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Forums - Sony Discussion - IGN:legitimately floored after playing Little Big Planet

it seems they loved the game and how fun it was.:

 

 

http://ps3.ign.com/articles/874/874746p1.html

 



 

 

 

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How'd this thread fall all the way back to the third page?

Here's the text:

You're welcome -- and encouraged -- to read this preview, but the fact remains that you'll never understand the jaw-dropping power of LittleBigPlanet until you play it. How do I know this?

Because I just played it for the first time, and I'm legitimately floored.

I was in the audience at GDC 2007 when Phil Harrison introduced the world to Sackboy, and I thought LBP looked like fun but didn't go off the deep end for it. There's been more than a few events since then where LBP and I have shared the same space, but something or some project always kept me from playing it. So, my excitement for the project stayed in the "Gee, whiz. That looks like fun stage."

Today, at Sony's Pre-E3 event, I saw the light.

Folks representing the title started us journalists off at a simple selection screen where three planets float in front of a cardboard box that has a viewing hole cut out of the middle. It looks like a TV or a spaceship window. One planet is the cloth-like material the game is synonymous with and is called CraftEarth. This is where you'll jump into actual levels you've created or downloaded. MyMoon is where you'll be given the keys to the kingdom and allowed to create your own contraptions and worlds. InfoFridge was blank for our demo, but is made up of push pins and corkboard -- when the title goes live, this is where messages will be displayed as kind of a community gathering place.

Thing about this screen is that Sackboy -- or boys depending on how many players you have ready to go -- are just chilling in the box while you browse. When you're ready to move, they'll grab the massive representation of the PS3 controller and wiggle the joysticks for you.

Ours eventually wiggled to a level named Elephant Expedition. With a distinct India flavor, the core structure of the level was constructed out of a shaped, sand-colored facade that's reminiscent of ancient architecture. This is intermixed with tan sofa cushion-looking rectangles that act as platforms and traps. One of the long logs launched our Sackboy into the air, while similar rectangles shot in from the side and tried to crush him.

I played with three other folks, and the objective was to get through the level as quickly and efficiently as possible while collecting colored-orbs. Our total orb count was tracked in the center of pie chart in the left corner, while the pie part tracked how many orbs each of our team's Sackboys had collected. When we modified our characters looks -- tap square and have at it when it comes to eyes, teeth, moustaches, etc. -- the character's representation on the pie chart changed in real time.

Still, what I find most impressive about this title is how simple it is to control while maintaining an incredible depth. I ran through the level tapping X to jump and holding R1 to push and pull objects into position. That's it. Two buttons. With those two buttons, I was moving blocks to make stairs on one side of the level, leaping onto ledges to activate switches so that my team could move on, and even riding a mechanized elephant over some fire spots that would surely kill my Sackboy.

Sure, when I wanted to change my character or put tiger-striped stickers all over the place I needed to use a third button and navigate a small pop-up menu, but even with all of the options on the screen, it was a breeze to jet through.

We finished the level in front of a cardboard computer screen, our stats popped up, we unlocked some stickers and a little trophy popped up over my head to signify I had collected the most orbs.

It was simple, easy and a blast.

From there, our demo sent us to the moon to see what we could create and how. It started with the content I'm sure you're all familiar with -- you can put him in a dragon suit, you can give him a Cyclops eye, etc. -- but quickly moved to how these individual pieces end up interacting with each other. The game busted out an oh-so-cute skull that's suspended above the ground by this wooden spine. The lower part of the skull's jaw was on a set of ropes and would fall and rise over and over again. Our demoer whipped up a switch and placed it next to the skull, he then paused the action (which brings about this sick VCR tracking art at the top of the screen to let you know something's different) and connected the switch to the ropes via chains.

The action resumed without the skull's mouth moving. One Sackboy climbed onto the jaw, another threw the lever, and the character rose.

Equally as awesome as all of that was endowing your creations with elements. Every platforming level needs deathtraps, and creating them in LBP is easy. Our demo-giver created some sponge rectangles and then clicked his elements option. Fire, ice, electricity and more popped up, he chose electricity, he clicked the sponge and -- ZAP -- we had a way to kill our little buddy.

Seriously, I could talk all day about how amazing this game seems like it's going to be, but you won't know the joys of making your Sackboy hold his breath until he explodes, using the PlayStation Eye to make an in-game sticker, or any of the other cool stuff until the game's global launch in October. Until then, keep it on IGN for the latest news and previews.



I was skeptical about buying LBP but now I will definitly buy it



 

 

 

makingmusic476 said:
How'd this thread fall all the way back to the third page?




cause its the same general message that we've heard a million times from any soul that has laid their hands on this game since it was announced. (in reality the thread just slipped through the cracks)


Image below is me on release date



Has there been an negative impressions of this game? Looks phenominal!



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I don't think I've seen any negative views ever from any journo, gamer, etc. who has come into actual contact with the game.

I'm still sure some will shun it because there are no macho space marines blasting the spines out of hideous hukling monsters... but it really looks like that will be their loss.

This is the game I'm looking forward to more than any other on PS3 right now.



Try to be reasonable... its easier than you think...

i think it will be amazing if they could give the players some tools to make stories and cutscenes...
and i think sony should go 'nintendo' marketing with it...you know...the kids pays it the teen ages plays it mom and dad plays it granny....



No body dies virgin...life screw us all-kurt cobain

It may be way too early to say such a thing, but I have a feeling this game might end up beig the one to finally truly unseat Ocarina of Time as best reviewed game ever. And it, not GTAIV or MGS4, will be many people's pick for Game of the Year.

It really does sound truly revolutionary.



My consoles and the fates they suffered:

Atari 7800 (Sold), Intellivision (Thrown out), Gameboy (Lost), Super Nintendo (Stolen), Super Nintendo (2nd copy) (Thrown out by mother), Nintendo 64 (Still own), Super Nintendo (3rd copy) (Still own), Wii (Sold)

A more detailed history appears on my profile.

if this game get's delayed into next year, then god help us all.




jalsonmi said:
It may be way too early to say such a thing, but I have a feeling this game might end up beig the one to finally truly unseat Ocarina of Time as best reviewed game ever. And it, not GTAIV or MGS4, will be many people's pick for Game of the Year.

It really does sound truly revolutionary.

 Wow.

That is bold,. .   and I hope you are right. Everytime more information rolls around for this game, I anticipate it more and more. Do we have a general release date for LBP yet?  ..... month? 



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