L.O.L.: Lack of Love

L.O.L.: Lack of Love

released on Nov 02, 2000

L.O.L.: Lack of Love

released on Nov 02, 2000

L.O.L: Lack Of Love, is an evolutionary adventure game developed by Love-de-Lic and published by ASCII Entertainment for the Sega Dreamcast. The game was released exclusively in Japan on November 2, 2000.


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where to BEGIN

jokes aside, I really like this game, if not with a few issues that did effect my overall opinion but it still is incredibly bold and unique for what it attempts in the medium. from the same creatives as moon remix rpg adventure this was love-de-lic's final game under that title before splitting off into a bunch of different studios, and it is very unique. easily the best aspect of this game is just the overall atmosphere of everything, this is definitely more of a pure "experience" type game rather than one for pure fun. this game really makes you FEEL alien, the sound design, the creatures, the music it all feels like something out of another dimension and it really sets the mood wonderfully. I love how much it feels like they just warped each set piece in terms of their look to really make you feel disoriented, highlight area for me would be the final 2 for almost complete opposite reasons they are really cool. I really love the different transformations that you can never predict where they are going they are always really neat. the soundtrack and sound design are so good as well, the best way to describe the soundtrack is that it feels like a futuristic version of what nature will become in like 100 years, it is genuinely so beautiful, favorite track is probably dream with its cooling guitar and its more wavy electronic motions its so relaxing. the sound design also accompanies this and I love it a lot, very detailed in its sound work. we will get into story a bit later cause we are about to talk about the real meat of any game THE GAMEPLAY, and uhh, it's weird.

the game took a real risk in that department, as they decided to take a real power move and have NO DIALOGUE in the entire game and tell everything through visuals, and overall I think it works very well for the story and the overall immersion, but for gameplay while it was mostly fine, had some real hurdles for me personally. the main issue is that the game isn't very good at explaining the mechanics and what can properly be interacted with said mechanics, and it can often be confusing to find the solutions because of that. the gameplay loop is pretty simple, pretty much most levels you have to help your fellow aliens with whatever problems so you can evolve into a bigger creature, and when you are able to figure things out its pretty fun, but the real issue is that there are no real hints or any small pushes to find your way so it can be a tad bit annoying, a lot of the solutions I think are legit pretty clever but the issue is getting to solving them is genuinely hard to do without some push, something like moon while it also can be a little bit vague at times still had a lot more of a push to explore and it feels rewarding. not helped is the fact there is a timer constantly looming over yourself in the form of your hunger meter, which if it gets low enough slowly kills you and you get a game over, and with the way it is implemented it can feel like a bit of a drag at points to me and I wish the way it was used was more like moon, where at first it is very strict, but the further you get into the game the better it gets, but here it just doesn't and was always a looming stressor. it sounds like I am complaining a lot so far here, but thats cause it is fairly flawed with how it is executed and I wanted to tell you if you do play it is pretty flawed in the pure gameplay regard, but once it clicks it really does click and its genuinely really cool to connect each piece you find to evolve becomes super satisfying to expand, and the overall exploration is really cool. each area is brimming with interesting patterns of how each ecosystem comes together overall, once again not perfect, but it still is so cool when you do really get into it. I do think the no dialogue thing works very well OVERALL, it just comes with a few things that could've been ironed out a bit more, maybe have on the animal screen for each creature a explanation of what they are and could've given a small hint to what they could've done.

now let's talk about the story itself, and its really cool. not to get into spoilers but it is a very environmental story, mainly in terms of the destruction that can happen from a "lack of love". once again not to get into major spoilers, but the way the story is told in the gameplay makes it really damn engaging with how it uses a lot of diegetic methods to make you involved in what is going on, it is very simple but it is very effective for what it is aiming for and its really nice, especially that final section which really adds a lot of tension of "is he going to make it" and its real neat and the ending is just plain nice, really love the way the story is told in this game it is a definite case of something that could only be done in the gaming medium and its just real cool.

lack of love is not a perfect game, but it is one that you can get a lot out of. if you are willing to be a bit patient you will be rewarded with a very special experience that you will gain a appreciation for. really enjoyed it and highly recommend if you haven't played it you won't regret it

i effed around on this on dreamcast emulator... peculiar

This review contains spoilers

This game echoes like a soft and compassionate war cry, asking to reconsider our Lack of Love.

