[Official] LittleBigPlanet: Play, Create, Share!


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That EU cover is nice (Y), but the US one is just as good if not nicer in a minimalistic way.

The lips in the middle remind me of The Prodigy's album "Always outnumbered, never outgunned"

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:p

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Here is our exclusive interview with Co-Founder of Media Molecule and Co-Creator of LittleBigPlanet, Mark Healey. We worked hard for this, and they were nice enough to give us some in-depth answers. Give it a read, it?s got some great information. We are a little unclear as to the purpose of the moon. Does it represent local save space or online hosting space? If it is local, then is there a limit to the amount a player can upload?b>

It represents your local save space (hard drive). There are about 100 slots for to experiment in. There is a limit to what you can upload ? but it will be possible to earn more We have heard of special ?triggers? that detect certain events and deploy an action, such as the breaking of a rope. Could you elaborate on the types of triggers you are including, and how many you plan to include?clude?

We have a set of ?switches? that can be wired up to various items;

?Button? ? This is like the button you might find on a fruit machine ? it requires pressure on it to operate it.

?Two way switch? ? A two position switch ? much like a light switch.

?Three way switch? A bit like the two way switch , except it has a central position, and will spring back to centre when not being operated.

?Sensor switch? This will become active when a Sackperson is close to it (you can alter the range) ? this is much like a traditional ?trigger? as used in many game.

?Sticker Switch? Will become active when a particular sticker is applied on the object it is attached to.

?Grab Switch? Detects that a sackperson is grabbing the object the switch is stuck too.

?Magnetic Key & Magnetic Switch? ? a bit like the sensor switch, except instead of detecting Sack persons, it detects color matched keys ? very very handy?

These are all base level items, and can be combined and used in very cunning ways??to make very different

Is it possible to reward a player a download key to another level upon completion, to create an overarching story while requiring they play them in the intended order?ng story while requiring they play them in the intended order?

Absolutely Yes! - for every level you publish, you get a key ? you can then lock levels, and give that key to others - either as a reward in another of your levels ? or by directly sending it to a friend. This is the mechanism we have used t We?ve seen the video screens that display information in many levels. Is this something we can create and customize, or an option reserved for the single-player aspect?and customize, or an option reserved for the single-player aspect?

These are for tutorial videos ? and there isn?t currently a way of players creating their o We know wooden logs can be set on fire. Will you have other element interactions, such as ice melting or fire extinguishing?e other element interactions, such as ice melting or fire extinguishing?

You can set fire to pretty much anything, you can Is water still planned for the game? If so, were you planning to release it via DLC or in the final build?ame? If so, were you planning to release it via DLC or in the final build?

By water, I assume you mean ?real water? that acts like real water does! ? This isn?t in the initial release, but we have some cool ideas for how to integrate it We have heard of an in-game system that allows you to save an item as a ?blueprint? in order to place that item wherever you would like in the future. How does this system work?r to place that item wherever you would like in the future. How does this system work?

You can capture objects you make into your POPIT, and then use them like you do other objects from Popit ? y How dark can we make a level? Can we control the degree of darkness throughout the level(such as making the sun rise when the player reaches a certain point)?hout the level(such as making the sun rise when the player reaches a certain point)?

You can make it pitch black if Are there any weather effects, such as rain or fog?ches and light objects?.

Are there any weather effects, such as rain or fog?

There is fog that you can tweak, and you could pretty easily fake a thun Are we going to be able to give detailed text descriptions to our uploaded levels, or is the keywords/tags system the only way to describe our levels from within the game?, or is the keywords/tags system the only way to describe our levels from within the game?

There is plenty of room for you to add instructions to your creations, each level has a description field, and in your level, you can add ?magic mouths? that talk to the player.

Well, There you have it! Our exclusive interview is now live, and I hope you enjoyed reading it.

Source: http://www.lbpcentral.com/exclusive-interv...healey/#more-69

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Big hands on from Edinburgh,

LittleBigPlant - Hands On

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The Edinburgh Interactive Festival earlier this week was the first chance for the British public to get their eager hands onto Media Molecule?s devastatingly adorable LittleBigPlanet.

Sackboy?s grinning mug has become something for the mascot for the Playstation 3, representing the almost childlike thirst for originality that was present in so many early PS2 games but has yet to have shown its face on Sony?s newest console.

Sony has clearly recognised this and has thrown its full marketing and PR weight behind this humble-yet-ambitious game that is being created right here in England, in the town of Guildford.

When entering the Edinburgh International Conference Centre, the LittleBigPlanet stand was immediately and strikingly visible. The three PS3?s running copies of the game each had their own themed seating area based around different materials and textures found in the game, such as cardboard, cloth and grass. Irrelevant, but this was a nice touch.

