LittleBigPlanet
New level, online features, and making faces.
Soft-spoken Media Molecule co-founder Alex Evans is showing off LittleBigPlanet to a roomful of press, and we're stood behind him blowing raspberries and wailing. Obviously. He doesn't seem to mind. Five minutes in, he asked if anyone wanted to play along, and inexplicably we were the only people to put our hands up (both of them, while hopping up and down). So now we're cycling the Sackboy emotes with the d-pad and using the DualShock 3 tilt function to angle our puppet avatar's head so he's watching his dad.
But before we continue, LittleBigPlanet has a problem at shows like E3: nobody goes away and explains it properly, even though devs like Evans always frontload the key pitch. It's a quasi-2D platform game with physics, and you can play it with a mixture of local and online friends, but all the levels in the game were built with the game, which doubles up as a creation and sharing package. We're at E3 to check out the Create and Share bits today, with an emphasis on PlayStation Network features.
So we're dancing around the pod screen, which serves as an interactive home and level hub, while Evans explains how things work. We jump Sackboy - a little game character stitched out of sackcloth, obviously - onto a PS3 pad that sits in the middle of the pod, and stare up at the little big planet visible outside the window beyond. It's an access point for content - levels on the Blu-ray and downloadables - and as we stare the game receives levels from the online cloud. They're beta tester efforts with their own names, details and stats (how many times they've been favourited, completed, etc) and at 20-30KB they take no time to download.
We jump into one, and we're shown how they're connected to the LBP online hive by stats tracked in the top-left. "We track your best friend and any of your friends who have done better than you, we show the score that they've achieved on the level," says Evans. "You have to understand that this isn't just for the levels we've published, this is the levels anyone's published. You can create a level with a score and a world ranking and the game will try and prompt you and encourage you to replay that level. We try and treat user-generated content as we would treat our own."

You can do what you like to your pod, which is a hub for all the game's levels.
As we play, Evans explains that voice-over-IP - "headset voice-chat" in human - recently went into the game, and Sackboy (or Sackgirl, of course) will now lip-synch to your blathering or laughter. As you play, you can also snap screenshots. These, along with any levels you make, can be uploaded to the LBP nexus, and the devs have assembled RSS feeds of levels, photos and other content accessible through a unifying "Me" page, which helpfully won't load when Evans tries to boot it up on our E3 test machine. "Whoever set up this room did a cracking job."
So instead we dive back into the game in Create mode. Levels are assembled (or simply modified from existing designs if you'd rather not start with a blank canvas) using the square-button Pop-It tool, which brings up columns of items to customise your Sackboy and the world with. A bit of stick-waggling draws platforms across the screen, and a few more buttons hooks up cogs, wheels, hooks suspended in the air and glued to the walls, and so on. Sackboy can be floated around the screen and then popped into the game world at the touch of a button for playtesting.

It all looks complex, but putting it together takes minutes and testing it takes seconds.
"When you play through the pre-made levels, you collect items to customise your character and build your own levels," says Evans, explaining where it all comes from, "so rather than just collecting points and stars you collect the items." (Although you do still collect things that go towards your score - this is a platform game after all). You can also write story text, build your own characters, and even fairly complex machinery. The level designers have managed to create basic counting machines - so, a computer - and pirate ships.
Rules do govern your actions: "Everything in the game runs on physics, so that leads to very simple gameplay mechanics," Evans points out, before stopping. "What's going on? Oh, I can't grab onto metal. I can't remember the rules of my own game." You can cling onto a lot of things with R1, though, swinging around like Tarzan or a buccaneering knight, as you've probably observed in the beautiful new E3 gameplay trailer. There are drop-in mini-games like races, too.
You can also use the screenshots you took as objects, and we're shown the PlayStation Eye support. Scrolling through Pop-It you can break out a Polaroid-shaped window that shows a video feed from the camera (27 gormless journalists, in this case) and you can paste this onto the walls, floor or wherever you like, at any angle, as a bit of decoration. Evans uses it to customise the pod hub, which is capable (or perhaps "prone") to the same tweaks and disfiguration.
