LittleBigPlanet
Heap big awesome.
At one point in our demonstration of LittleBigPlanet, someone asks a simple question about the physical interaction of the materials you can use to create stuff in its sticky-back-plastic platform-game world. It's answered, wordlessly, by level designer Dan Leaver. In a minute or two, he creates a constellation of blocks of concrete, wood and sponge hanging in mid-air. Then he exits edit mode - effectively un-pausing the game - and they crash to earth convincingly, tumbling, bouncing and squashing each other.
Then someone else asks an equally innocuous question about whether heavy blocks will kill the game's little cloth-puppet avatars, the sackboys. The short answer is yes, but the long answer - the ten-minute-long answer - involves Leaver, from developer Media Molecule, and Sony producer Pete Smith getting embroiled in an absurdly convoluted attempt to prove it. Leaver's sackboy creates a gigantic set of stairs and carefully balances a giant concrete block on the top of it. Smith uses his sackboy to attach a weighted rope to the block. They start the level (several times - the block keeps falling off too soon). Leaver climbs the steps and pushes, while Smith grabs the weight and pulls in an effort to kill his sackboy in a slapstick-assisted suicide.
It doesn't work. It doesn't matter. They're clearly having fun - more fun than we are, it must be said. They bounce ideas and comments around, suddenly oblivious to the presence of half a dozen perplexed and slightly bored games journalists. That's because, contrary to what some people are saying, LittleBigPlanet isn't designed to be observed by hacks and discussed on their trendy, buzzword-brandishing blogs. It's designed to be played, and played with, by everyone. Based on our short demonstration and playtest - and the ridiculous antics of Smith and Leaver - the pull to play with it is wholly irresistible.

Imaginative, artistic, challenging, begging to be knocked over.
It's funny that a game that makes such blissful sense when you see it in person can be so hard to explain in words. It's also true that, in the rush to talk about its content-creation side, it's easy to forget to cover the basics, so let's start there. LittleBigPlanet is a side-scrolling platform game. It lets up to four players, online or local, romp through its knockabout assault-courses and mini-games in a happy scramble of competition and co-operation.
You can also use LittleBigPlanet to make stuff. Not just your own levels for the game - any stuff. A giant ball-pool to play in with your friends - that would take about five minutes. A sort of interactive toy website, maybe featuring your holiday photos or links to favourite LittleBigPlanet levels by other creators, might take an hour or two. A giant, hideous effigy of one of your friends and a piston-driven canon that fires sponge frying pans at his wobbly head: two or three hours. A full-size, meticulously-designed platform game level with an "Early Learning Centre does Salvador Dali does Flash Gordon" theme: a week, a month... how long have you got?

The easiest way to make shapes is by cutting out from the edges.
You might not want to do any of that, but somebody will, and it'll be there on PSN for you to download and play, making LittleBigPlanet the platform game with no end. Sony's vision is of a never-ending stream of stuff to play, filtered and sorted by the networking, aggregating and tagging systems familiar from the likes of YouTube.
It's all summed up beautifully by the game's main interface screen - so beautifully, we probably should have started there. Sackboy is in his cardboard-box space station with his giant PS3 controller (labelled "Puter"), looking down at the little big planet and its moon - "My Moon". The planet is labelled "story" (we're assured that there is one, sort of, but it's not very important). It has tens of themed level hubs with names like "Comrade Sackputin's Bunker", each of which seems to link to a dozen or so levels and mini-games. This, it's becoming apparent, will be a big game even if you never download or create a thing for it.
A button push flips the planet's surface to levels created by the LittleBigPlanet community, while My Moon is the gateway to your own creations, whether you've chosen to publish them to other players or not. You don't need to publish a level/room/art space/whatever in order to share it - you can invite anyone you like inside.
We're shown a level called The Plains, with an African savannah theme and a structure that's a straight, competitive race to the finish, picking up as many bubbles for points as you can along the way. There are giraffes whose necks raise the sackboys to higher levels when they stand on their heads, tip-dispensing monkeys, and a dangerous stampede of wheeled buffalo. Other levels, like the country garden level from the game's GDC unveiling last year
, are more co-operative in design, with sections where players must help each other to surmount the obstacles. As an example of a different scale and style of level, we're shown a simple rope-skipping survival mini-game for two players.
One of the prinicpal rewards for playing through LittleBigPlanet's offline levels is to unlock new items to add to the "Pop-It" creation menu that appears as a glowing thought bubble, tethered to your sackboy. These include materials (physical properties), tools (pistons, pivots and so on), stickers (textures and decoration) and sackboy costumes. The latter will be many people's route into content creation with LittleBigPlanet; even if you're daunted by the idea of building anything, you won't be able to resist the urge to dress up your avatar. (We chose mirror shades, collar and tie, and pink, floral, Laura Ashley skin, since you ask.)

Puppeteering is another itch it's impossible not to scratch. Tilting the sackboy's head or hips around with the Sixaxis' motion sensors, waving its arms in the air with the right stick, emoting with the d-pad (you click through three levels of sad, happy, angry and scared)... it's the most flexible, immediate and instinctive form of self-expression we've ever seen in an avatar-based game, and it's got immense charm and entertainment value in itself.
