Author Topic: LittleBigPlanet Beta  (Read 35062 times)

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Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #240 on: October 02, 2008, 11:11:42 PM »
tell you one thing, i'm already sick of fire pits
sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #241 on: October 02, 2008, 11:31:51 PM »
Some GAF dude made a black and white horror-themed board that was pretty cool, called The Horror of '44

I'd like to know how he made the entire board (sackboy included) black and white
sup

Vizzys

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Re: LittleBigPlanet Beta
« Reply #242 on: October 02, 2008, 11:34:21 PM »
go to tools and over to the part where you change the daylight/fog levels and scroll down to color correction

thats where
萌え~

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #243 on: October 03, 2008, 12:13:48 AM »
awesome, thanks
sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #244 on: October 03, 2008, 01:42:28 AM »
yeah, the depth is a problem on some of the levels I downloaded

also, when you come to a part where you're supposed to get into a vehicle or on a horse/whatever, you fall off a cliff/whatever, then when you respawn the vehicle or horse doesn't reset with you and you're forced to restart the entire level

sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #245 on: October 03, 2008, 12:15:14 PM »
seems a lot of people have spent a great deal of time making their levels as complex and difficult as possible, to the detriment of any fun you might have had playing them

these are the levels i quit halfway through

i now think the decision to limit everyone at three uploaded levels is a good one, because based on what i've played so far you're going to have to wade through an awful lot of broken crap to get to the good stuff
sup

cool breeze

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Re: LittleBigPlanet Beta
« Reply #246 on: October 03, 2008, 12:43:59 PM »
I think it is 5 levels fo the beta.

What they really need to do is get a better way to search for games and have a star system like youtube. 

ManaByte

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Re: LittleBigPlanet Beta
« Reply #247 on: October 03, 2008, 05:37:33 PM »
http://gamevideos.1up.com/video/id/21674

I'm going to make a Yellow Light of Death video with that same sackboy just to piss on the sfags for their smugness.
CBG

BobFromPikeCreek

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Re: LittleBigPlanet Beta
« Reply #248 on: October 03, 2008, 06:12:13 PM »
Anyone want to hook me up with a code?
zzzzz

cool breeze

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Re: LittleBigPlanet Beta
« Reply #249 on: October 03, 2008, 06:49:31 PM »
I just got a code, but it's a Japanese one and I don't know how that works out.

Rman

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Re: LittleBigPlanet Beta
« Reply #250 on: October 03, 2008, 06:58:48 PM »
Is that a spare, swaggaz?  If so could I have it.  ;)

cool breeze

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Re: LittleBigPlanet Beta
« Reply #251 on: October 03, 2008, 07:23:07 PM »
Yeah, I already have mine and got distracted playing it just now.  I just figured out how to do animated gifs/movies in the game.

code V
spoiler (click to show/hide)
NHEF-2DBC-E45F
[close]

Smooth Groove

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Re: LittleBigPlanet Beta
« Reply #252 on: October 03, 2008, 07:27:56 PM »
Where do you register the code?

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #253 on: October 03, 2008, 07:45:26 PM »
account management - redeem code or promotion
sup

TVC15

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Re: LittleBigPlanet Beta
« Reply #254 on: October 03, 2008, 08:25:23 PM »
I'm not going to pass judgment on the game just yet, since I am sure I will be surprised by a lot of the user generated content, but I can't help but be a bit bummed that the platforming mechanics are so limited.  I think, in the end, the game may be more suited to making puzzle-y platformers than "real" platformers.
serge

fistfulofmetal

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Re: LittleBigPlanet Beta
« Reply #255 on: October 03, 2008, 08:32:49 PM »
I randomly entered the Gaf LBP key giveaway thread and got a code.
So good.

It's the Japanese beta but I don't care, let the LBPness BEGIN
nat

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #256 on: October 03, 2008, 08:42:51 PM »
I'm not going to pass judgment on the game just yet, since I am sure I will be surprised by a lot of the user generated content, but I can't help but be a bit bummed that the platforming mechanics are so limited.  I think, in the end, the game may be more suited to making puzzle-y platformers than "real" platformers.


that's the way i feel

i have played some outstanding and artistic creations, like Hollow Bastion, which work around the platforming limitations

and i have played some stinkers, like every level creator who thinks it's cute to put slippery glass humps alternating between pits of fire

this is not a platforming game, in the "old school" sense  - the jumping is simply too loose for that, and it's always frustrating

puzzles and neat physics tricks combined with a focused artistic aesthetic is the way to go in LBP

i hope there's a game guide published at launch
sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #257 on: October 03, 2008, 08:48:39 PM »
i'm gonna mess around with the PSEye tonight and make some objects/stickers

I might upload some simple "levels" with lots of rewards over the weekend, just to see if anyone else uses them
sup

TVC15

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Re: LittleBigPlanet Beta
« Reply #258 on: October 03, 2008, 08:56:00 PM »
Yeah, I don't mean to disparage the game or anything like that.  I'm there on day one and I'm really impressed.  I just wish that the controls were even a smidgen tighter and that there were a few more control options, like maybe if a level "enabled" or allowed it, you could double jump or wall jump or whatever.

