Sony had a pre-E3 event yesterday where they showed off some more stuff. Here are the highlights.
Little Big Planet:
Walkthrough part 1
Walkthrough part 2
Walkthrough part 3
IGN hands on...
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.
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 preview.
IGN
Gamespot LittleBigPlanet Updated Hands On
Resistance 2:
IGN hands on.
As the game supports 60 players, letting everyone run around with no real goal other than to kill each other would quickly devolve the game into chaos. To counter this, Insomniac has instituted squads and a series of goals for each of them. You're automatically placed into a squad at the start of a game, and you'll quickly be given an objective. It might be to defend a certain point, for instance. The cool thing is that your squad will have a rival squad throughout the game, and said rival will always get the opposite goal as you. So, if you're defending a point, it'll be the other squad that's attacking it.While that's cool, the system works well because of how objectives change mid-game to keep things fresh. So while you might need to attack or defend a point for a bit, you'll eventually be moved somewhere else, perhaps to help a troubled squad. Should your team have a hard time completing a goal or you find yourself being slaughtered by the other team, the game will assign another squad as back-up to your objective. That team will of course bring its rival squad with it, but the skirmish should be evened out a little more.
Another cool aspect to Resistance 2 that we were able to check out is its new rewards system. For every bullet that you land, or for every objective that your team completes, you're awarded some battle points. Once you have enough of these, you'll be rewarded with a small boost to your stats. This might be more health, quicker movement or perhaps even accuracy. It's a small boost, but it's enough to make a difference and keep you on a roll. While this sounds like it'll reward the best players and punish the worst, these bonuses only last until you die, and then you have to start over. Not only that, but once you've gotten an upgrade, a giant multiplier will appear above your head to let your opponents know that you're worth more points as a kill now. So while you may have slightly more health, everyone will be gunning for you.
Besides slight stat boosts, one cool thing that you'll earn is some sort of Berserker bonus (the name on that is pending). Right now your only available bonus is a shield that'll wrap around you as a half-bubble and make you pretty much invulnerable from enemy fire for a good 30 seconds or so. It's similar to the energy shield in Halo 3, except that this shield sticks with you and follows you wherever you go. Insomniac promises that this won't be the only bonus in the game, but it was all that we had to play within the demo build.
IGN
Killzone 2:
Video
IGN Preview
The first thing that struck us about this -- our second time actually playing the Guerrilla Games beast -- was how great this thing looked. When we took our first step as Sev, our assault rifle bobbed into view and reflected the sunlight filtering through the smoke-filled sky; when we turned the first corner, a trio of enemies eviscerated our scouts and blood leapt into the air. As we slid behind a concrete barricade during a gigantic firefight, we looked to the heavens and saw a solitary rocket streaking toward one of our airborne units.Even that makes it sound like we're just talking about how good the big moments look, but there are little touches that make this world look lived in. There's rust on the containers littering the battlefield; when we sprayed some machine gun fire at a Helghast in hiding, the impact zones on the wall glowed orange before cooling to black; and there's the satisfaction of placing the small green dot of your assault rifle's scope on top of a foe and dropping him with one shot.
The level continued with us taking cover, popping Helghast, and using our bullets to ignite explosives -- oh, we tagged this propane tank and the escaping gas propelled it toward some enemies before it exploded -- and finally found the floodgate controls. On-screen prompts had us hold R1 and L1, Sev's hands grabbed the wheel controlling the gate, and then we used Sixaxis to crank the device open. Again from the first-person perspective, Sev's hands mimicked ours perfectly.
IGN
PixelJunk Eden:
Trailer
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