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LittleBigPlanet

post #1 of 150
Thread Starter 
I did a search - and apologies if i've missed the existing thread - but i'm dangerously excited about this.

For those who haven't been following this, it's a 2D platformer using essentially a retooled HL2 engine. 4 player co-op and the major selling feature seems to be creating your own levels and "play areas" as well as characters.

October's supposed to be the release - but i'll wait till I see it before I believe it.



Anyone else going nuts in anticipation for what i'm thinking will take Game of the Year?
post #2 of 150
I absolutely love the graphics and design. I think it might be the first game to take full advantage of my HDTV. I am drooling for this, but I don't know how much time I can spend in the create-a-level mode, just because of the number of games coming out.
post #3 of 150
I can't fucking wait for this game. Already paid off just waiting for the call. Hope to make some sweet fucking levels.
post #4 of 150
It looks pretty cool to me. I don't know how much time I will have to play with it, but it looks like it will be a fun time.
post #5 of 150
I honestly thought that the video I watched was pre-rendered. This will be wonderful.
post #6 of 150
Hoping it'll be cool (it certainly looks it). I'll probably pick it up if it gets good reviews.
post #7 of 150
I think I saw an advertisement for this when I was walking around. It was in fact a really small bilboard.
post #8 of 150
Game is magnificently charming. Longevity? Who knows.
post #9 of 150
Thread Starter 
I think the longevity's guaranteed with the amount of user-creatable scenarios there are.

I think the problem genuinely posed is if there's actually a substantial enough gameplay content.
post #10 of 150
this looks to be a very promising game. user-generated content will be very interesting to see and experience.
post #11 of 150
Cool Kotaku write-up about some stuff:

Quote:
Originally Posted by Kotaku

LittleBigPlanet isn't just about game creation, it is, the developers hope, a whole palette of tools that can be used to create anything from a puppet theater to graphic novels to pop-up books to music sequencer.

"It's a creation tool," said Kenny Young, LBP's audio designer.

The misconception that LittleBigPlanet is all about game creation is likely fed by the deep toolset included in the game that supports making games. Media Molecule included those because they wanted to make sure people could, if they wanted to, make their own games. But they hope that's not all people do with the game.

"Games have conditional elements," said Kareem Ettouney, Media Molecule art director. "We wanted to make sure that there is a tool set in there that allows you to create those elements.

"But the exciting part of LittleBigPlanet is everything else you can do with it. We didn't want to hinder people. What we wanted to make sure we widened the palette. The only real limitation is your imagination."

So when Sony Computer Entertainment of America called Media Molecule and suggested that they hold a design contest at the historic Parsons School of Design in Greenwich Village, the team jumped at the opportunity.

The concept behind the LittleBigPlanet Game Jam was to drop more than 100 students in front of a Playstation 3 and the game and set them loose to create what they could in 24 hours. The students came from a variety of backgrounds including graphic design, photography and even a few hopeful game designers.

The students were broken up into teams of half a dozen or so and given the weekend, noon to noon, to create what they could. On Monday the creations were judged by a group of game journalists and game designers. The final half dozen were later on display, open to play, at the Sheila C. Johnson Design Center.

I asked Ettouney and Young to walk me through some of their favorites among the finalists. Among the short list was a racing game, a creation that had sack boys and girls hopping through a washing machine collecting points while avoiding the deadly spin cycle, and a masterpiece of design that has gamers working their way through an ambling creature from bellybutton to tongue.

Team Bloody Clown's rocket-powered racer won for most fun creation in the contest. In the game you and up to three other Sackfolk grab onto a car and then fire up it's rocket, using the sheer force of the engine to shoot around a track that runs along all four sides of the map. If the sack holding onto the steering wheel drops off the engine stops and everyone falls down. The key to surviving the trip, I'm told, is a careful distribution of weight.

Team Pretty Pretty Princesses washing machine creation won for most personal creation in the contest. Their design, which features a giant washing machine packed with customized clothing (yes even a bra), was one of the more visually intriguing designs among the finalists. The virtual washing machine was also created by a team made up almost entirely of female graphic and visual designers with no gaming experience or interest.

"I'm not necessarily a big console gamer," said Rabia Malik, "but (LittleBigPlanet) was very engaging."

The most intriguing of the lot was definitely Team Good Sportsmanship's Sack Monster. The 24-hour creation told a story, albeit a short one, and included some very interesting design choices.

In Sack Monster the entire game is the Sack Monster. Sackboy has to take on the giant creature that, according to a fish out of water, is gobbling up sackboys.

"We really wanted to push the limits of LittleBigPlanet," said Kunal Patel, who plans to eventually hit Media Molecule for a job.

To enter the game-filling creature, Sackboy has to hope from dangling hooks, climb up the creature's chest and make his way into Sack Monster's bellybutton.

Once inside, Sackboy must make his way through the creature's stomach, heart, intestines, across the wings, through the brain and finally out the thing's jagged-tooth filled mouth to the finish line resting on top of its head.

Think of it as a platforming take on Shadow of the Colossus.