Also, I've noticed the 3 planes or movement being more of a problem in the user created levels than it was in the game demo levels.  I haven't delved into the editor that much, but can you limit a level to one plane of movement?  I think in most cases, that would be best.
« Last Edit: October 03, 2008, 08:57:53 PM by TVC 15 »
serge

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #259 on: October 03, 2008, 09:18:41 PM »
Also, I've noticed the 3 planes or movement being more of a problem in the user created levels than it was in the game demo levels.  I haven't delved into the editor that much, but can you limit a level to one plane of movement?  I think in most cases, that would be best.

I noticed that, too

I haven't really messed with the editor much beyond the tutorials, but restricting the planes depending on what type of level you want to create would be nice

I can see them patching in lots of options in response to user suggestions, though
sup

UnoIllNino

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Re: LittleBigPlanet Beta
« Reply #260 on: October 03, 2008, 10:16:33 PM »
Hey fools.  Friend me on PSN so you can play my custom level.  Its called "Vehicle Bonanza!" and takes a while to complete unlike most of the creations out there.  My buddy spent over 10 minutes on mine, so make of that what you will.  Took me 8 hours to create, but a lot of that time was learning the tools and fine tuning things.

PSN:  Uno_Ill_Nino

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #261 on: October 04, 2008, 06:51:55 PM »
edit:  nevermind, i signed out of psn and now i can edit

« Last Edit: October 04, 2008, 06:53:49 PM by Eel O'Brian »
sup

BobFromPikeCreek

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Re: LittleBigPlanet Beta
« Reply #262 on: October 04, 2008, 07:52:12 PM »
As a platformer, this game is awful. As a creative outlet, this game is amazing.
zzzzz

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #263 on: October 04, 2008, 07:55:37 PM »
yeah, i think this game might be broken

i just spent 30 minutes creating an object (a "person"), which wouldn't load, my level wouldn't reload, and it froze up the system to the point it had to reboot

it wasn't that complex an object, either, just a single block of wood with a speech bubble, magic eyes, and a magic mouth

hopefully they can get this kind of stuff ironed out in the couple of weeks left before it goes gold

i expect about 50 different patches the first month after release, though :(
sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #264 on: October 04, 2008, 10:24:02 PM »
the creation part of this game is broken

random freezes and crashes, interminable loading times, takes forever to do anything

and you have to save, like, every thirty seconds for fear of losing half an hour's worth of work

this is working offline, by the way

really starting to think about cancelling my preorder and waiting a few months until they patch most of the bugs
sup

cool breeze

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Re: LittleBigPlanet Beta
« Reply #265 on: October 04, 2008, 10:27:34 PM »
I never had any problems with creation, but apparently a lot of people had problems recently.

I don't worry about it too much considering this is the beta and this is what they are trying to find out.

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #266 on: October 04, 2008, 10:30:13 PM »
well, it comes out in 17 days

i doubt they have time to fix much of anything before release
sup

y2kev

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Re: LittleBigPlanet Beta
« Reply #267 on: October 04, 2008, 10:30:29 PM »
It's today and yesterday. They're stress testing the servers apparently. I can't even log in right now.
haw

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #268 on: October 04, 2008, 10:47:45 PM »
It's today and yesterday. They're stress testing the servers apparently. I can't even log in right now.

i'm working offline, so this has nothing to do with servers, unless they made the monumentally stupid decision of requiring everything involved with level creation be connected online

it won't let me do anything, i select a photo and it freezes, then when i try to quit out of the game the ps3 beeps loudly and reboots

this was a solid two hours i could have been playing a game that isn't broken



littlebigfailure

sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #269 on: October 04, 2008, 10:50:27 PM »
they're already making excuses for the buggy-ass creation over at gaf

"well, it would have been GOTY even without the creation mode, y'know..."

sup

y2kev

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Re: LittleBigPlanet Beta
« Reply #270 on: October 04, 2008, 11:04:35 PM »
When you boot the game it connects to LittleBigPlanet. The game hung on me for a while. I dunno what's up honestly but it sucks.
haw

