
Despite the paraphrased name from Rockstar's classic one-man-crimewave game, Grand Theft Froot is a platform game set on an alien planet. There's some sinister things going on; a mysterious corporation (The Advanced Weapons Research Corporation, or AWRC) is developing super weapons using a strange poison known as "Froot" and your hero (or heroine?) is charged with finding out what's going on. Suffering from amnesia, you are constantly offered conflicting advice from two different sources: one of them is trustworthy, the other is not. Each multi-scrolling level in Grand Theft Froot contains an exit with various hazards in between - before the exit can be reached, these hazards have to be traversed and all the Froot contained in the level collected. Enemies include the robotic guardians of the AWRC as well as the globular remains of their nefarious experiments.

Where GTF wins for me, however, is the ability to go back and replay previous levels. This gives you the chance to improve your experience (which you don't lose if your character snuffs it) and therefore make tougher levels simpler. As an experienced but generally useless platform gamer, this was essential for yours truly! The game also offers numerous upgrades to your gun and shields which can be obtained by collecting the coins that lay carelessly strewn around the alien planet.

Still, at a mere 80 msp, Grand Theft Froot offers hours of gameplay and a depth that more than warrants the miniscule investment. It has a touch of humour to it as well that should appeal to anyone brought up on the wacky platformers of the 8 and 16 bit era.
Grand Theft Froot is the first fully completed and published game from Frooty Game Studios, aka Jack and Lisa and I spoke to them about the genesis of the game.
Their plan was simple: to create a game that anyone could complete, yet was still a challenge to more experienced gamers. "The latter Ratchet and Clank games are a good example of this," says Jack, betraying an influence on GTF, "in that the game gets easier each time you die because you keep your experience and upgrades." The upshot of this is simple: expert gamers will get through the game in quick time with the appropriate difficulty level; less experienced games will take longer but find the game gets a bit easier with each mistake they make.

Despite this, GTF was designed and programmed to a certain extent "on the fly" by Frooty Game Studios. "We had a general idea of what we wanted to accomplish," says Jack, "but as we worked on it we refined the design more and more, playing through all the levels, changing the layout and enemies. Basically the game began to evolve itself." And all the time Jack & Lisa were set on creating something different, from the main character to the storyline. "Games with cool stories stick with the player better," explains Jack, "and our idea was to make a game with one such story and show that indie/XBLIG games are more than capable of offering a great story coupled with entertaining gameplay."

So what next for Frooty Game Studios? "At the moment we're looking at adding one more challenge level to GTF," says Lisa, "and then we'll focus on a different game." And is a follow-up to Grand Theft Froot a possibility? "Yes, definitely, as we are planning for this to be a trilogy. The next part will probably be made next year," they both confirm, although they are reluctant to opine further for risk of revealing spoilers. In any case, it would appear there's plenty more Froot to be stolen in the future!
Further info
Grand Theft Froot is available on Xbox Live Indie Games and costs 80 msp.
You can check out the GTF page on Facebook by clicking HERE
Check out video footage of GTF on the Frooty Game Studios own Youtube channel HERE
Many thanks to Jack and Lisa of Frooty Games Studios for their time.
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