Review: Coloco

Woot! #04

Review: Coloco

Cosmos Orbital Landing Outer Crash Officer. Hmm. Thankfully the game is better than the acryonym. Coloco is a thrust like game that relies on heavy inertia. You'd be forgiven for not being terribly excited by the concept of a churro (a game made using the MK engine) with inertia, because that's their stock-in-trade. This time however, it fits the game exceptionally well. The game is split into 30 small levels over 3 rather well presented worlds. You need to guide your craft to the stranded ruddy faced grinning imbeciles and bring them back to base. Touch most of the scenery and you're a goner, though you are gifted with some much needed safe pads as the levels get harder. Unlike Thrust, the movement is not vector based, and the collisions are not pixel perfect. Thankfully the collisions are biased in favour of the player, as it's nice to get away with a few overshoots when many other games are so cruel.

The controls are very sensitive, and take a bit of getting used to. In fact even when you're au-fait, it's still perfectly possible to lose concentration for a moment and spunk half of your lives away. It's not totally new, because Jet Paco has tried this idea before, but Coloco takes it to another level. The levels are smaller and better designed, with fuel stops en-route that increase the need for strategy. It's a visual treat, but unfortunately it falls back on the stock sounds that let you know it's a churrera game. Overall though, it's fresh, and is exactly what I want to see in a churro. Pass the chocolate sauce please.

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