve this puzzle, yet a bunch of crap (i.e, more trains) keep getting dumped in my way, making me have to backtrack after planning a brilliant set of moves”. If, for example, three trains are ready to go, the process would be to check out the area, view the required destinations, and set them all off at timed points, to impressively manage a flawless journey which was carefully planned. Making the planning of these journeys and increasing track and destination complexity would have been the best way to increase difficulty – instead of simply shoving obstacles in your way as you try to carry out the journey.

The maps become progressively larger, but this isn’t necessarily a good thing. Eventually you'll have several trains all chugging along around the world, so the camera must be constantly changing to check all the progress. Nothing flows very well, which is exactly what a puzzle game should do. Being simple and addictive should be the main goal, which is why the realistic graphical style is probably not suited for this type of game. A train simulator to be sure – but perhaps a more compact, stylized game world which allows puzzle gameplay without the restrictions of realistically-sized landscapes would have been more appropriate.

Foggy day in London Town.

Foggy day in London Town.
Close
And, to add insult to injury – the graphics aren’t good, at all. Well, at least not when compared with pretty much anything over the last five years. This is offset by the fact that Loco Mania is a budget title made by a small team – but expecting a little more than empty, lifeless environments isn’t too much. So really, we have the large landscapes, which make the game more frustrating – and they don’t even look good. What I mentioned earlier, about puzzle games being sometimes exempt from classic technological judgment – doesn’t work when you try to make a game look better than it needs to. This subsequently makes the below-par graphics stand out even more. No points for trying.

The game modes are all pretty simple. Time Attack has you attempting to clear each map in as fast a time as possible – and then players can submit their scores online. Checkpoint is the reverse – time is ticking down and you must continue to successfully send trains on their way to keep the game going. Everything plays exactly the same, and success is always dependent on how fast you can manage the system. All modes are played on the same dozen maps.

After all this criticism, surely there's something to shout about, right? Yes – some players will be so content with the atmosphere and style of puzzling it will keep them entertained for hours. Unfortunately, there isn’t really much of a way to figure out if this is your type of game until you play it. The brilliant yet poorly-executed premise, the mediocre graphics, and the surprisingly relaxing music - all meld together to make a pretty strange game. Maybe it’s only for pretty strange people.
The Score
The extra .5 is for those who just may find it perfect for them, but chances are most won't.
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

Related Content

Rise & Fall: Civilizations at War Review
17 Jun, 2006 Not a lot of rising, but there sure is a whole lot of falling.
Stubbs the Zombie in "Rebel without a Pulse" Review
04 Dec, 2005 Being the living dead isn't all it's cracked up to be.
Metroid Prime Pinball Review
04 Dec, 2005 Does this game hit the jackpot or tilt? Roll in and find out.
3 Comments
3 years ago
Yes doesnt look so good, but i have a feeling that it might hold some promise. Oh well. Can only wait and see
3 years ago
I read the topic name and thought I'd missed a port of LocoRoco. icon_sad.gif
3 years ago
GTPod wrote
I read the topic name and thought I'd missed a port of LocoRoco. icon_sad.gif
lmao! That's exactly what I thought!!
I thought,"Cool a PC version of Loco Roco!"
Then I find it's a train sandbox sim game thing. icon_confused.gif
Add Comment
Like this review?
Share it with this tiny url: http://palg.nu/2jL

N4G : News for Gamers         Twitter This!

Digg!     Stumble This!

| More
  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Lighthouse
Developer:
  7FX
Players:
  1

Read more...
Currently Popular on PALGN
Bioshock 2 Review
Welcome back to Rapture...
Win 1 of 10 Bioshock 2 packs
Includes free stuffs!
PALGN Weekly Releases - 08/02/10
Christmas in February?
Dante's Inferno Review
Is it Divine, or unwittingly Comedic?