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!
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
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.
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?
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?
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.
- 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.
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.
Continue reading Hands-on: LittleBigPlanet
LittleBigPlanet -- some information and new screenshots
- 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?