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Posts with tag littlebigplanet

LittleBigPlanet: creating cute creatures video

Is there anything more adorable than LittleBigPlanet? On the PS3, we don't think there is. This latest video shows off the room where you create your potato-sack-like persona, as well as the intuitive interface to customize the critter to almost no end. Though, we hope the final game has more than this one song which we've heard time and again. No matter, that's the least of our worries as everything else oozes adorable, which is slightly orange and smells faintly of chamomile. Enjoy the video and curse in anger as you realize this game is still quite a few months off.

LittleBigPlanet cardboard robot boxing match

As the guy who sent this in to us said, if you can watch this without cracking a smile, you probably don't have a soul. Here's another example of the possibilities within LittleBigPlanet -- out of nothing, two players create large cardboard boxing fighters complete with stickers matching their personality (we love the hairy chest on the left fighter) and duel to the death! It's a really fun video and you get a good deal of insight into the workings of LBP. We should all train to be able to create such crazy ideas and beyond!

[Thanks, McComber!]

Mario & Master Chief possible in LittleBigPlanet

You may recall a while back when Sony released a few concept pics of LittleBigPlanet, specifically their character creation sketches, that drawings of Mario, Master Chief, and Katamari were included. Many people thought this was cute and/or funny, but not entirely possible. Creative director Mark Healey assures us that, while concept art, " can customise your character so much that that's entirely possible." This is done by importing "stickers" from your hard drive -- something we don't quite understand, but are entirely sure it's straightforward to do once you try for about ten minutes.

Sony will leave it mostly up to the community to report and moderate dodgy comment. Healey cedes that "
the first thing I'd do is make a big c*** and publish it, but clearly we can't allow that." Someone will, Healey, someone will. But it'll be up to us to lay the ban hammer on them and keep our LittleBigPlanet clean and habitable. Either way, we can't wait to see Mario teaming up with the Master Chief alongside, say, a Helghast in order to make it through a level in LBP.

LittleBigPlanet best original new game, say Game Critics

In a second story regarding the Game Critics Awards, LittleBigPlanet walked away as the winner of the best original title. As a follow-up to their win, technical director for Media Molecule Alex Evans answered a few questions about the win. Needless to say, Evans and the rest of the dev team were stoked to win the award, especially showing off such an early build of their vision. It paid off, they said.

When compared to the reaction they got at the Game Developers Conference, Evans says the two are very different since they put the "create" tools in the hands of knowledgeable gamers this time around. Again, he says, the fact those people understood their vision was a great way to bolster confidence in their ideas. Their ideas are plentiful, it seems, as Evans repeats how what we've seen is pre-alpha code and there's a lot left up their sleeves. We're excited to get our hands on something, so we'll wait until they're ready to show off more of our favorite little big game, LittleBigPlanet.

LittleBigPlanet and Killzone win Game Critics Awards

Was there any doubt that LittleBigPlanet is the most original game of E3? The Game Critics Awards have named Media Molecule's 2D wonder the "Best Original Game" of E3 this year (a week after we named it the best PS3 game; and Joystiq also named it the "Best Original Game").

In addition, Killzone earned special honors in graphics -- it didn't match the visual fidelity of the original trailer, but boy did it get close.

Finally, the Game of the Show was Rock Band ... a multiplatform release that'll find its way on PS3. Not a bad line-up of awards for the PS3, no?


LittleBigPlanet does, in fact, have enemies and bosses

In an oft rumored but never confirmed way, we had expected LittleBigPlanet had more under its hood than character and level creation/sharing/playing. In an EGM interview with Media Molecule, it has finally been confirmed that getting in your way across the levels will be enemy creatures and sometimes big bosses.

Said senior producer Pete Wilson: "They will range from little robots that simply roam from left to right to spectacularly complex beasts that pose quite a challenge. We've recently built this big, huge giant, and, as with other objects in the game, he's composed entirely of materials that you wouldn't expect. He's quite intimidating, and shows the possibility of what designers can create."

Creating our own enemies? Talk about awesome. Expect us to create a MegaMan style level for you -- little enemies, then a boss. Or perhaps a Dr. Wily style room with teleporters leading to all 8 bosses in the game! Well, who knows how many, but you get the idea. More possibilities to consider on top of the already endless list.

Could Craftworld (LittleBigPlanet prototype) be in development?

LittleBigPlanet had some pretty humble beginnings. Media Molecule started with a 2D demo, then called Craftworld. Sony loved the approach they were taking with the game, and signed Media Molecule to develop what is now (our game of E3) LittleBigPlanet.

When speaking with Mark Healey, Newsweek's N'Gai Croal asked whether or not there were plans to ever continue working on Craftworld, either as a new PSN or PSP title. He stumbles a bit, almost revealing something: "There's--we're not allowed to talk about that, are we?" Unfortunately, the PlayStation publicist silenced him before he could go on further.