From the fact we're playing with cameras and making faces, you'd be right to guess LBP is nearly done - Evans has repeatedly restated the October date, and Sony said it again on-screen at its E3 conference on Tuesday after it had Evans come on-stage to dance and skip Sackboy through a custom level using switches and conveyors to show off graphs with hardware and software sales. They're already looking beyond release. "We'll be adding downloadable levels to the game," obviously, "and also just adding things to the game. Trying to keep the community fed and happy." Evans' colleague David Smith recently told us they might add water or other elements depending on fan feedback.
In the meantime, there's the PR campaign to orchestrate, and the other part of the E3 reveal is the Construction Site level, which we get to go away and play again after the presentation. While most of the levels we've seen so far are obstacle courses, this one has enemies - car-like boxes with spring-loaded spike weapons, and a boss who needs to be despatched through clever use of the environment.

Customising your Sackboy or Sackgirl is going to be a must.
Construction Site also introduces lives and checkpoint rules, giving the single-player a bit more structure (although you can co-opt variations on these mechanics into your creations too, of course). Die too often and you start again, and the checkpoints are a helpful assist for groups: "If someone runs ahead they can effectively pull the party along," says Evans, demonstrating by jumping into a fire and then respawning next to me a few paces ahead in an area he hadn't reached yet. "This also helps people at different skill levels make progress in the game."
And the game's aware that you won't always be impressed by the other players' antics online, so we're shown something of the moderation tool. As with screenshots, you pull up a viewfinder that you can resize and drag around the screen, selecting the thing you're offended by. You can then submit this, and it tells the devs the PSN account of the person pictured and gives them an idea, visually, of what the problem is so they can either take action or not. Other things, like user-generated level text, will also be moderated.

The cardboard, cloth and tape aesthetic is as powerful as any of the core concepts.
You suspect it won't be heavy hands though, because LBP wants to nurture not stifle. As Oli said in his giddy impressions earlier this year, Pop-It is fluid and intuitive, letting you quickly assemble and iterate your ideas and experiments. But it's not just solid and versatile, it's humorous and charming - the emote function casts a spell over the hacks crowded into Sony's demo room (and this is at 6pm on a day that, for many who attended Nintendo's conference, began at 7am or earlier), who chatter and giggle, and there's compelling pace and energy to the graphics, sound and controls.
Thanks to us, it's not always a graceful and coherent presentation, but the game's bewitching all the same: a daffy smile on the face of PlayStation. Finally giving the pad back and heading off into the smog, we couldn't stop smiling for an hour afterwards. It's the most exciting thing I've played at E3, if I'm honest, and I feel a little bit happier every time I think back to it.
LittleBigPlanet is due out exclusively for PS3 in October.
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Comments (100) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I have also very much lost track of its launch date? Is it still this year?
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Dunno if I'm "go and buy a PS3" jealous, but it does look awesome.
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Since I don't have a PS3 yet though (and probably won't until they put BC back into it - bloody ridiculous, how hard can it be?!), is there no chance at all that they might release it on 360 sometime? Or will this definitely be a PS3 exclusive permanently?
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It reminds me a little bit of a HD-era Kikstart 2 (which I still stick on the C64 emu and create the odd level with, every now and then).
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Also wondering about the physics - any chance of RedLynx Trials-esque dynamic levels? What is there with regards to checkpointing and retrying? If something doesn't fall or work as it should in a complex dynamic creation of yours, do you have to start the level again? won't this stifle the creativity a bit (the dynamic levels on Trials are amazing!)?
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roll on October!
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/ wipes tear of nostalgia away.
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Dunno if I'm "go and buy a PS3" jealous, but it does look awesome."
That's exactly the same for me (+ Uncharted)
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Does look like something genuinely new though. and a good community feel.
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Dunno if I'm "go and buy a PS3" jealous, but it does look awesome."
