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We'll have to see whether or not it actually offers a challenge when it releases this spring. Even when I was rocking five tentacles, it wasn't that hard to keep them managed. My only concern at this point is that the experience will be too easy from start to finish. Rotozoa benefits from a very creative presentation, and is among the more visually engaging Art Style titles. Your non-tentacled side can be used to batter enemies that don't match your tentacle's color. The final mode is "snake," which introduces a one-tentacled Rotozoan with similar aims as the endless mode. This mode introduces the compression powerup, which will condense a long tentacle down to a more dense and manageable unit, so you can keep growing them without becoming impossibly unwieldy. "Endless" mode is just like it sounds, where you see how long you can grow your Rotozoan's tentacles before he dies. There were a couple of other modes that might up Rotozoa's longevity, though. Hopefully this was just toned down for demo purposes, lest the final game be cleared out in a mere matter of minutes. That said, for what should have probably been the "hardest" of the initially available levels, that stage I played was conquered with virtually no real effort. I unlocked stage one in a five tentacle division, though, so it would appear that there's more content here than initially meets the eye. I opted to play the fifth level in the four-tentacle division, and beating it kicked off the unskippable credits sequence, much to the chagrin of the IGN cameraman who had just started filming. There are five levels for each Rotozoan growth level, with two, three, and four tentacles being unlocked when I picked up the controller.
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The "stage" mode, which appears to be the primary way you play through the game, counts three achievements for every level: no damage, no cyclone, and all complete. It would seem, however, that the game considers cyclone-use to be the easy way out. Also floating in the primordial ether is the "cyclone" powerup, which when acquired allows you to charge a devastating spin-attack that annihilates any goobugs you manage to run into, regardless of their color, adding their numbers to each of your tentacles equally.
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You can take as many wrong collisions as you have green dots in your body, which can themselves be replenished by the occasional health powerup. You have to be careful, though, as the wrong-colored goobug will wreak havoc on the wrong-colored tentacle, stunting its growth back to the point of impact. Max out the length of each tentacle (specified at the beginning of any level), and you win. Your goal is to grow your colored tentacles by colliding them with like-colored "goobugs," extending by one link with each successful impact. "You are Rotozoan," the game proudly exclaims, as it begins to detail how the 2 and 1 buttons (NES-style) rotate your body clockwise and counter-clockwise respectively. At first glance it looks like a mix between flOw and Pixeljunk Eden, if you're a PSN aficionado who can identify such things, borrowing a tiny bit of gameplay from the former and a tiny bit of presentation from the latter.
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