There's something happening with LittleBigPlanet. We just don't know what, yet. We'd be a little bit more demanding to find out more ... but we're too busy waiting for LittleBigPlanet to be finished.

LittleBigPlanet is almost done, public beta in a few months

Are you just itching to find out more information about LittleBigPlanet? Today we've got a quick summary for you, as PSU had a fairly detailed hands-on report to dish out, not unlike our own glowing review. If you are curious about LBP but don't want to read for ten minutes, we'll summarize the important points for you to take into consideration.
  • Your character has different moods (changed by hitting a direction on the D-pad) and depending on these moods, he will control differently. He will bounce as he moves if happy, or keep his head low and walk like he's pouting when sad.
  • Player vs. Player mode will be available -- there's more than just cooperating to create a level. An example of this would be the "Racing Mode" where levels are built for speed. If you've ever played the final stage in Earthworm Jim 2, we expect something like that footrace with Psy-Crow. That was a hard level.
  • LBP is nearly complete and a public beta is supposedly hitting the PSN sometime this fall prior to release.
That's about the high and low of it. We never expected this PSN title to burn so brightly in the Hype Furnace, but we can't resist the warmth of its glow. It looks fantastic. However, does anyone think its a system mover? Will the idea of this game and more to come like it push people into rethinking about the PS3's price? We'd like to imagine so, especially with the immense number of exclusives coming this holiday season.
[Thanks, Justin!]

Hands-on: LittleBigPlanet

Don't be surprised to see LittleBigPlanet score big time when we make our "Game of the Show" awards later this week. Best described as a social game creation experience, LittleBigPlanet left us pleasantly surprised with its charming personality and incredibly intuitive design mechanics.

At GDC, the team at Media Molecule wanted to showcase the "play" element of the game. The cooperative physics-based platforming had everyone talking at the show. For E3, the team has prepared a "creation" demo for us to partake in.

Up to four players (either online or off) can join in on a creation session. Making a level and its elements happens within the game's regular environment, allowing all participants to play whilst designing the level. For example, while one developer was creating a staircase, I decided to drag Chris Grant's stunned avatar, as it flailed around helplessly. Adorable? Yes. Afterwards, we saw a few blocks being created, and we were able to play with them from the moment they appeared in the game world. The instant gratification, we're reminded, allows level designers to fully understand what works and what doesn't from the moment it's made.

Gallery: LittleBigPlanet

Continue reading Hands-on: LittleBigPlanet

SGD '07: LittleBigPlanet gallery shows off creative talents

Who couldn't fall in love with the cutesy antics of stitched-up ragdolls running around a strange, side-scrolling 3-D world of their own design? We know we have and there's good reason and more proof -- just check out the gallery we've scored for LittleBigPlanet. While we aren't exactly allowed to have any shots of Home go up, let us say that LBP is a fantastic addition to an online experience that is most certainly going to change how people view consoles forever. Are we exaggerating? Let's hope not. We'll see all of you on this game once Home hits in October. We might have some level design contests, too ... Until then, check out a video after the cut.

Gallery: LittleBigPlanet

Continue reading SGD '07: LittleBigPlanet gallery shows off creative talents

LittleBigPlanet -- some information and new screenshots

There is a huge entry about LittleBigPlanet over at Edge-Online, originally sourced from the Edge magazine's April edition. While we'd love to go into everything they talk about, we'd bore you to tears and force you into a nap you never expected to take. However, we're going to give you the more interesting tidbits and leave it to you to read the rest, should you deem it necessary.

  • The SIXAXIS controls are amazingly intuitive: the D-pad selects a variety of facial features, the analog sticks act as ways to wave your arms (L2 and R2, when pressed, allow independent arm movement with the two sticks), then tilting the controller actually moves the character's head. Combining these all in a variety of ways will cause the character to move differently (dejected shuffle, happy jaunt, etc).
  • Your character is the game's star and designer, from the article: "A button press brings up a thought-bubble menu system, and a cursor that's tethered to your character by a luminous colour-coded kite string. With this you can place objects in the world, decide their physical properties, move them, reshape them, create new ones from scratch, apply stickers, paint pictures, add sound, import photos, design costumes ..."
  • No word on a submission process for getting these levels out there for others to play, but the possibilities are huge and there's nothing like watching some friends come over and try to play your impossible level designs. A worry is cost -- copyrighted material (like a Mario Bros. stage remade), porno plastered everywhere, etc., will really add up the cost of red tape and moderating the program.

There's plenty more to read, don't get us wrong. Talk about the game's physics, implementation and more await you. We felt the above three points were pretty cool sounding and important pieces of information to consider. There are also some cool screenshots over at Edge-Online. Who else is excited for this game?


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