We don't get as far as trying to build anything in-game, but can report that Pop-It is attractive, logical, simple and extremely fast. It speaks volumes that Media Molecule is using the game itself to make the game - although there are currently several layers of complexity to the editor that will be left out of the final release. A lot will depend on how easy it really is to utilise tools like pivots, pistons and switches to create mechanical devices and simple AI; you can clearly do a lot with a handful basic rules, but how intuitive will it be to work out which rule you need? Nonetheless, some of the simpler presentational tools are easy to imagine using to great effect, such as mouths that dispense text messages, and little ghetto blasters that, when passed, can change or build any musical track from Media Molecule's library.

L-R: Kristan, Ellie, Rob, Tom
Fundamentally, however, platform games have to be about the joy of motion above everything else, and that includes dressing-up, playacting and world-building. And this, happily, looks like it could be LittleBigPlanet's greatest strength. It's not as precise or involved as a Mario, but using the most basic controls imaginable it conjures up a joyful, elastic, tactile momentum that brings an instant smile to the face, and works perfectly with the impressively consistent and fun physics. There's an immediate and deep-seated pleasure to be had from the simplest interactions in LittleBigPlanet's world - something that, along with its quirky, homespun looks, reminds us very strongly of Katamari Damacy.
At times over the last year, LittleBigPlanet has sounded too clever for its own good - too clever, at any rate, to be the PS3 smash hit Sony wants it to be. Don't be misled; it's one of the simplest and most appealing propositions we've ever sat down in front of. It's 21st century Lego.
It's going to be fascinating to watch LittleBigPlanet go head to head with that other poster-boy for the community-creation age, Spore, when they both release this September. Spore might be more successful by virtue of its platform and pedigree, but at the moment, the PS3 game looks the more coherent, consistent, easy to grasp, rewarding and just plain lovable. It may not be the biggest PS3 release this year, but one thing's for sure, it's absolutely the most important.
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Comments (98) Latest comment 3 years ago
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"It speaks volumes that Media Molecule is using the game itself to make the game - although there are currently several layers of complexity to the editor that will be left out of the final release."
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Or perhaps i'm missing something???
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And, erm, will have to buy a PS3 also then...
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famliy it's just there for you to have fun with
no doubt I'll get a girlfriend when i have this
and don't think i'm a fat slob cos i'm not ok.
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But seriously, can't wait for this!
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this year's (and beyond...) Portal...
and I mean that in the nicest and most unisex kinda way...
cheers...
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Damn, you just sold me the game. Again.
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You must be dead inside. Or, at least, you should have your gamer's license revoked
"I prefer my games to come with, you know, goals and play tested objectives etc."
There's a full 50-level game on the disc full of goals and objectives. And there'll be a truckload of user created ones on the network when you're done with that.
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You could just get her to help you build your own version in the game. Then add some cannons...
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ain't that the truth. I'll keep my fingers crossed that this is going to be a success. Even though I am an Xboxer. And the reason for that is that it is always good to have a new genre become successful, so that people will try something outlandish and fun on my console (please, no more Viva Pinata). But I think that I have missed the point with this game. A side-scrolling platformer, with a unique look and that allows people to design their own levels. Doesn't that sound like something that we wished we had about 10 years ago? But then, what do I know. I thought that nobody would buy the Wii.
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Power of numbers. Nuff said.
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'The public' who you speak of made Portal you know! Remember that little GotY title?
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I spent hours building levels on the farcry editor simply because I found creating them fun.
However, most user created content is rubbish so I hope they put in a good user rating system.
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i see your point but that's kind of like saying "i don't play online FPS' because there isn't any AI and players are unpredictable"... kind of.
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Having played things like the Stainless Steel mod for Medieval II, Silent Hunter III Grey Wolves, and toyed around with some of the mods for Stalker, not to mention modules for Neverwinter Nights, I politely disagree. There are incredibly talented "amateurs" out there whom you just need to give some material to start with.
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/wondering if the weapons are upgradeable
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That's true, but the success of the output is tied to the original game mechanic, described here (in part) as being 'not as precise or involved as a Mario'. I can't help but get the feeling that the joy here is to be had in the creation, not the playing and I and many others don't have the time or inclination to fart about building 'levels' for others to play. I hope I'm wrong and it's as brilliant as the hands-off reports seem to suggest, and not a short-lived physics demo/gimmick.
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Sounds and looks amazing to me...
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More of this and I'd consider a PS3... though a decent controller would help too!
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Possible system seller for me, esp. when they do a PS3, Rumble pad + LBP pack.
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there might be a reason to get a ps3 after all =)
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Here I was hoping the ignorant fools by now were included on my ignore list...
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You're wrong factually: 15 years ago the controller didn't exist yet. But of course you're entitled to think it's crap. Not all human hands are equal. It's the best multi-purpose control design so far, I think most people would agree with that. It just means that it doesn't really excell in any particular genre nor is it particularly bad in any.
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As for SIXAXIS comments - I like the controller. It works great, fits well in the hands and has symmetrical layout for sticks. The USB charger is the most elegant controller solution for any console. Rumble can't come back soon enough though.