(Insert unnecessary photo of cute PR girl here)

The game begins in a lobby area known as the pod, presumably because you are supposed to be orbiting the LittleBigPlanet itself ? from which levels are selected. This area is fully customisable with whatever stickers you choose to plaster about the walls. Of course, you can also use the Playstation Eye Camera to take a photo of yourself, your mum or even your pet goldfish, with which to decorate your ?home?.

If you, for some reason, deign not to go through the excellent tutorial levels which are narrated by the splendid Stephen Fry, then the pod also gives you the opportunity to get to grips with the controls. Movement and jumping are the most straightforward controls, allocated to the left analog stick and X button respectively. The other primary action button is R1 which allows you to grab objects and other players, or allows your SackBoy (or SackGirl) to hang onto something.

It doesn?t take long to realise that most of the other controls are used for self-expression. The tilting of the SixAxis controls your character?s head, allowing you to easily nod in agreement, or shake your head in dismay. This could be a useful feature for a console where headsets aren?t included as standard.

Holding the L2 & R2 buttons allows you to then move your characters arms with the analog sticks, and the d-pad selects your characters current emotion. The available emotions are happy, angry, sad and nervous. Each of these has three levels of intensity, accessed by pressing the relevant d-pad direction repeatedly.

Combine these control options with the huge range of customisable materials, colours, masks, accessories and outfits available to players and your SackBoy can end up feeling like an extremely individual, personalised and expressive avatar. Multiply this by four players and the result is hilarity. Wonderfully, a recently revealed feature is the option to lip-synch your SackBoy when using a USB/Bluetooth headset with the PS3, making it appear as though your character is the one doing the talking.

Once you?re happy with your onscreen representation you can access one of the three parts of LBP. Play, Create and Share do exactly what they say on the tin. Play allows you to work your way through one of the 50 levels shipping on the Blu-ray disc with up to three of your mates online or offline. Fantastically, all of these levels were created with the exact same toolset available to players, so if you see something in the game then you can certainly create it yourself. This allows the story levels to act as inspiration, and in fact completed levels can be copied wholesale into the Create mode.

Play mode can of course be completed with a single player only, but certain optional parts of levels will have signs indicated how many players would be required to collaborate to overcome that particular obstacle. The rewards for doing so mainly comprise Fluff, which is essentially the in-game currency used for unlocking more items and tools for use in Create. Occasionally the player will be gifted with fully-made objects too.

LittleBigPlanet successfully sparks the hidden completionist in everyone, and the desire to collect 100% of Fluff on each level is blazing. Fluff also introduces a competitive element to LBP, as when playing competitively players are ranked on a scoreboard at the end of each level, the winner being the one who nabbed the most material.

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Having played a four-player game with complete strangers and having a great laugh, I can state that LBP will arguably be the most entertaining co-op experience of the year. The physics-based puzzles and obstacles are varied and interesting. The physics themselves are slightly exaggerated versions of reality, but each particular material behaves just how you would expect. Even the Fluff obeys the rules of gravity, and rather than hanging in mid-air like Mario Coins or Sonic Rings it?s to be found resting on another object, or hanging from a string.

Succeeding in working together in passing obstacles or collecting those last elusive bits of Fluff is immensely satisfying gameplay, and failing in your objectives is hilarious ? thanks to the physics and the personality of the SackBoys.

The build that we played was pre-Beta and featured a few negative elements that should hopefully be sorted by the game?s release in October, but I must mention them here. Firstly a glitch saw SackBoy?s become trapped against some objects, and even when standing still the avatar would just stop responding to controls until they died and respawned whereupon the issue was resolved. This happened infrequently but so interrupted the flow of the gameplay that it was a huge irritation.

The other issue was that of the game?s camera. There seems to be no rhyme or reason to which player the camera focuses on during gameplay. Most of the time this isn?t a problem as all players will be trying to stick close together anyway, but any player that is off-screen is only given 5 seconds to get back before being ruthlessly murdered. Checkpoints are in the form of little doors and are fairly frequent, which helps.

The worst incident occurred when the camera randomly decided to change focus from a cluster of three SackBoys to follow a lone SackBoy who had gone too far ahead. This resulted in the death of all three SackBoys. Needless to say, this was devastating.

These bugs are not huge, but in an otherwise superb package they stick out worse than an unsightly erection on an otherwise attractive transsexual.

I also had the chance to try out the Create mode, which can also be played co-operatively. Imagine Halo 3?s Forge mode, only much more extensive. Pressing the Square button brings up the Pop-It menu, from which you can select several further options. Tools gives you access to different basic building blocks, including metal, glass, rubber, stone and wood to name but a few.

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Hearts allows you to mark objects or levels as favourites, something which will no doubt come in handy in Share mode when rating user-created content. The Functions option gifts you with the ability to change the properties of objects. Finally, the Lasso is basically a cursor that you can use to select objects you?ve already placed, but it?s attached to your SackBoy by a string to prevent confusion when multiple players are editing at once.