The level is packed with tons of creativity in both game mechanic and visual design. As you prepare to make your way inside the beast, for instance, you have to climb across two bloody arrows embedded in the creature's stomach.

Later in the game, as you strive to avoid the sackboy-incinerating gastric juices of the stomach, gamers have to drop a tire into the pool of acid to move ahead. The tire disappears in the stomach fluids causing gas bubbles to appear and slowly drift up and out of the stomach. Sackboy can grab these bubbles and make his way to the rib cage.

While the game's innovative design highlights the seeming ease with which gamers without training can create their own games, it also inadvertently reminds us that games aren't all about grandiose and artful design. Sack Monster, despite it's clever ideas, is a back-breaking level that is at times so tricky to navigate it can be almost playable.

The team promises to fix that, but it's likely that such issues could become a reoccurring theme in LittleBigPlanet's user-driven content, at least initially.
For their part, Team Good Sportsmanship is happy to become a future part of the official LittleBigPlanet release and have $1,000 in prize money to split among its five members.

Ettouney said he was blown away by the creation.

"They use the tools to create an organic creature," he said. "At the end of the day people have so much to say, to do, to express."
post #12 of 150
Thread Starter 
Great find there, not long to go now.

I'm trading in MGS and Assassin's creed for this bad boy.
post #13 of 150
So essentially it's a Deviantart account for my PS3.
post #14 of 150
Thread Starter 
Think more along the lines of Garry's mod.
post #15 of 150
That also has a platformer game and you'd be pretty spot on. I cannot freaking wait. Everything I've seen of this game makes it look like an amazing fun time.
post #16 of 150
I'll probably rent the thing, but my creative skills are absolutely zilch so pretty much the only enjoyment I'm going to get from the game is dicking around with the physics.
post #17 of 150
Hmmmm, so I can create a Katamari as a level boss?
post #18 of 150
But you can download everyone else's levels. The point is that there are some artistic or creative or whatever people who are going to make some new great content for the game.
post #19 of 150
Quote:
Originally Posted by dontEATnachos View Post
But you can download everyone else's levels. The point is that there are some artistic or creative or whatever people who are going to make some new great content for the game.
And for me that's the key to this - I haven't a creative bone in my body, nor do I have the patience to build levels, but I know that there will be thousands of people who will build amazing worlds and share them with others.
The potential lifespan for this game is almost unlimited!
post #20 of 150
Quote:
Originally Posted by dontEATnachos View Post
But you can download everyone else's levels. The point is that there are some artistic or creative or whatever people who are going to make some new great content for the game.

Or myself, which will have my balls plastered on things and hopefully Jeff Fahey will make an appearance.
post #21 of 150
Thread Starter 
I only need to put it this way, the game was originally supposed to ship with 50 levels. Apparently whatever figure it's up to now, it apparently comes close to filling the BD its on. And those 50 are apparently just the tutorials or something odd. I've heard 115 or somewhat.

You don't need to have a creative bone in your body to get a bucketload of fun out of this.
post #22 of 150
Thread Starter 
Fuck. This is it. I'm going to kill someone for a copy of this.

http://www.thesixthaxis.com/2008/09/...-with-sackboy/

Steven Fry doing the voice work? Amazingness.

Rental my arse.
post #23 of 150
I got into the beta for this, and it's just as great as it looks. Simple, inventive platforming mixed with the most charming design I've seen in a long time. Fuck the casual gaming fad, it's something like Little Big Planet that draws in new players.

Oh, and Stephen Fry doesn't work nearly enough.
post #24 of 150
Beta downloading now. Can't wait.
post #25 of 150
How did you get in the beta? Was there something I was supposed to do to get in that or is it a press thing?
post #26 of 150
I don't know how people who aren't press get in.

It's fucking great. I can see so much amazing stuff coming out of this.

I was irritated when I accidentally hung a long donkey tail off my face until I realized it was AWESOME.
post #27 of 150
Has my willing you to die caused that to happen yet, Russ? If not, I need to try harder.

How much stuff seems to be in the beta compared to full game? Is the jumping as floaty as I've heard? Are you able to download that Colossus level yet? How awesome is Fry?
post #28 of 150
Thread Starter 
EuroGamer gave away about 5000 beta invites.

I'm angry I missed out.

Also, i'm glad the actual gameplay is reflecting what i've been saying about this for ages now.

People genuinely think this is just another "whatever" title. It's easily going to be a system-seller by Christmas.
post #29 of 150
Russ isn't in Europe though so I didn't know if there was a secret US beta that I wasn't aware of.
post #30 of 150
I'm press. I get a lot of beta invites. Ain't rocket science.
post #31 of 150
Yeah, I'm not freaking out or anything, I just wondered if there were a more general public beta that I had somehow missed (didn't pre-order or sign up for anything on the LBP site).
post #32 of 150
Quote:
Originally Posted by mediumdave View Post
How much stuff seems to be in the beta compared to full game? Is the jumping as floaty as I've heard? Are you able to download that Colossus level yet? How awesome is Fry?
Unless I'm totally missing something (and I haven't looked that hard) it's only got 4 story levels, all of which are in the first 'garden' area.