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I've already had that pleasure with Viva Pinata!
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Still.
Still lingering.
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Shouldn't have taken three posts to get to that point but i was at work and couldn't write as much as i wanted and may have come off as a bit of a dick.
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Anyway, what's the problem of stating that this game is "girlish", I dind't say it's bad. Viva Piñata is also "girlish" and very good, so... don't be sad your system doesn't sound half bad, it's just under-fed.
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did you have to let it linger.
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Infact i demand custom soundtracks
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Peer review means that after a while it wont be hard to find good user made stuff.
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As interesting as it sounds to a lot of us nerds, I don't really see it having mass appeal. :/
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If it doesn't sell well from this position, either something will have to go *terribly* wrong between now and release and LBP'll get dire reviews and people will lose interest, or all the principles of rational analysis are bunk and we may as well just flick coins to make predictions!
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Don't mean to sound like I care about which platform this is on (I don't, leave me the hell alone), but just for the sake of argument, you're forgetting the Wii's additional motion sensor. The two sensors could could be the hands, the analogue stick for movement. In fact, that way you'd have one thumb free to use the D-pad - for which you'd need to let go of one of the analogue sticks in the PS3's case. I see no control scheme compromises here. On the contrary.
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I didn't come on here saying ''Waaaaah the PS3's shit, Sony raped my mother, LBP is going to fucking blow''. I simply gave my opinion, personally I think it looks rather groovy and it's nice to have something a lil original coming up rather than shooter after shooter.
At the same time though I don't see it appealing to a large audience, you can bring us net dorksand our 'most wanted' lists into it all you want, but the general casual gamer on the street probably has no clue about this title, which is why I said I think it's going to need a mega marketing push when it's due.
So please, Sony chaps, calm the fuck down, you're coming across as strangely insecure and slightly mental.
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Yes, the majority of user content blows; just look at YouTube. But the point is, like YouTube, just look at the ratings. The good stuff floats to the top, the dross sinks forever. It might take a while, but there will be some amazing things put together with this come 2009. Maybe they should name it Everyday Platformer - Every Day, another Platformer. A new level, free, whenever you want. How can you not like?
Except miiiguel, of course, who seems determined to be the most stereotyped Xbot in history. No b**bs, no guns, must be for girls, no sale. Obviously got a few issues with his sexuality that one. Puberty must be a b*tch.
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+1 here
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You know how mental some gamers are out there, especially when it comes to the online side. No doubt there'll be decent user stuff day one.
Oh, and...miiiguelol
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Why do you think that?
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I think the install time will be closer to 25 minutes.
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My inner child wants this!
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This game will rock.
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(Sony Europe)
/cries
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You're right, in the Nunchuck, which I do always forget! I think the sticks of sixaxis are better suited to the arm waving as they're absolute positioning, and the natural response to motion control of the arms I think would be to actually position your arms. I can readily get my head around controlling a sackboy with the PS3, but in my imagination a Wii system feels awkward. This would come down to personal preference.
I wouldn't say sixaxis or DS3 were lousy controllers though. I've always found them the most comfortable and intuitive. The asymmetric XB controllers sound good in theory but they feel awkward to me. I wouldn't change much at all about DS's design if I were put in charge. Putting in decent 'next-gen' haptic feedback instead of wobbly-controller-shake would be a first change!
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Which surely is a good thing, no?!
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See every time i hear some 12 year old kid post something like this on the internet - i feel like bashing my head thru a brick wall in dispair
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Perhaps I just don't get it, but I've never been convinced of the whole user-generated theme in any area of media. Oh well, wait and see.
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How can anyone call this a "Definite must!! & system-seller!!"
It just cant be that deep that I could see myself playing it hours and hours. My quess is this will fall in the category of "fun for a while and on occasions"
MAYBE I'l pick this up from the bargain bin when the hype is over and the real-world kicks in. (if it isnt crushed on reviews before that)
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How can anyone call this a "Definite must!! & system-seller!!" "
LBP gets the attention because it combines an extremely easy to use level editor/modding tool with community sharing features and a great and accessible look. This is something that hasn’t been done before which is very refreshing in this generation of sequels and rehashes.
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If Sony release an 80gb PS3, then I'm SOLD.
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This is starting to sound really good.
It might end up being a must buy.
Great stuff, thumbs up from me. The more multi player options the better!
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Much more fun than another wartime/sci fi shooter on your hands.
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Have none of you played the Lemmings games that have been available in various formats right up to the PSP ever since 1991? Yes, I know that you couldn't edit the layout of the levels but the aim was to guide characters by adding to the scenery by giving them the ability to build bridges, dig etc. Now, you must admit that this is not a million miles away from being the seeds of Littlebigplanet. As for editing your own levels, that has been possible since at least Boulderdash on the Commodore 64.
So whilst this game might offer far more options to create your own levels, determine what you want to do in those levels and interact with other users, it is resting on a handful of games from previous generations and building on those ideas. Don't get carried away by regarding it as revolutionary.
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your all a bunch of negative T**ts
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