That's exactly the same for me (+ Uncharted) "
That's exactly the same for me (+ a certain scare of PS community who seems to be - generally - always trying to prove it's the only system in the world and everything else sux and who thinks otherwise are lesser ppl or americans).
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Game looks great... don't want to wish time away, but can't wait to play it.
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"creative fun bla"
It's the most exciting thing I've played at E3, if I'm honest, and I feel a little bit happier every time I think back to it
makes
me
want
to
punch
BABIES!
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jump the fuck IN, epic with their gow2 will OWN everything on your faggy jap console
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What doesn't make it a game? at the core its still a platform game, you run around completing levels and grabbing stuff, possibly in multiplayer, you can get killed, you can lose to other players, and pretty much do a lot of the same things as other platform games
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Cool arcade stuff (Riff and SSHD), fun family stuff (Buzz and Singstar), a whole lot of tripple A hardcore gamer stuff (MGS4, COD4, Burnout Paradise, Uncharted, Resistance...) and some unique pieces of software like LBP, LocoRoco, Pixeljunk Eden, Home...)
Not to mention blu-ray, a cheap upgradeable HDD, easy Music storage, DVD upscaling, cool photo viewer, free online and a massive entertainment download store coming.
Okay, I'm on a runners high at the moment, but really, not too bad innit?
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That was what I meant previously. Oh well..., maybe someday.
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GET A LIFE TOSSERS!!!
anywhooooo this game is one of the reasons im getting another ps3!
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http://www.g4tv.com/e32008/videos /27098/Exclusive_Hands_On_LittleBigPlanet.html
Looks and sounds superb. If you ignore how Alex skips through the level and just imagine 4 mates playing the level from start to finish while trying to get the best time/score, the awesome music (from what I have heard so far), the happy accidents due to the physics and the total mayhem in some parts... well I don't understand how people can not be excited about this. Of course if you only own 1 console I am sure you will find something to justify your dislike ; )
Local and online multiplayer (mixed multiplayer too). Four people building a level is faster than 1 person doing it and probably its own kind of fun (not sure if multiplayer online level creation is in).
I am just completely sold on this game.
EDIT: Stupid HTML. Or I should probably say stupid me.
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looks amaaazing. really hope my sole ps3-owning buddy buys this...
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LBP is a 2d-platformer, user generated content is nice but it doesn't change anything to the fact that it's just an oldschool platformgame.
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i don't think it'd hold my attention for more than a couple of days though (after the initial wow factor wears off)
looks damn nice stylistically too. PS3 needs more games like this (heck th eindustry in general does...)
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Maybe I am still not grasping the exact concept though.
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Its simple. If you liked LEGO when you where young, you'll like this.
Building stuff, and showing others what you built.
Without the risk of swallowing some of it's building blocks, by the way.
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I do sort of get that but it just does not seem that compelling to me. Still I have never understood why people like Face book so maybe I am just not social enough to get this type of thing.
I do appreciate it as a concept and I like the graphical style but it’s the excitement over it that is passing me by.
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The hype is about the pure potential of such a game. There's no end to it, as long as people are creating levels, it's pretty much an ever expanding game. If each level weighs in at 20-30kb, it means you're going to see all sorts of amazing ( as well as hiddeous) creations..
It's a platformer that WE create, that's what the hype is about!
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I remember a good few game construction kits from my past actually, sure the Amiga had one that had the ability to create a 3D rpg. Tough to use though. This seems to give great scope but ease of use. A very now thing too when you think of the viral natural of things that are hitting big on the net.
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I know I will.
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^ says more about you than anyone else, i think...
to be honest, got no interest personally in the creation aspect of it - had other games with level creators (yep, going back to SEUCK), and it;s a neat idea that i never seem to get anywhere with, just haven't got the patience. what is ace about LBP is the constant stream of free new levels that you'll get - granted most will be shite, but presumably they're gonna have some kind of rating/feedback system so the best levels will be promoted to you. never ending supply of new levels = a good thing.
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yeah will have a full rating and comments system from what I gather, think it will even have a means of establishing difficulty based on player deaths vs completion (think they mentioned something like that in a recent video) as well the ability to 'subscribe' to creators (if there if someone who makes decent levels for instance).
it all sounds very 'youtube' like
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I guess it does.