The focus seems to be on creation; there are a shitload of tutorials which clearly demonstrate how to build stuff, and which award you with a lot of building blocks upon completion.

And you can access levels that people are building in the beta, either for play offline alone or online with someone else. Some are pretty cool, many are obviously early attempts. Someone has already built an Xbox360 RRoD joke level.

No Colossus level yet.

Jumping is floaty, yes, but not in a bad way. I can see some people designing levels that don't take it into account, and those will be frustrating. This is a game of creation and exploration, and it doesn't seem to take well to fast, insistent motion. So if people build levels where you have to be reacting and jumping with pinpoint accuracy, they probably won't work well.
post #33 of 150
Looks like GameSpot might be giving away some keys via their On The Spot show this afternoon.

(Based on Batgirl's tweet: "LITTLE BIG PLANET BETA KEYS!!! Gotta watch my show at 4pm! http://tinyurl.com/3zv9tf")
post #34 of 150
Quote:
Originally Posted by Russ Fischer View Post
Game is magnificently charming. Longevity? Who knows.
Exactly.

It used to be a reason for me to consider buying a PS3. Before I actually thought about the game.

It looks magnificent, sackboys are adorable, love the customization and focus on the community, etc... but unless you're 12, here's how this game is going to go for almost everyone.

Play through the game for a few hours, maybe create one big level and a couple really cool movie/game/politician-inspired monsters, then once a week for a couple months you download the best rated player-made level and run through it once or twice with friends for a total of 10 minutes. Then you stop playing.

Super Mario Brothers has more going on as a game that this, it just doesn't look nearly as good.
post #35 of 150
Thread Starter 
You're called the Cynic for a reason I assume, but the "its made for kids" argument is as old as the game's development cycle. The developers have already said the game was made to be fun, and coincidentally, that makes it look childish. So does Mario Bros.

Do you actually know what playing the game entails? It's not just a creation tool. People seem hung up on this one amazing feature, and it's drawing attention away from the fact it's actually an incredibly well constructed platformer.

Comparing it to SMB is silly, since you've not played LBP. Dare to piss you off, but it could be better. What a terrifying thought.
post #36 of 150
This game had better not disappoint. I plan on it being the first game I actually buy for my damn PS3, and so far everything I've seen points to amazing.
post #37 of 150
Thread Starter 
It'll probably disappoint, like every other game ever made since hype was invented.

Could be amusing though.
post #38 of 150
I have played the game. Have you?
post #39 of 150
Thread Starter 
I was at Leipzig with Mrs Bees?!, so yes.

Is this beta we're talking about?

It's apparently running up in Liverpool too. It's not a rare occurance.

EDIT: After having played it, you still think this?!
post #40 of 150
Absolutely.
post #41 of 150
Thread Starter 
That's cool, I figure somebody's gonna say it.

Never going to agree on everything!

We'll see I guess. I never thought Wii would get the kind of market penetration it has either. Doesn't say much for the value of the product, but i'm standing by this - it's a system seller.
post #42 of 150
Quote:
Originally Posted by dontEATnachos View Post
How did you get in the beta? Was there something I was supposed to do to get in that or is it a press thing?
Gamepro is giving out some beta keys on Monday.
post #43 of 150
So, did Chud get some beta keys to hand out like a ton of gaming sites did? I know Chud's not exactly a game site, but y'all have stepped it up recently.

If the answer is yes, I would not be ashamed to accept one.
post #44 of 150
Thread Starter 
I think the keys were given to major promoters of the game, it'll almost certainly have been a financial incentive. As much as I love CHUD, I don't think they're in the top percentile of gaming sites to receive their attention.

Still, i'd like to be wrong.
post #45 of 150
For those interested in the game (and you better fucking be, you soulless bastards), IGN is giving away beta keys. http://ps3.ign.com/articles/914/914035p1.html They want an email with an idea for a level. I submitted a murder mystery stage with Sackboy in a deerstalker.
post #46 of 150
Yeah, this is pretty much awesome. My buddy, who got into the beta as well, took some pics with his PS eye and now his Sackboy looks like V, from V for Vendetta. Cool. I won't get into the making shit until tomorrow, but I'm looking forward to it.

The only bad thing I can think of, and this is minor, is getting used to moving on three planes. Other than that...the graphics, narration, music and customization is all fantastic. I can see this being many a person's game of the year and I can also see this selling a shitton of PS3s. THIS is the killer ap.
post #47 of 150
I got in on the beta thanks to 1up.com. This game is just pure simple fun. I love it.
post #48 of 150
As if I wasn't excited for this game enough as it is, I just found out Stephen Fry is the narrator.

Sold.
post #49 of 150
I got into the beta yesterday. This game is so much fun. I had some friends over to play some 4 player co-op and it's even better. There are some great user created levels already. I already pre-ordered the game, but this just confirmed for me that it's worth the purchase. Stephen Fry's narration is brilliant.
post #50 of 150
Quote:
Originally Posted by Miyazaki View Post
As if I wasn't excited for this game enough as it is, I just found out Stephen Fry is the narrator.

Sold.
And he's brilliant. They gave him some really entertaining lines.
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