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #271 on: October 04, 2008, 11:54:05 PM »
i hope the final game doesn't require constant psn connection, because i am forever getting disconnect messages from that service
sup

bork

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Re: LittleBigPlanet Beta
« Reply #272 on: October 05, 2008, 12:27:29 AM »
So you guys still think it's worth it even with the jump physics?  I was hyped for this game until I saw a video of it in action.   :-\
ど助平

Vizzys

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Re: LittleBigPlanet Beta
« Reply #273 on: October 05, 2008, 12:34:13 AM »
jumps are fine unless you plan on trying to precision jump between layers, thats hard as hell sometimes
萌え~

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #274 on: October 05, 2008, 01:32:24 AM »
So you guys still think it's worth it even with the jump physics?  I was hyped for this game until I saw a video of it in action.   :-\

yes, as a puzzle-platformer, but not as a pinpoint-accurate platformer

people creating levels need to get over that shit real quick, it's not fun at all
sup

cool breeze

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Re: LittleBigPlanet Beta
« Reply #275 on: October 05, 2008, 02:48:04 AM »
I think a big part of that is because they have very little to base their levels on.  When the final game comes out and there are the 60+ (I think) properly designed levels as a guide to go on, I would hope that inspires others.  From the few tutorial missions, you can tell that the levels are on another level from what we have been seeing.

Rman

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Re: LittleBigPlanet Beta
« Reply #276 on: October 05, 2008, 03:37:32 PM »
Finally got a key.   :hyper

fistfulofmetal

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Re: LittleBigPlanet Beta
« Reply #277 on: October 05, 2008, 10:20:42 PM »
but right now it just feels like Barbie Doll dress me up for homoid sfags.




Maybe it's just me, but shit like this makes your opinion just as irrelevant as the opinions of actual Sony fanboys. Why the fuck does everything gotta be so SYSTEM WARZ for you?

nat

y2kev

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Re: LittleBigPlanet Beta
« Reply #278 on: October 05, 2008, 10:28:13 PM »
but right now it just feels like Barbie Doll dress me up for homoid sfags.




Maybe it's just me, but shit like this makes your opinion just as irrelevant as the opinions of actual Sony fanboys. Why the fuck does everything gotta be so SYSTEM WARZ for you?



He has GAF PTSD. Just fix his blanket and wheel him over to the sunlight.
haw

cool breeze

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Re: LittleBigPlanet Beta
« Reply #279 on: October 05, 2008, 11:30:31 PM »
http://d.hatena.ne.jp/video/niconico/sm4843174

Zanarkand done in the game.  This is crazy.

Smooth Groove

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Re: LittleBigPlanet Beta
« Reply #280 on: October 05, 2008, 11:38:57 PM »
Why does Cell suck at physics? 

cool breeze

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Re: LittleBigPlanet Beta
« Reply #281 on: October 06, 2008, 12:14:11 AM »
Does it?

duckman2000

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Re: LittleBigPlanet Beta
« Reply #282 on: October 06, 2008, 12:14:51 AM »
Why does Cell suck at physics? 

... what?  :lol

Smooth Groove

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Re: LittleBigPlanet Beta
« Reply #283 on: October 06, 2008, 12:25:45 AM »
Come on, now, you guys are EB regulars.  You should know when I'm just trolling. 

TBH, next-gen physics have been really disappointing compared to what I've seen is possible on the PC.  I guess PS3 has the slight edge in this area (Motorstorm and Killzone 2) but I honestly expected the PS3 to blow away the 360 in this area.  So far that hasn't been the case.  The 360 might just be faking physics effects with graphics but it's hard to tell the difference. 

The Sceneman

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Re: LittleBigPlanet Beta
« Reply #284 on: October 06, 2008, 12:29:20 AM »
surprise, LBP turns out to be shit  ::)

I was right, once again
#1

cool breeze

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Re: LittleBigPlanet Beta
« Reply #285 on: October 06, 2008, 12:30:52 AM »
I was actually curious.

Oh, and Red Faction 3 (no shill) has really impressive physics based destruction.  I think that is one of the few games this gen that really blows my mind with what they are doing.

