Old 12-02-2008, 12:16 AM   #1 (permalink)
 
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Default Review: LittleBigPlanet

Here it is, my first review, and well, there couldn’t have been a better one to start with.

Ever since we were first given a glimpse of LittleBigPlanet and Sackboy in 2007 I couldn’t wait to try out this game, and after the long wait (and then that delay) it’s finally here. This is such a good one to kick off with as you either have the game, and therefore know just how good it is, or you are now running out to get you mitts on it like a chocoholic hearing that there is a new run of golden tickets. Even I will admit that the launch has not been as smooth as Sony and Media Molecule probably would’ve hoped for, but this is definitely Sony’s system-seller.

For those of you who do not know what LittleBigPlanet is, welcome back from the underside of that rock. The premise of the game is simple; you play as Sackboy (or Sackgirl) in a wondrous platforming puzzle world of wonder. Basically you progress through a series of story levels like any normal side scrolling platformer. Nevertheless, no other game exists in the same dimensions as LittleBigPlanet. There are three planes of depth, a near, middle and a far plane, of which you jump between. With many areas you can only progress on a particular plane, which adds an extra element for solving puzzles. You can tailor your Sackboy with hundreds of customizable colours, features and clothes, (which are unlockable through collectable prize bubbles during the game) presenting a sense of identity. In the LittleBigPlanet universe there are three separate portions of the game, appropriately named as the only three gold trophies. Play, Create and Share.

Just as is sounds, Play is the story mode. I originally wrote ’single player experience’ but I then realised how inappropriate it sounded. The entire story mode is both single and multiplayer, (with all of the levels supporting 1-4 player local and 2-4 online multiplayer) with there being areas in the many of the levels, that require more than just one lonely Sackboy to reach precious prize bubbles. Plot wise, it is in the same sort of league as any Mario or Sonic game, but the genius lies in the levels provided by Media Molecule. There are a total of eight areas each defined by their own locale and style, ranging from the junkyard of the metropolis, to the desert of the savannah (with the inclusion of pole-dancing meerkats). Some of the levels are wacky, even outright crazy, but they are all filled with charm. Although this game is fun to play single player, the ultimate longevity will come from travelling through the levels with friends and strangers alike.

Creating is a major feature of the game and this is really why the game is so unique. The ability to effectively create anything is still mind-blowing, with only the real constraints being your own imagination and creativity. There is a good hour or two of tutorials needed to get to grips with all of the vast objects and tools to use, which are definitely needed. Imagine trying to cook a meal without knowing how to use each of the ingredients. Sure, you could make a meal, but it really wouldn’t be anything worthy of consumption. Probably the only misconception of the create feature, is the idea that you can just jump in and make a level. Whilst this is correct in theory, creating levels is extremely time-consuming, so crafting a reasonably good level will require some time. This doesn’t matter though, when you get that feeling of accomplishment once that first level is created, it is just overwhelming. Seeing those first few hearts on your level, seeing the play count rise, comments coming in, people tagging your level as ‘fun’, bestows a feeling that I have never experienced from a game. Never before have I sat in a meeting, scribbling down ideas for my next level, ‘how will I make this work’, ‘how could I do this’, and ‘is this a good idea?’ LittleBigPlanet will make you think about games in a way that you have never thought before.

Finally, Sharing is what will give LittleBigPlanet the legs to keep it running over and over again. As with all user-generated content (see YouTube) there is always many more takers than givers, and that is fine. Provided those that enjoy making levels continue to make levels, those that enjoy playing them will have more and new levels to play. At the time of writing this review there are apparently over 84,000 levels already published. Now, a lot of those levels will be rather poor but this is only just a few weeks after the game has been released. Imagine, in a month or two’s time, when people have understood using the toolset more, I can see the quality of levels vastly improving.

In complete contrast to the vast and complex story levels, the controls are very basic. Simple move, jump and grab controls allows absolutely anyone to pick up the game and start having fun. The additional controls are removed from the game mechanics but add to Sackboy’s likability and personality. Emotions solidify Sackboy’s cuteness and I’ve never known head, arms and hip control to produce bouts of laughter just like this. Whilst I have read numerous complaints of the movement between depths and how ‘floaty’ the jump is, I personally have had no problem with either, but can understand why some would. Sackboy does not jump like Mario or any other platformer, he jumps like a boy made of sack, and I like that. Moving between the different depths is pretty simple, but sometimes control will be taken away from you as it moves you from one plane to another, often for your own benefit, but not always.

Graphically the game is superb. The style of the custom-created items and the quality of the materials and textures provides a fresh and colourful appearance that stands out in the crowd, whilst the music is used creatively and fits so well with every level. Whoever at Media Molecule decided to employ Stephen Fry as the quirky narrator should be promoted, as his mannerisms and delivery of the script fits perfectly into the style of the game.

Dubbed as Sony’s stellar title for the year, they needed to hit the nail on the head, and they’ve done just that. Whilst no game is perfect this could quite possibly be the closest we could’ve hoped for, and with planned downloadable content, it will only get better. It’s beautiful, endearing, most importantly fun, whilst living up to all of the hype. It is unbelievable that this game has been made by such a small team and it is a true testament to the UK’s gaming industry. This truly is a pinnacle in gaming and definitely a system-seller.

This is the most fun I have ever had playing a game, ever. A must have for anyone.

exceptional 10/10


Click here to read my review on my blog
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Old 12-02-2008, 01:13 AM   #2 (permalink)
 
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I think I'm the only person in the world who thinks the level creation absolutely sucks balls. The concept is awesome, execution terribly flawed merely due to the fact you're trying to run a frustrating editor with a controller.

If only they had some sort of PC/Mac version of the level creator, where you can then upload it to your PS3 with a flashdrive, or straight up to the PSN. (kind of like the Buzz Quizzes, dare I say it)
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Old 12-02-2008, 02:17 PM   #3 (permalink)
 
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Quote:
Originally Posted by Alayes View Post
I think I'm the only person in the world who thinks the level creation absolutely sucks balls.
Nope, I agree with you on this a lot. Editing maps for so many games over the years on the PC all console editors always feel like a joke. Specailly when I can use 3dMax make a model of a vehicle load it into a editor and add the textures. That and being in the programming field I always am sitting their this could be so much more if I had if statements or even a while loop would be grand. I mean even a custom editor language. Even if it was slim in ability to set some functions to what an item will do.
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