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Topic: Information Thread
Tancuras
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Mar 22, 07 at 7:09pm
Information Thread

Screenshots

1|2|3|4|5|6


Overview: LittleBigPlanet
MICHAEL McWHERTOR - Kotaku


Following last night's Home presentation, Phil Harrison invited a few developers to the stage, Media Molecule's Mark Healey and Alex Evans. Harrison reminded the audience of their previous work on a fighting game by the name of Rag Doll Kung Fu, created while at Lionhead Studios and distributed over the Steam platform.

What they showed was a game that drove home the point of Sony's Game 3.0 theory, one where enabling users to aid in the creation of game content will help drive the console gaming industry.

The game they showed was LittleBigPlanet, a user designed playground, a make-your-own-platformer tool, an actual game with deep physics that looks beautiful and shockingly fun to play. If you really need comparisons, the game is like Line Rider meets Garry's Mod meets Super Mario Bros. meets an orgasm.

Healey and Evans fired up the game, demonstrating how simple the editing process can be. A grid of objects, from which was pulled a large block of wood, appeared over the player's avatar. The block was tethered to the avatar to give the user a sense of position. It was resized, reshaped and dropped into the world. Decals were applied, over and over to all areas of the burlap decorated sandbox. They added a large spinning cog, to which the avatar attached itself. It hung on, seemingly for dear life, as it spun around the cog. When the avatar released its grip, it was flung to the other side of the playground using the game's physics model. They added soccer balls, fruit, flowers, glowing stars, and stickers to the field and even to each other.

It was clear that two, or three, or four players controlling LittleBigPlanet could turn into a frantic build and design free-for-all.

Phil and another Sony Computer Entertainment producer picked up two additional SIXAXIS controllers and joined Healey and Evans for a run through a pre-built level. It highlighted the possibilities of running and jumping through a dynamic, physics driven platformer, one where the simple concepts of Mario-esque platforming, combined with the ability to sticky your adorable voodoo doll to almost any object (including other players) led to wide-open gameplay possibilities.

Did I mention there were jetpacks? Oh. There were jetpacks. And they were cool.

LittleBigPlanet also features a photo option for capturing your more memorable platforming moments. Sony also plans level sharing over the network, along with strong community features for rating and commenting on player designed worlds. If there's any justice in the world, this gorgeous game will be a massive hit and really should make PLAYSTATION 3 owners very happy.

According to Harrison, LittleBigPlanet will hit the PlayStation Network "later this year" and on Blu-ray disc early next year.

You'll see how awesome it is. We'll have video up in just a moment. Until then, check out the first six screen shots above.




This message was edited by Tancuras on Mar 22 2007.



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Mnmfan
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May 14, 07 at 7:36am
re: Information Thread



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Mister Ivanovich
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Jul 08, 07 at 1:49pm
re: Information Thread

Here are some screen shots of the gameplay, and characters that the IGN staff created. I thought they were nifty. =]



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Mnmfan
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Jul 09, 07 at 9:41am
re: Information Thread

They just look like screenshots from the video. Nice though.



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Mister Ivanovich
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Jul 09, 07 at 10:13am
re: Information Thread

Yeah, but I really liked checking out the characters they created. Just like you're already imagining the levels you can create, I'm very much into imagining what I can make my character wear. I especially like that idea that the box is just completely plain, but you can sticker a face onto it. I suppose that means you could edit a picture via photoshop or something and make a really cool graphic then slap it on there. =]



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Jul 09, 07 at 11:15am
re: Information Thread

Indeed. I like the way he put stars on his head. Quite amazing.



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Jul 12, 07 at 4:30pm
re: Information Thread

quote
As I sit here writing this article, I'm not exactly sure what to say. Little Big Planet was kind of an enigma to me when I walked into the demo and I have to say after leaving, it still kind of is. On the surface, the game looks amazing and it's obvious the development team is putting a lot work into it, but I'm just kind of baffled as to exactly what the point of it is.

The graphics are very slick and the few little backgrounds they showed that you could swap out were cool and included things like a desert, a graveyard and Zen garden. The space in which you can build your creations is pretty large and some of the "inventions" shown were pretty wacky. Once you build something, you can store it in your inventory and then share it with other players. It's what I would probably call an art game with some community aspects. The guys showing the game showed us how you can create things and put them into the world and play with them, but in the end it was all rather vague. They did confirm that there would be playable levels included in the game package (which will be available both through digital download and on disc) and that by completing these levels, it would unlock more items for you to play with. A lot of the questions that were asked including how many pre-made levels are available and if there was any sort of plot were answered with the same "We'll be talking more about that at TGS" reply.

All that said, it is still a rather intriguing title and I will be interested to see how it develops, but at this point it seems a little early on to get a real handle on exactly how it's all going to work. If I end up at TGS I'll definitely be wanting to check in with it again to hear these more detailed announcements.



