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Forums - Sony Discussion - The Official LBP Thread

http://n4g.com/PS3/games/g-28444/tt/metareviews.aspx

lol thats lot of 10s

and watch the videos impresive

http://www.youtube.com/watch?v=2vwn3zuMXok

http://www.youtube.com/watch?v=ZiRgYBHoAoU&feature=related

http://www.youtube.com/watch?v=d3eBmRr8PXw

http://www.youtube.com/watch?v=cAkAb_fWfo8&feature=related

http://www.youtube.com/watch?v=_DxXmv5c3Q4 i think this is the best level

.........there so much level i cant show you all

first day buy for me.and you???????????



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the japanese are insane.



You can find me on facebook as Markus Van Rijn, if you friend me just mention you're from VGchartz and who you are here.

@theprof00

I was just wondering.....is this also a threaed where we can MARKET & ADVERTISE our upcoming levels n stuff.

cus I want to get an Episodic Franchise started off on LBP.....so is this the thread where I should Advertise....send trailers & try to HYPE Vg chartzers about it....?



All hail the KING, Andrespetmonkey

Add me plz :)



  Unleash The Beast!  

End of 2011 Sales: Wii = 90mil, 360 = 61mil, PS3= 60mil

I cant find a store that has "unreserved" copies. I didnt realize how many people wanted this game!



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I got LBP today!! HOOORAAY!

Can't play it yet..but as soon as I get off....everyone complains about GameStop - I told you it pays to be friends with the employees!

(Sorry twest=P and thanks for the congrats!)



hey phrancheyez let us know what is different between builds. apparently the beta was an old build with not as much content and whatnot.



I never got to play the beta, just saw videos..but if I see any major differences tonight, I'll let you know.



Apparently this paper is read by millions of londoners, so it's got to be huge!

Link:  http://www.ps3fanboy.com/2008/10/15/not-even-the-mainstream-press-can-resist-sackboys-charms/

Not even the mainstream press can resist SackBoy's charms

While we've written dozens of articles on LittleBigPlanet since its first reveal at GDC 2007, the game has seen much less attention in the mainstream press. With a week to go until release, however, it seems that SackBoy is starting to pop up around various other, less game-related, media outlets. The Evening Standard, a UK newpaper read by millions of Londoners each day, ran a half-page spread about the game, introducing LittleBigPlanet as the PS3's saving grace this year.

It's refreshing to see the enthusiasm and excitement present in the Evening Standard's article. It's very similar to the sort of thing we were saying after seeing it for the first time all those months ago. With any luck this will be the first of many such articles that will spread SackBoy into the collective mainstream consciousness. Watching the results of LittleBigPlanet's release is going to be interesting, that's for sure.


LBP is Huge!!!



Joystiq's Nega-review of LBP

Nega-review: LittleBigPlanet

 


"Sony's game falls short of perfection, in large part because of imprecise controls." (1) "[They] left a few corners on what should have been a razor-sharp control scheme." (3) "Your Sackboy's jumping doesn't feel quite as precise as you might want it to be." (6) "After making a jump, Sackboy slides just a bit, as if he were on ice." (1) "We found ourselves forever overdoing jumps, slipping off ledges and generally getting into trouble at the hands of the controls." (6)

"Momentum is another issue. ... the physics don't feel right, so it takes more tries than necessary to complete the objective." (1) "Player acceleration (and perhaps deceleration) isn't as quick as it could be ... likewise, in-air direction change can be a little iffy at times ... making your character occasionally over or under-respond to what you want him to do." (3) "Combined with the vague, slow and over-zealously auto-corrected movement between the game's three planes of depth, it's a problem." (2)

