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Soulkiller225

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#1 Soulkiller225
Member since 2008 • 251 Posts
[QUOTE="Soulkiller225"]

[QUOTE="Aaron89"]This looks a lot like SpruceCaboose's blog post at first glance. Am I missing something here?SpruceCaboose

He allowed me to make it into a thread. No body reas blogs anyways.:P

I sure as hell didn't, and I made this into a thread already.

Yea you did remeber. You said that I could because you were going on vacation. Ok atleast I gave Credit to you. Right.

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Soulkiller225

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#2 Soulkiller225
Member since 2008 • 251 Posts

easily AAA hype level. I've seen all cows and even a lot of lems/sheep hyping this game as the reason why they would like to own a PS3.

Resistance 2, LBP, and Motorstorm 2 are the ones I think Cows have been hyping as AAA. Others not so much which is why I still miffed at the whole "2008 is the year of the Playstation".

darthogre

I want this game. It looks amazing.

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Soulkiller225

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#3 Soulkiller225
Member since 2008 • 251 Posts

This looks a lot like SpruceCaboose's blog post at first glance. Am I missing something here?Aaron89

He allowed me to make it into a thread. No body reas blogs anyways.:P

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#4 Soulkiller225
Member since 2008 • 251 Posts

In LittleBigPlanet, players control small characters (nicknamed either "Sackboy" or "Sackgirl", owing to their material and appearance), each of which can jump, move, and grab objects. Players can use their abilities to shape and develop the highly manipulable environment to build custom spaces either individually, collaboratively, and/or competitively. Levels focus on co-operative, physics-based gameplay, and players can use mechanisms such as cogs and blocks to build anything from small level parts to large, complex worlds. The game will also allow opportunities for players to acquire new skills and tools.

A major focus of LittleBigPlanet will be on the global community features through the PlayStation Network for players to interact and share their "patches- levels and other modifications - as well as online play.

Players can navigate their way through the world by jumping, pushing, grabbing, running and flying to overcome numerous puzzles provided by the game's robust physics engine. The traditional concept of enemies has not been shown but the game will, in fact, have enemies, ranging from the small, to the big and complex. In addition, harmful objects can be placed in the game, such as pits of fire and being "squished" or flattened by an object that cause the player to restart that section of the level; players pop and roll out of restart points nearby.

A scoring system is also in place, in the form of a time trial with a start and end gate and players collecting world items such as sponge. Scoring is based on both time and execution of the level.

Objects

Objects are made of many different, selectable materials, such as felt, wood, metal or sponge. The materials act realistically; wood does not change shape when you stand on it or grab it, while felt "squishes" and deforms. Objects are selectable from a pull-out menu, nicknamed "Pop-It", accessible at any point during play.

Usable items are not limited to physical objects; from the "Pop-It" menu "stickers" are also selectable. These "stickers" are pasted to any object or wall throughout the world, limited only by the player/level creator's imagination. The stickers can range from photos taken from the PlayStation 3 hard drive to other storage media, even the PlayStation Eye.



A resource system is also in the game, where fluff and other items are collected by the player in order to fuel their ability to build new objects.

Player control

Players can jump, move, and grab objects by using the controller. The analog sticks are used for movement and camera control during the game, but may also be used to move a characters' arms by pressing a certain button to swap between functionality. The head can be moved by using the SIXAXIS tilt control.

Character movement will also be based on how hard the controller is used, much like pressure sensitivity; for instance, when the L2 or R2 triggers are held (for the left and right arms respectively), by jerking the analog stick, the player is able to slap another player inside the game.

Grabbing is also a key ability; it allows a character to pull an object, or even another character, in whatever direction they are currently moving. This allows, for example, a chain of players to hang off a rope when only one character is actually grabbing the rope. Also, it allows a jetpack-equipped player to carry other players through the sky.

Emotions are also a controllable aspect of the characters. Aside from the normal expression the player's avatar exhibits, the player also has a choice of four different emotions to show, each emotion triggered by a different directional button on the SIXAXIS's D-pad. Starting from the upward directional button and going clockwise, the emotions are as follows: happy, angry, sad, and nervous. Each emotion has three different levels of intensity, the emotion growing more intense with each consecutive press. Additionally, when two or more players make an emotion at the same time, they will interact with each otherKyle Schubel of SCEA also mentioned they want to expand the emote system even more.