Hitler Stole My Potato

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Re: LittleBigPlanet Beta
« Reply #286 on: October 06, 2008, 12:37:57 AM »
Judging from some of the videos floating around Red Faction 3 definitely has the most impressive physics I've seen in quite awhile.  To be determined if they can actually make a decent game out of all that though.
Tacos

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #287 on: October 06, 2008, 12:57:57 AM »
i spent way too much time on my universal monsters level today, and then i remembered it would be ghosted once the beta is over  :(

now that i (sorta) have the hang of it, the creation part is great fun

i am avoiding platforming as much as possible, going for neat effects, miniboss fights, and a slight storyline

should be done sometime tomorrow evening, after work
sup

Third

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Re: LittleBigPlanet Beta
« Reply #288 on: October 06, 2008, 05:44:37 AM »
okay, i was fairly hyped for this , but the Beta is not filling me with any hope right now.

the game is cute, looks great, etc...

but it's just shit boring gameplay wise, maybe it picks up later, maybe ALL the custom levels are dog shit, but right now it just feels like Barbie Doll dress me up for homoid sfags.

Disappointaton.

I will still unleash my custom level on the world some time this week.



You sound like a typical Xfag.

LBP is awesome. The community has already made some great levels in such short time.

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #289 on: October 06, 2008, 06:14:41 AM »
Just put my level up

it's called Universal Monsters Attack!

my username is EelOBrian

eh, at least the collectables are cool

sup

pilonv1

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Re: LittleBigPlanet Beta
« Reply #290 on: October 06, 2008, 08:32:11 AM »
the game is cute, looks great, etc...

but it's just shit boring gameplay wise, maybe it picks up later, maybe ALL the custom levels are dog shit, but right now it just feels like Barbie Doll dress me up for homoid sfags.

Disappointaton

this confirms everything ive thought about it from the start.

cue sfags in 2 weeks (if they aren't saying it now) about how it's not meant to be a great game but "a platform" or some such bullshit
itm

y2kev

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Re: LittleBigPlanet Beta
« Reply #291 on: October 06, 2008, 10:08:16 AM »
World of Colour is my favorite

haw

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #292 on: October 06, 2008, 10:20:24 AM »
someone gave me a rubbish rating  :(

i'll take some screenshots later, charging the batteries for my camera right now
sup

y2kev

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Re: LittleBigPlanet Beta
« Reply #293 on: October 06, 2008, 10:25:51 AM »
someone gave me a rubbish rating  :(

i'll take some screenshots later, charging the batteries for my camera right now
awww

Tell me where your level is and I'll give it a brilliant rating.
haw

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #294 on: October 06, 2008, 10:32:02 AM »
just search for Universal Monsters, i guess

also, add me on your psn

no one's ever online for more than five minutes  :lol
sup

cool breeze

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Re: LittleBigPlanet Beta
« Reply #295 on: October 06, 2008, 10:32:25 AM »
I think one of my levels was reported since it got negative views.  It was based on Wollan's next-gen race picture, but I don't see why that would stop it.

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #296 on: October 06, 2008, 10:34:09 AM »
i spent more time making the monsters than i did the level  :lol

i just rushed through it, since it's going to be deleted anyway

i appreciate what some of these guys are doing as far as complexity goes, but man, i'd hate to have to remake some of those levels from memory
sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #297 on: October 06, 2008, 10:35:46 AM »
i proclaimed eb superiority in my level description, btw
sup

Eel O'Brian

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Re: LittleBigPlanet Beta
« Reply #298 on: October 06, 2008, 10:51:25 AM »
Quote
It has been a considerably long time since I woke up in the morning with bright-eyed anticipation for a game. In my youth, this would most often happen with the latest RPG. I would spring out of bed at 6 A.M. to play EarthBound or Breath of Fire. The anticipation of a great time and the curiosity as to what could possibly happen next brought me to life each day.

I’m having that exact experience again with LittleBigPlanet. Every morning I wake up with that same silly grin as the game enters into my thoughts. I obsessively think about all the new player-created content pouring out of the game, things that I need to do to improve my own level, and I think about what I can do to help sift the bad levels from the good. More so, I think about experimentation, which I find to be one of the most delightful aspects of the game thus far.

Of course, I can’t just preview the game on the front page. I’ll need to do that one the flipside. Join me.
 
Upon booting up LittleBigPlanet, players will be greeted with several tutorials on how to run, jump, wave your arms, and mess with objects. These initial tutorials are essential, but not tedious. LBP has a wonderfully skewed narrator who makes the learning process not only helpful, but also short, concise, and delightfully witty. The narrator is like your dad -- except he doesn’t seem like the type that would eternally hate you if you can’t throw a football worth a lick.