"There is no comedy outside of what is strictly human. A landscape can be beautiful, graceful, sublime, insignificant or ugly; it will never be laughable. We will laugh at an animal, but because we will have surprised in it a human attitude or a human expression. We will laugh at a hat; but what we mock then is not the piece of felt or straw, it is the form that men have given it, it is the human caprice from which it has taken the mold. How has such an important fact, in its simplicity, not attracted the attention of philosophers? Many have defined man as “an animal who knows how to laugh”. They could just as well have defined it as an animal that makes people laugh, because if some other animal achieves this, or some inanimate object, it is by a resemblance to man, by the mark that man leaves on it or by the use that man makes of it"
- Henri Bergson, Laughter: An Essay on the Meaning of the Comic

"All the living hold together, and all yield to the same tremendous push. The animal takes its stand on the plant, man bestrides animality, and the whole of humanity, in space and in time, is one immense army galloping beside and before and behind each of us in an overwhelming charge able to beat down every resistance and clear the most formidable obstacles, perhaps even death."
- Henri Bergson, Creative Evolution

I wanted to start this review off with this quote from a French philosopher in his book on the comic, where he talks specifically about what it is we find funny and cute in non-human creatures. Admittedly, what I know of the book I have glanced from summaries, but it says most of it in the above quote: what we find funny in animals is the human pattern we have ordered upon them. Not that these patterns aren't real - the Fibonacci sequence for example is real and actually present among natural organisms such as plants, but we shouldn't take this as proof that humans can unlock the key to nature itself, a kind of colonialism over life itself, but rather that, in Bergson's radical conclusion, nature is one big march and that we are just one perspective in the middle of it, not above it. Like painting a still life that gets increasingly complex and abstract, say like a Cubist painting resembles the original scene it was based on, but the original scene is still there in the essence of the painting. The painting is abstract but always with immanence rather than transcendence, always a within and not an above. Point being: I think humans are within nature and just the next step from a march that was already there. The patterns and constellations we put on nature are real, but the stars were already there.

I'm not sure where I'm going with this myself - but let's take how this game constantly disorients your sense of space. For one, you start off as a very elementary organism, a little guy without eyes, almost like a jellyfish on land. You rise from the bottom of the sea, nearly being eaten by a fish. Soon after you arise, you see a creature just like yourself metamorphize into a larger creature. So you think: I want to do that.

When you do, after solving somewhat non-obvious puzzles (don't be ashamed to use a walkthrough), you get gifts from other creatures, and you can evolve into a black and white spotted little guy. In every game Kenichi Nishi has been involved in, you will see nods to his dog Tao, and while it's not apparent at first, the black and white spotted creature in their various increasingly dog-like transformations may be seen as this games nod to Tao. That's a neat little factoid as an aside.

Back to thinking of these evolutions: the very first time we evolve, we get an immediate change of scale. The whole first map is now relatively tiny, and the creatures that were imposing predators beforehand now are tiny little wimps (no offense to any of the animals in this game).

Games like Legend of Zelda: the Minish Cap are often championed as games that provide an amazing sense of scale, but Lack of Love is often left out of the conversation. A few levels after the first, IIRC, you get on a river and eventually get thrown off what was the back of a huge turtle-like creature. What an amazing change! It's almost like with each iteration of our evolution, we are laughing at what came before (a nod to the quote at the beginning), because what we thought was the entire world was simply a miniscule diorama.

The sense of scale this game gives you provokes not only simply wonder, however, but a real sense of terror. Essentially, and slight spoilers ahead, the plot goes like this: Earth has become an overpopulated, overly competitive industrial hell where the livestock have essentially been dying due to the toxic chemicals around and such. As such, the worlds space program sends a robot named, if I remember correctly, Halumi, to scope out another livable planet and make it suitable for humans.

When we first encounter Halumi, we have already become significantly larger than the creature we first got off the back of. However, we still pale in comparison to the power and size of Halumi, and we don't even match the size of their foot. Soon, (SPOILER) Halumi sets off a device of sorts which bulldozes the entire land you are standing on, and you only barely survive to end up in a barren wasteland full of dead creatures.

Of course, there is a moral grey area here, because what were the humans supposed to do? Is the paradise they eventually try to set up at the end of the game better or worse than the eat-or-be-eaten world of the animals (although at least that was more natural, and maybe not as painful as we ascribe it to be?) It brings up serious moral questions about what is artificial and natural. Yet, throughout all of this, the message is clear, we cannot insert ourselves above the environment. Yet the game itself isn't triumphant in this conclusion until perhaps the end - isn't it sad to have to restart on another planet, and how do we save our own? Isn't the whole game of survival a sad affair that we would rather avoid?

There are no easy answers.

Yet there is humor in this game, which is why I brought up the initial quote. There is a stupid pun about the games title: LOL, and how the game does not inspire laughs. Yet, I find myself disagreeing. The type of comedy we see here is non-verbal. It's seeing, for example, some dragonfly like creatures in one area hold a footrace, because it's like seeing something we as humans do that we didn't expect to see among animals. Then there are creatures who play hide-and-seek, who take a nap with you, etc. It's full of these small bouts of humor. The character designs are not without their quirks either - both of the animals themselves and of the artificial robotic people. In the last area, there is a robotic baby who guides you through the first maze of a test you have to undergo in order to be seen as the most "intelligent" and worthy of the creatures around you. More on that later. There are also some silly looking penguin-like bird creatures in one of the later areas.