User-created content

LittleBigPlanet has integrated content-creation tools for the player. There is no special mode for the player to go into to reach them and, as such, they are accessible to the player at all times. These tools enable the player to dynamically place, edit, morph, rotate and interact with objects within the game world. Dynamically reacting physical objects such as springs, ropes, levers, cloth and motors have been seen so far. Allusions to player created objects have also been made.

The player may place an unlimited number of stickers onto the objects in their stage, including custom pictures stored on their hard drive, screenshots taken throughout the level or other storage media. From here, levels can be uploaded onto worldwide servers where other players can download them by browsing world ladders of popular maps. When levels are created they can also have a "prize" added to them that other players will get when they complete the level. Once they get the object they may use it in their own levels but may not set it as a prize for their levels. So when another player plays that player's level they will see this item and ask that player where they got it. That player will then direct them to the original player's level and thus a level gains "popularity" through interesting "prizes" for the completion of the level.

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#5 Soulkiller225
Member since 2008 • 251 Posts

I. What is it?

. What is it?

LittleBigPlanet is a 2D puzzle/platformer game from Media Molecule. This is Media Molecule's first official game, and was founded by former members of Lionhead (Developers behind Black & White, The Movies, and Fable, among others).

It was announced March 7, 2007 at the Game Developers Conference.It was demo'd at Sony's GDC at 11:20 AM.

YouTube video of part of the GDC Demo.

A few months later, in July 2007, more was revealed at E3.

LittleBigPlanet won Best Original Game from the Game Critics Awards, and took home quite a few nods from the media.

IGN awarded LittleBigPlanet runner up in Best Platformer, runner up for Best Art Design, winner of Best Technological Achievement, winner for Most Innovative Design, and runner up for their PS3 Game of the Show.

GameSpot gave LBP a Finalist award for Best Stage Demo, a Finalist award for Best Graphics, the Winner for Best Platformer, Winner for PS3 Game of the Show, and finally, Winner, E3 2007 Game of the Show.

II. What do you do?

LittleBigPlanet is a 2D/3D platformer where the emphasis is on problem solving and creativity. Co-operative multiplayer (Up to 4 players via local multiplayer or over PSN, or any combination of the two) has been confirmed, and players are encouraged to create and manipulate their environments (complete with dynamic physics) in order to complete the levels, including manipulating items with fully interactive physical properties (weights, materials, malleability, deformation, etc).

Along with the pre-made levels that ship with the game (created by Media Molecule using the same tools given to the players, and which can be modified as the player sees fit), the game also includes the tools for players to create their own levels and share them across the Playstation Network, where user reviews and votes will aide players in picking the best levels, in a system based around the ease and accessibility of YouTube and similar sites.

Along with the ability to create almost any object in game via the game tools, LittleBigPlanet will also allow users to take any image on their PS3 HDD and create a "sticker", which can then be placed on objects in game, thus allowing, in theory, the ability to create levels from almost any 2D platformer in the past.

Example of level creator tools in Standard Def

Example of level creator tools in High Def

III. What Critics are saying

1Up had this to say in their last preview:

"At this point, everyone knows LittleBigPlanet as "that game with the cute sack-puppet characters where you make your own levels and stuff." Technically, the "game" portion is a 2D platformer with a little bit of spatial depth, and it'll ship with several premade levels. LittleBigPlanet is truly distinguished, though, by its potential for becoming a creative outlet. With its disarmingly cute ****and user-friendly tools that also offer tremendous depth, LittleBigPlanet makes imagination the only real limitation to what you can create. It's the exact opposite of the intimidating complexity of, say, building something in Unreal.'

'Given free rein to screw around with the creator tools, we could've whiled away hours...no, make that days. Not only are the tools simple to use, but many of them are also so clever that before we'd complete what we set out to make, we'd already dreamt up a handful of new ideas. We'd never have believed it back in school, but playing with geometry and physics turns out to be an absolute blast. When you start connecting objects, making something that actually goes together in a sensible way, and then dropping yourself and anyone else who wants to play into your creation...wow.'