But of course, LBP would lose 900% of its charm without the adorable avatar, Sackboy. Sackboy is the player’s conduit to creation and play throughout LBP. He is delightfully cute, animated, and customizable. His animated demeanor is completely controlled by the player. By pushing in different directions on the d-pad players can control if Sackboy looks particularly sad, happy, grim, or even nervous. He can also point and deliver wallops completely within the player’s control. SIXAXIS is also incorporated with Sackboy, as moving the controller around will move his torso, as well as his head. As usual, the SIXAXIS virtual controlling doesn’t translate that well to LBP as of yet, but the beta build that we have is one generation shy of the full game. Insofar as customizing Sackboy, players can apply stickers, items, and different costumes to their Sackboy at any point in the course of the LBP experience.

Single player seems to be the culmination of several themed levels designed to be platform-based treasure hunts. The real goal of the mode is to complete the level with the most points possible, which will then be uploaded onto PSN and compared with everyone else who previously played the level. The other goal is to collect as many items as possible, all of which can be used either to customize your Sackboy or within level creation. The few levels that we were given to run through in the beta have items cleverly hidden throughout. Oftentimes, I found myself running through the levels multiple times in a vain attempt to collect everything possible throughout the level. Some of the items are hidden exceptionally well and take decent intelligent thought to find. It’s very surprising considering the outward appearance of the game.


LBP would be nothing without its customization options, which extend to all the goals of the single player experience. The heart of it is contained within an in-game menu called the Poppit. The Poppit menu controls sticker applications, dragging tools, chat, character customization and all the tools for level creation. Players can create their own stickers with the PlayStation Eye or use one of the many dispensed throughout the single player experience. Goodies (objects and architecture in the game) as well as tools are dispensed upon the completion of objectives as well. Bringing out all this stuff is as easy as bringing up the menu and everything can be resized, shaped, and cropped in any desirable way albeit it occasionally takes a little creative constitution to do so. The Hearted menu allows players to save their favorite objects to be used liberally. So if Chad made an awesome dolphin, he could heart it, and use it to his heart’s desire in his created levels without having to go through several different blades within the Stickers menu.

The experience of going through all the Poppit menu options is numbing, but the tutorials actually help, and completing them gives you rewards in the form of new stickers and objects. Most importantly, experimentation within level creation can really help players to understand everything they have under their control. As for creating levels, it’s easier than what you may think with predefined palettes or blank backdrops as easy starting points.

From there, level creation is a delightful mess of things. Players can build towering objects out of materials that the game automatically gives you (wood, sponge, glass, etc.) or from items out of the Goodies bag. Customization of those objects happens within the tools menu, which allows players to animate, give sound, suspend, tweak, further customize, or make things lethal. Yes -- you can light any object you create in LBP on fire. The options are practically infinite at this point, and I think that the only thing that will stop anyone from creating anything is the limits of his own imagination. It’s hard to believe that so much is available at this stage.
LBP’s structure is based around a fully-customizable cardboard command center called the Pod. The Pod is the portal to all the various destination experiences in LBP, from exploring player-created levels online, entering into the single player campaign, and playing/editing your own created levels.

There are various multiplayer components integrated into LBP. The first of which is simple cooperative play. Up to four players can join into any game in LBP locally. It can be single player, online, or even level creation. It’s of note to mention that things get quite busy fairly quickly with two Sackboys running around, and it can definitely get confusing with more than three. Level creation can be fairly frustrating for the people not in the first-player position. They can’t undo changes and the camera only follows the person in first-player as well. It’s the classical cooperative platformer issue, but LBP handles it well for the most part. The camera can pan out quite extensively, and it pops in players who are lagging behind or are amazed that there are so many buttons on the PS3 controller.

Players can also jump into other player levels and explore what they have created online. Minor edits can be conducted in other’s levels, but otherwise the experience is all about what the level creator wants people to do. For the majority, the user created levels have been pretty fun and span a fairly diverse range of themes. Players can also evaluate other’s levels by applying neat little tags like “Short,” “Awesome," etc. Right now I’m having a hard time seeing how these tags affect the way the levels are presented in the long-term, but it does serve to raise the excellent level above the trashy and standard.

There are a billion things that can be said about the LBP beta. It has a brilliant presentation, wonderfully vibrant visuals, superb texturing, delightful music, great controls, and an intuitive creation system. The game is packed with nuance and I’m guessing that it can be enjoyed for some time. If the beta is any indication of the final product, then LittleBigPlanet has “Game of the Year” stickered all over it.

 
sup

Smooth Groove

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Re: LittleBigPlanet Beta
« Reply #299 on: October 06, 2008, 10:53:40 AM »
LBP is starting to sound like a game that I'd not pay full price for.

Dear Sfags, here's your chance to convince me I'm wrong.  Send me a key if you think I'm wrong.