Nonetheless, I will proceed as planned.
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well, i'll be sure to download your penis cannon/giant tits level if and when i ever get hold of a PS3 + LBP.
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I'm sure it'll sell well and garner critical acclaim, though.
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a few people have brought this up as a criticism now, what's the deal? 2D side-scrolling platformers are fantastic! some of my favourite games ever are 2D side-scrolling platformers...
eta: in fact one of my fave games so far this year, lost winds, is the same sort of 2.5D side-scroller. if LBP is anywhere near as good as that, then it'll be great.
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Just my opinion. If you the 2D platformers, then this game is probably right up your alley.
For me, personally, I don't think LBP could hold my attention for more than 10 minutes, but I wouldn't dare say that here.
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too late!! you're now officially an XBOT! (or something like that)
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"Right up your alley"
Can I use that as the name of one of my levels?
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have fun playing kiddie games and blurry fps's (killzone), fucking niggers!
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You have my premission. You may want to also try, "right up your anal alley," as that's one of my personal favorites.
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Well, that's not really my cup of tea, so I'll leave that one to you.
I call "Up her anal alley" though.
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Sony are watching!
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What precisely makes this much different? The fact it's all ingame? Are people suddenly so amazingly lazy/stupid that they now can't download and install levels without quitting the game for 5 minutes? Sometimes it seems like the more sophisticated games machines get, the more demanding and unreasonable their users become. Or am I just seeing this differently because I'm a PC person and this is all pretty unexciting as features go for a PC game? I mean, I'm sure it's fun if platformers are your thing, but really. Level saves that are 20kb big means the whole thing is prefabs, which means everyone's going to have the same things in their levels and, without a vast array of art assets and a constant stream of new prefab stuff to put in levels (about whose disc space requirements PS3 owners are bound to complain) it's all going to get pretty old pretty fast.
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If you don't 'get' it, that's fine but please don't moan to the people who are genuinely excited by this unique and interesting game.
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lol - only a PC gamer would say something like that
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I'm a veteran of PC games with level editors - particularly RTS games - and there have been some absolutely amazing things done with the right editors. And not just the multiplayer minigame kill-fests either, but really really good single player RPGs with cutscenes, custom music, side quests, etc etc, all in an RTS game. Some of these 'levels' created with in-game editors have been better than full game releases in the same genre...
But unlike YourMessageHere, I think this will be very good despite the relatively limited freedom creators will have. And I look forward to seeing how brilliant the cream of user created levels are in a year or two years time.
Which also means I won't be buying this for at least a year, even though I'm sure the the developer content is decent and the initial burst of creations riding the hype would be exciting (if unambitious).
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I can't believe I'm getting advice on leading by some that uses terms like "twat". And as I said my attitude is a reflection of posters such as him, I suspect the irony of his own terminology is clearly lost on him...
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Not wanting to sound like a fanboy here, but things like the Shoot-em up construction kit and other such tools were created in the days of less than 1mb of memory, storage was something you picked up in packs of 5 at HMV, not bought gigabytes of from websites. They didn't have the potentially limitless resources of the web available, they didn't have the power of the modern processor and memory resources available. Tools like this existing on the PC at the moment are tailored around a keyboard and mouse, and are either far to general or aren't given enough development time and effort to make them appeal to the mass market.
LBP has innovation, large publisher backing, large budget and an immediate audience of millions of people to appeal to. They can be directly targeted with advertising, they can be given the support that other tools have not had. This might not be an original idea, but it's an original approach at a 20 year old(+) concept.
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Im kinda rubbish at using level editors, Im not even gonna attempt at making a level in SSB:Brawl, let alone this.
If the single player is anything like Loco Roco, Super Mario etc, I'll get it.
I lack the attention span/imagination, actually I just cannot seem to draw/build anything in my imagination.
Who else thinks microsoft will announce they're own version of LBP (Copy it) after its released?