To put it mildly, "the controls were a little fickle when it came to moving your character among the three planes of perspective." (8) "The three-tier system the levels use, allowing Sackboy to move in and out of the screen.... can cause real problems, ending in annoying and occasionally infuriating death." (6) "It works fine except when the game decides to shift you to another plane, which often kills Sackboy." (1) "There are instances where it doesn't do what you want it to do, and these points stick out like a sore thumb, especially when it means your death." (3) "I ... found myself getting ... frustrated as Sackboy found himself on the wrong plane, repeatedly, sometimes resulting in his untimely demise." (7)

"This is made all the worse by what can only be described as a terrible checkpoint system." (6) "Three lives just aren't enough for some of the harder sections, and if you lose them all, it's back to the start of the level. ... this inflexible system creates half a dozen choke points of almost unbearable, teeth-grinding irritation that simply didn't need to be there." (2) "It tests your patience to near breaking point." (6)


"Most of the [built-in Story Mode] levels are short" (1) and "it won't take you long to beat the 20 or so levels." (6) "The quality isn't totally consistent -- the game drags a little in the finicky and generic Mexican section, about halfway through." (2) "We ... wish developer Media Molecule spent more time on the actual story. Although we ran into numerous characters, they lack personality ... it makes Story Mode feel like a simple world tour instead of a Mario or Sonic the Hedgehog style adventure." (1) "The story doesn't really make a whole lot of sense throughout the game... [it] just sort of ends and then encourages you to go and make your own levels." (3)

As for the multiplayer mode, "we actually found it to be a little overcrowded at times." (4) "We found that the sections that required millimeter perfect jumps to be nigh-on unplayable with friends, down to the way the camera shifts about and has a tendency to focus on the wrong part of the action." (6) "When four of you occupy the same space it's often harder to negotiate platforming sections, and keep track of which Sackboy you're controlling. Some sections, even, are near impossible for all four of you to survive."


"The promise that anyone could create something simple and fun and personal with LittleBigPlanet hasn't come true." (2) "Designing levels takes a lot of patience and a simple understanding of physics, especially if you intend to make something good. Figuring out how to make switches, trap doors and other complex devices takes lots of thought, thus pushing what should be a game for all ages into the teenage/adult category." (1) "As much as Sony might market LittleBigPlanet as a game for everyone, this aspect isn't going to get much love from your non-gaming partner, mother or little sister." (6) A hefty percentage of the game's player base will find half of its features exhausting." (5) "It can all be a little overwhelming and slightly intimidating." (9)

"The level creation tools have been made almost entirely for the hardcore to get hold of." (6) "It is simply the case that many players just won't want to put in the hours necessary to make passable content of their own." (7) "This isn't a tool for everyone. If you have no artistic flair you're not going to be able to create great levels - and Media Molecule has excluded features like using digital camera snaps ... and user-generated audio that would have pleased more casual creators." (6) "The creation, as it stands, isn't going to involve the majority of players of the game. ... It locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable." (2)


"Few players will reach the upper limits of the Create meter," (5) because "it's still really quite hard to make things." (2) "Since the level is always active when not paused, you can find yourself having to pick up and reset pieces of your level." (3) "The editor badly needs some kind of overview feature to let you zip between the parts of larger creations," (5) " the three planes of action add a fiddly layer of organizational complexity in themselves," (2) and "the absence of mouse support is keenly felt at times." (5)

As for the content created by other players, "most of it sucks (sorry, it does)." (1) "The levels uploaded to the beta servers are principally instant-gratification affairs," (5) and "in reality, deep and rewarding gameplay will only feature in a tiny percentage of levels." (2) "A large number [of the levels] will be terrible and you'll only finish a handful." (6) "I'm also a little worried that the online network will be filled with a bunch of crap levels and you'll have to dig through a mountain of garbage to find the one level that's actually worth playing." (8)

Welcome back, Sackboys and Sackgirls, to the Joystiq Nega-review. As always, this review takes the small negative bits from a variety of overly positive reviews and combines them into an overly devastating whole. This isn't meant as a serious critical look at a game, but rather as a counterpoint to what might seem like overly-effusive game for a game that isn't perfect (and no game is).