It?s an accessible system, with much depth for those who have the time. Level creation is really only limited by your imagination, as you can even create NPC?s of sorts by shaping a set of items to look like a person or animal and giving them a speech bubble. You can place several kinds of switches, gears, levers, swinging or shifting blocks and various hazards such as fire and electricity. You can even trigger scripted events by placing a motion-sensor switch in part of a level and linking it to your desired effect.

I spent almost an hour trying to create a working flying-rocket-car with another player. We tried a range of materials and after experimentation discovered that wood was the best one to keep the vehicle sturdy, and that rubber was unsurprisingly the favoured material for wheels. Adding wheels is as simple as creating a circular piece of rubber in the desired size and attaching it to the ?chassis? with a bolt. This is automatically recognised by the game as an axle around which the wheel can rotate.

We decided on a grab-switch to activate our different banks of rocket engines, as this was the most space-efficient option. This switch activates when your SackBoy is holding onto the object that you attach it to, in this case a piece of foam. Determining the effect of the switch was as easy as dragging a wire between that and the intended rocket engine.

The game can be ?paused? at any time in create mode, meaning that physics do not act upon the objects until the game is un-paused, making them easier to manipulate. In another similarity to Halo?s Forge there is a float option that enables your SackBoy to free himself from the shackles of gravity and glide about the level. You can also ?rewind?, which in practise acts as an undo button for your latest action.

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Our car did manage to take off, but we?d forgotten to attach a couple of the engines, which fell off whilst in flight, this unbalanced the rocket-car which flipped over and sent me flying. Nevertheless, this overambitious semi-failure never failed to entertain.

LittleBigPlanet seems like a complete package at the moment, with a few quibbles that will hopefully be rectified by the time it?s actually released. This game should have widespread appeal, and be one of the few Playstation 3 games that bridges the casual/hardcore divide. LittleBigPlanet may well be the Next Big Thing.

Source: http://darkzero.co.uk/game-articles/little...t-hands-on-ps3/

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These bugs are not huge, but in an otherwise superb package they stick out worse than an unsightly erection on an otherwise attractive transsexual.

LOL

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Did no one on watch this video on the previous page? It's awesome :p

Obviously a small level/mini-game involving skiiing! I guess you get points for speed, and how far you manage to go up that uphill climb.

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LittleBigPlanet to only be available on Blu-Ray, not PSN

Now that Burnout Paradise is slated to arrive on the PlayStation Store later this fall, everyone is wondering what future titles may appear in downloadable form in addition to the standard Blu-Ray disc release. One of the games that continues to pop up during this discussion is LittleBigPlanet. Considering its multiplayer-oriented structure, perhaps it would make for a perfect Store download.

But Media Molecule has already confirmed the game is only coming to Blu-Ray, and Bits Bytes took it one step further to see what's what. The Canadian PR team simply said the game would "be available at retail" and the "user generated content will be available on the PSN." Then Joystiq spoke to the game's U.S. PR manager, Scott Goryl, who further confirmed the state of LittleBigPlanet this fall.

"LittleBigPlanet is a Blu-ray Disc product exclusively for PS3. LBP will utilize much of PlayStation Network's vast functionality for online and community features, but the game will indeed be distributed as a Blu-ray Disc."

So there you have it. LittleBigPlanet will only be on real, brick and mortar store shelves and will not be coming to the virtual PlayStation Store on the PS3. However, we refuse to rule out the possibility in the future; Burnout Paradise has been out in stores since January, and won't come to the Store until this fall. You just can't predict the future, and if LBP is as popular as we expect it to be, Sony and Media Molecule may want to make the game available in as many ways as possible.

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LittleBigPlanet dev talks water, weather

Over on the LittleBigPlanet forums, Mark Healey from Media Molecule answered a few questions regarding LittleBigPlanet's weather, water and effects.

"You can set fire to pretty much anything, you can also make things ‘electrified’, or turn them to gas, which is very cool, " said Healey. "By water, I assume you mean ‘real water’ that acts like real water does! This isn’t in the initial release, but we have some cool ideas for how to integrate it into a possible future DLC — of course, it will have a slight LBP twist to it... There is fog that you can tweak, and you could pretty easily fake a thunderstorm with the right sound effect objects and some ‘emitted’ rain drops or something."

There's the answer: weather will be as good as you can make it. We'll have more for you on LittleBigPlanet as it happens.

Source: PSU

I know some of this has been talked about in the past, but just confirmation water won't be included at release.

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LittleBigPlanet to only be available on Blu-Ray, not PSN

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That's interesting. I always thought it was going to be a PSN exclusive. At least now LBP has a much bigger chance of not only selling well, but also selling more PS3 units.