Is there hope not only in this game but for us? The game leads us to answer this question, it leaves it completely open. If it's not the best game on the Dreamcast (I would almost say it is), it is the most aesthetically unique and possibly thematically challenging games on the console (along with games like DeSpiria)

The game itself is not always well designed - in fact it can be sadistically designed, maybe on purpose. Puzzles use moon logic, and one of the worst puzzles is near the end, where you have to do whole rooms full of sliding block puzzles within a timer of like 2 minutes. It kind of sucks.
There's no shame in using a guide, once again. It feels like this game was almost made for a guide.

Your health in this game is basically represented by a green sphere, surrounded by rings. The more up-going rings you have (which you get by eating food or other creatures) the more your health increases, if you have a ring going down, beware because that will deplete your life and when the sphere is gone, you are dead.

It's interesting, looking at the people who developed this game on it's MobyGames page, notably the late, great Ryuichi Sakamoto, we see a lot of future Skip members, but not a lot of Vanpool people. I find that interesting, because I would say this games spiritual successor in gameplay is "Endonesia" for the PS2. A game with similar survival aspects - and similar, albeit a more complex communication system (this game has a different function mapped to each of the buttons of the Dreamcast's controller, Endonesia uses a complex system of communicating via emotions you get from the enviroment).

If you've read to the end, thank you so much. This is probably only my first draft of this review. Highly recommend this game, if there's ever a Dreamcast mini, this practically needs to be on there.

Ho tentato di giocare questo gioco liberamente una marea di volte nel corso del 2023 e ogni tot capivo più o meno cosa fare con creatura x, y, ecc. Finalmente qualcosa è cambiato: ho perso il lavoro e ho potuto concentrarmi su questo gioco (e moon) per più di un'ora e ho deciso di farmi aiutare da una guida.
Questa premessa la faccio per due motivi:
1. Per quelli che criticano il gioco per una qualche mancanza nel gameplay a cui beh vi capisco, non perchè non ci sia realmente ma perchè non c'è una spiegazione chiara mai. Mi piace collegare questa cosa a tutta l'idea del gioco, nel senso che trovo che sia fondamentale che una creatura appena nata non abbia la minima idea di che cosa debba realmente fare. La sensazione di essere dispersi, abbandonati, soli, è fondamentale nel comprendere l.o.l (e anche per questo trovo il concetto di amore molto più esposto e affrontato qua che in moon).
2. La necessità di una guida. Il gioco può essere concluso anche senza, dopotutto non ha questa enorme longevità effettiva e buona parte di un gameplay può anche consistere nel non sapere che fare (leggere punto 1). La necessità di una guida nasce piuttosto da come è cambiato il videogiocare e un po' tutto l'approccio con l'arte, derivato non solo dal cambio dei mezzi e dalla velocità della vita in generale ma proprio da come sono cambiati i videogiochi (vale anche e soprattutto per gli indie). L'idea di dover ritrovarsi in questo ambiente che non ti comunica ma ti attacca e a cui tu devi adattarti continuamente risulta al videogiocatore come qualcosa di estraneo perchè il videogioco, nel bene e nel male, è diventato come una astrazione. Spesso questo ha presentato una nota positiva, una capacità di analizzare la realtà con immediatezza e altre volte l'uscirne completamente, d'altro canto però questo ha via via poco abituato il giocatore alla possibilità di interfacciarsi con un mondo virtuale realmente reale. Il mondo di l.o.l a me ha subito fatto pensare all'inadeguatezza, alla sopravvivenza come mantra e conseguentemente alla speranza. Cosa che per di più non fa solo con questo suo mondo di gioco inospitale (che mi rimanda anche a pikmin), ma lo fa pure con il robot per esempio e a come ti tratta se non superi i test (non che l'essere trattato come cavia viva sia meglio).
Per tutte queste ragioni trovo che l.o.l sia un videogioco da riscoprire oggi e domani, un capolavoro vero che non va dimenticato.

From the creators of Moon, the RPG about love, LOL is a wordless game where you wander amongst fellow creatures, observe them, understand them, and ultimately intuit and satisfy their needs. In Moon, the theme is love; in LOL, the action is love.

Eu tenho certeza que este jogo está tentando soltar alguma mensagem sobre a vida, o amor, a nossa responsabilidade perante outras criaturas menores entre outras boiolagens hippies que estou de acordo, mas tudo isso está escondido abaixo de um gameplay obtuso e absolutamente sem direção que praticamente lhe requer um guia para fazer qualquer ação para progredir já que o jogo não usa diálogo, texto ou instruções claras sequer em seu manual. Tenho pena das crianças sem acesso fácil a internet de 2000 que tentaram zerar esse jogo porque é a sensação de tentar enfiar um quadrado no buraco do triângulo.