'Don't be deceived by the characters' cuteness; you've got more than simple building blocks to play with here. In fact, creating a level's structure very much equates to setting the foundation for all the other cool things you'll want to do with your creation. We were particularly mesmerized by the environmental effects you can apply to any object: For instance, make a surface icy, and anyone who touches it for more than a few seconds turns into an ice cube and must shake the Sixaxis controller to break out -- provided they don't come to rest on the ice, in which case someone else needs to push them from the chilling surface before they freeze to death.'

'Media Molecule is looking to address any concerns potential players may have about LittleBigPlanet's appeal, from the user who just wants to play the game to the budding architect who'd rather build levels. From what we played, both activities were fun on their own. There's an undeniably fun, childlike vibe to barreling through levels with your customized character, from getting electrocuted to blocks tumbling everywhere to hopping on a skateboard to escape to the finish -- all the more fun knowing that you can make any of it yourself.'

'We feel like we hardly scratched the surface of the builder tools in our time with the game, and we can't wait to get a chance to really dig in and go nuts with them. After watching various users play LittleBigPlanet, our initial concerns about how much people who didn't care about creating levels would be interested in the game seemed unwarranted. User-created levels tap into a whole personal element above and beyond simply being "more to play with," and we figure that the better you know the creator, the stronger that connection becomes: Imagine receiving a special level from your friend wishing you a happy birthday. Since it's so easy to bang out levels, we have to wonder whether other game designers will make LittleBigPlanet levels just for fun -- publically, or perhaps as just a little secret on the side."

GameSpot, after a glowing preview, had this final thought:

"LittleBigPlanet is looking as promising as ever, and we've no doubt its take on user-generated content will be the beginning of a new trend in the games industry. Along with Spore, it's pioneering the way in which players are interacting with gameworlds. Sony is aiming to release a beta test to journalists in the coming months, and even hopes to include some of their creations on the final Blu-ray disc of the game. Expect to hear more about the game in the run-up to its planned September release date."

And finally for now, IGN had this to say:

"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.'
...

'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."

IV. When can you expect it?

A private beta is set to be underway in the next month or so, with a full release of the game now scheduled for October 2008. A demo has been hinted, but has not been confirmed.

V. Media for LittleBigPlanet

Tokyo Game Show 2007, Character Creator video (Standard Def)

Tokyo Game Show 2007, Character Creator video (High Def)

CES 2008: Fire Level Demo - Actual gameplay (Standard Def)

CES 2008: Fire Level Demo - Actual gameplay (High Def)

Extended Pirate Level - Created in game via tools (Standard Def only)

CES 2008 - Extended Gameplay (Standard Def)

CES 2008 - Extended Gameplay (High Def)

CREDIT GOES TO SpruceCaboose

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Soulkiller225

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#6 Soulkiller225
Member since 2008 • 251 Posts

GTA IV hate is so cliche. It's like the McCain of video games. Boo! Seriously, do some more research before buying games. It was well known what was included in the package. I'm glad I knew what I was getting, so I was satisfied. GTA IV is superb.BioShockOwnz

I agree. Except McCaini suckors. GTA IV was amazing. My second favorite game this gen next to MGS4. GTA IV was an amazing experiance. The 360 version rules but maybe the PS3 verson is broken. GTA FTW.

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Soulkiller225

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#7 Soulkiller225
Member since 2008 • 251 Posts
All you had to do was put you ps3 and games in a box then put the box in the closet. Volia. You didn't have to sell it.
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Soulkiller225

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#8 Soulkiller225
Member since 2008 • 251 Posts
Bad idea remeber 60 gb is gone now. But that was your mistake.
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Soulkiller225

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#9 Soulkiller225
Member since 2008 • 251 Posts
[QUOTE="Soulkiller225"][QUOTE="allnamestaken"][QUOTE="Soulkiller225"]

Gears of War and Halo can match the PS2's library. The PS2 was boring, horrible graphics, gameplay. It also does not have GTA IV.

360 FTW!!!!!!!!!!!!!!!!!

PS2 was way too defective.

ONLYDOD

Given up comparing it to the PS3 eh? Ah well, good to set your sights low, won't get dissapointed that way.

Nah everone knoes the ps3 is crap.

Your opion doesn't count as fact.

Link?