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Hopefully water will be available pretty soon after release. It just opens up so many more possibilities for cool stages where you make the player route water to put out a fire, flood a chamber so they can reach an area too high to jump to, or place buoyant objects under an object too heavy move and float it somewhere. It would also open up the possibility of having the different phases of water so you could melt an area that's iced over and swim under what you could once walk on, or use fire to boil water and use the vapor to turn a turbine or lift a balloon. Or you could just make a stage with very elaborate tempting challenges just on the other side of a flooded tunnel that's just barely too long to swim through and send it to all your friends and see how many times they drown before they realize its impossible :devil:

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To our European fans ? Our counterparts in EU say not to worry, your pre-orders will be announced shortly. In all honesty, each SCE territory has different market challenges and consumer trends. In the US, pre-orders are emphasized a lot earlier in the product marketing messaging cycle. On the other side of the coin, some countries don?t emphasize pre-orders as much (or at all). Also, Europe is especially tricky because there are so many different countries, and each country has their own pre-order programs - specific to their own retail partners and consumers. Then include ?X? amount of business discussions, legal discussions, logistic issues, etc, add water, and then you have a pre-order campaign (or at least a quick snapshot of the pre-order process). In the end, it just takes time to execute ? so please be patient.

To our Canadian fans ? Apologies for forgetting about you ? we didn?t have details until today, but we have good news and ?gooder? news. First the good news ? there will be 2* pre-order campaigns in Canada. The ?gooder? news is that the 2* items are Kratos SackBoy and Nariko SackGirl.

So...regarding Kratos SackBoy @ Canada, he'll be waiting for you at your local EB Games & GameStop stores (north of the boarder).

Stay tuned for more info on Nariko SackGirl when we make our announcements on the site.

*In the current internet age, we?re pretty sure you could get the BradyGames digital mini-guide if you wanted to.

Source

So it not only confirms that there will be some pre-order specials for EU, but also that the Amazon mini guide is crap and you will be able to g:p it "somewhere" :p

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I'm sure the game will be good but I'm starting to have my doubts it's going to be anywhere near the level of hype.

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(sorry, had to use it :laugh:)

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I'm sure the game will be good but I'm starting to have my doubts it's going to be anywhere near the level of hype.

Burn him!! :laugh:

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LittleBigPlanet Trophy Support Confirmed

Just over at GC Sony has confirmed that LittleBigPlanet will have trophy support. The feature was shown off at the demo they showcased at their press conference. Short post, but great to know we got trophy support for this innovative game!

More to come from GC

UPDATE: Just got word that their are already over fifty ready to go levels that will come packed in the disc!

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LEIPZIG 08: LittleBigPlanet dated

Media Molecule's long awaited LittleBigPlanet will be released in Europe on October 29th, Sony has confirmed.

The news comes at part of the platform holder's presentation in Leipzig, which is happening now.

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LittleBigPlanet demonstration video: Sackzilla

A new force has arrived on the scene to create havoc and destruction on PLAYSTATION 3. LittleBigPlanet is about to feel the fearsome presence of... Sackzilla?

Games Convention 2008 is home to many games and goodies, but the Leipzig hosted event certainly has a monster on its hands in the shape of the mighty Sackzilla; destroyer of cities! Ravager of towns! Crusher of people!

There's a lot to be said for the ability to build a diverse array of content in platform based creation title, LittleBigPlanet - and this video is a great expression of that. Sackboy shows exactly how you can form a lovely and fully working monstrosity that bears more than a passing resemblance to a well known giant fire breathing lizard.

It's the intricacies that make the whole thing as good as it is. Notice how you can select the material of your creation (each having its own properties - glass is smooth and forces characters to slide off it, metal will be heavy, and so on), cut out the exact shape of what you want and then piece it together. In this case, arms, legs, a torso and an appropriately massive head are formed with ease by the similarly costumed Sackboy.

The genius of the game's creation tools means each of these parts can be attached by connectors in the Gadgets menu, giving Sackzilla mobile joints that dolly up and down for a humorous, if slightly disturbing puppet style movement. This is all adjustable, too, so if you feel your design isn't roaming with the pace or style you wish, it can be fine tuned.

Stickers and decorations offer the perfect means of assembling a mouth and eyes, as well as additional texture and clothing to Sackzilla. Throw in the ability to place it on a mobile trolley with a cable operated pulley system (you wont need a degree in mechanics or construction to work out where you need to place each cable, as it's all well designed and intuitive enough for experimentation) and a big red button to activate the whole thing and there you have it - Sackzilla lives! Or at least, it did until another Sackboy sets it alight using a fire hazard tool...

Video: http://uk.playstation.com/games-media/news...o%3A-Sackzilla/

or Youtube alternative - http://www.youtube.com/watch?v=DXp4ednGYcc

FFS LBP blows my mind AGAIN :laugh:

GIFs from video, lol

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and some new artwork

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Edited by Audioboxer
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