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There's a full story mode on the disc - 60 levels, 15+ hours of gameplay according to another preview.
And of course, you can play everything else the community creates aswell.
It's also not like you must create a level if you want to create anything at all. Creative endeavour might range from simple objects or artwork all the way up to full levels etc. I think most people who work their way through the story mode will probably be sufficiently inspired/motivated to play around with the creation tools, even if they initially thought they wouldn't be interested in that side. I'm judging that by the videos, cos watching them I get a tonne of ideas of things I'd want to try out myself.
Also, about "most user created content is crap.." - this may be true, but the cream will rise to the top. And a strength LBP has versus editors in previous games is that seems to be much easier and faster to make something that is at least visually appealing and has some kind of useful behaviour via the physics engine, even if it isn't totally useful to other people. A byproduct of the gorgeous rendering and the preset materials kind of guarantees a minimum standard. This isn't like making a UT3 map.
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@evilfoxhound
awww come on.....evil, give it a break!
Neither does Infinite Undiscovery, Star Ocean 4 or Last Remnant
Nor Banjo, Braid & Viva Pinata 2.
LPB looks like alot of fun to me.
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Absolutely. They probably have Peter Jackson working on their LBP clone as we speak. And let's not forget that cool Wii game made by Spielberg. I'm sure it's going to be carbon-copied too.
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As for LBP the best bit about it is that Stephen Fry's narrating it! ^_^
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@Widge
SEUCK! Now that's a blast from the past!
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This Sony approach of announcing games as soon as possible in their development is really starting to get old - are people really that bothered anymore? Not just by this, but by the other sony-pushed titles like Killzone 2? Sure they look interesting when first announced, but when it is years* later, are we bothered anymore? Or just bored?
*Is it years? It sure feels like it.....
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G4TV Hands on
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Sony are watching!
If they intent to let you use the playstation eye for texture input, I'm going to wanna see where their limits are. That's just me.
But point taken, I'll make me a separate online account, in case they kick me off.
Then again, they might just come to my door, if I go postal
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>> Is this not out yet? I mean, really?
It was only announced last March..?
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Darren, you often buy the exact same game for different platforms and you're worried about getting your money's worth?!
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Just a thought
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Nintendo must be kicking themselves for not signing this game up, when they had the chance.
Nintendo didn't really have a chance. As far as I know, Media Molecule pitched it to Sony first. Lo and behold, someone at Sony actually recognised the potential, and they snapped it up quick smart.
Anyway, I'm glad it's being done on the PS3. The Wii would be more restrictive in level sizes, be slower with physics calculations, and of course, it wouldn't be in HiDef. Some of those LBP screenshots look _sweet_ in HD.
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Objective wise you've got collection of stuff - from the basics of "coins" to getting outfit additions and level creation basics - you've also got time trials for level completion with ranking. On top of that there are the incentives of what you get for completion. I.e. New pre-made objects and stuff to use in your own levels. Think of the objective as collecting stuff to use in your own levels and the completion of the levels themselves.
What more objectives do you need in a platformer like this? What objectives do you have in Mario or Rayman? It's about the whys, wheres and how tos of playing the game and then creating levels if you want to. If the playing of the game is going to float your boat and you get rewards and variety in that then it's going to be fun no?
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A lot of the gaming community need to grow up, not just Sony fanboys who like to say Xbot.
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I was going to say Spectrum/Amiga was a bit harsh, but then I remembered Super Frog. Damn that was a great game.
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Cool arcade stuff (Riff and SSHD), fun family stuff (Buzz and Singstar), a whole lot of tripple A hardcore gamer stuff (MGS4, COD4, Burnout Paradise, Uncharted, Resistance...) and some unique pieces of software like LBP, LocoRoco, Pixeljunk Eden, Home...)
Not to mention blu-ray, a cheap upgradeable HDD, easy Music storage, DVD upscaling, cool photo viewer, free online and a massive entertainment download store coming.
Okay, I'm on a runners high at the moment, but really, not too bad innit?"
Who are you trying to convince?