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Mister Ivanovich
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Jul 12, 07 at 7:05pm
re: Information Thread

I guess that kinda adds another problem to the "Game of the Year" thing... Seeing as some people may see no point in the game ((I've just assumed the point of the game is to bring out the creative and puzzle-solving parts of people)), it might be difficult to achieve something that great.



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Mnmfan
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Jul 13, 07 at 8:36am
re: Information Thread

The point of the game is create levels and have fun doing it. I thought it was quite obvious to be honest.
Not every game needs a story or an 'ending'.



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Sep 04, 07 at 6:50am
re: Information Thread

Okay now. Is this only for online or can you play it at home with a couple of your mates?



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Sep 04, 07 at 7:22am
re: Information Thread

It's not only for Online play like Warhawk. You can still have fun with the premade levels offline. Although being online would make the game sooooo much better.



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Sep 04, 07 at 9:38pm
re: Information Thread

According to HMV UK Little Big Planet will be released on Feb 15th 2008.



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Vapour Snake
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Sep 05, 07 at 5:30am
re: Information Thread

Sweet. Can't wait! =D

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re: Information Thread

TGS 07:
Little big planet hadns on:Get the scoop on lip-synched VoIP, a public beta and more.

quote
As TGS gets underway for wayfaring businessmen and women of the wider world, tonight Sony graciously held a pre-event hands-on with all the titles to be displayed on the show floor here in Tokyo - and IGN stayed up late to bring you the sweet, sweet candy. Although Killzone 2 was mysteriously absent, LittleBigPlanet was being shown in all its inoffensive glory. After being one of the few titles to demonstrate the processing and gameplay capabilities of the PS3, this year's Tokyo Game Show has already brought with it a couple of revelations ahead of Sony's press conference.

The first and most game-structure-significant is the Pod. This is the handle being applied to your personal space ship - basically a glorified starting menu screen from which you can access several different modes; Play - pre-designed maps, Friends - your friends list and their creations; Messages - a basic messaging service integrated with your friends list; Creations - the do-it-yourself design mode; and Me - your personal character customisation menu.

'Fluff' is the key to unlocking all sorts of new items and customisation options. Looking a lot like faintly glowing marshmallows, Fluff is scattered in strings of five or more, sometimes hidden behind hard-to-reach areas. Collecting Fluff becomes an essential gameplay mechanic from the get-go. Without some sort of unlocking process, how could new items be unlocked, after all? It's a bit of a worn concept, but by scattering Fluff in strange places around the level, it creates a compelling reason to experiment with the physics.


Racing! Woo! Just wait until the beta kicks off.

We also played a new level, 'The English Garden'. This was, according to Technical Director Alex Evans, assembled neatly inside of a couple of hours by one of the designers especially for the show. Whether or not it makes it into the final game (and we wager it will, since Evans also mentioned that they're aiming for "a whole bunch" of levels in the final release, The English Garden is a whole lot of fun.

Designed for two players, which is how we played, the level introduces cooperative skateboard racing - a case of both players standing on the starting grid in front of the skateboard deck - and then one player hopping onto it with X while the other player pulls the deck with R1 until it is over the starting hump. In a nut, any player can create a race in their course, creating conditions, jumps, hazards and whatever kinds of twisted opportunities for sick air they want, wrapping it up in a time limit that they think is fair. Then, this race can be competed on with your friends or anyone who downloads your course, competing for points and score-table glory.

The other big revelation is that LittleBigPlanet will feature VoIP and all the characters are actually lip-synched; when you talk, their adorable oversized gobs will babble away, which is always entertaining. This feature wasn't demonstrated, but will apparently feature in the press conference. Beyond this, although Evans was non-commital on a release date, he did mention that there were plans for a slow roll-out of a public beta this year starting, jokingly, with his mother and expanding bit by bit from there. Sign us up, please.


The customisation continues to expand with the introduction of Fluff and accessories.

Also newly revealed to us was the ability to, in addition to using your own photos as background textures, being able to place 2D objects in the fore-, middle- and background. We were shown all manner of simple accessories, as they've been dubbed, that add just a smidge more to the gameplay, but go a long way towards making your creation look distinct. Flags, posts, bolts of fabric, rolls of cusions, stickers, decals, metal grates and numerous other simple accessories were shown.

It was also revealed that the game's custom levels can be simply and automatically themed to suit your tastes. We saw two different themes, adjusting the basic background texture and object sets to suit - the Japanese Garden looked much as you'd imagine it - pagoda-style stonework, mossy paths, cloudy sky and so on. The Pier theme was all about worn wood plank floors, rusty bolts and old stonework. We're guessing there are another six or so themes built in at least.

On the subject of downloadable content, the team at Media Molecule have already got big plans for all sorts of items, themes and more. They wouldn't go into specifics as yet, but this is clearly the sort of game that would greatly benefit from as much fresh content as possible, as often as feasible.

Apart from all of this, the game is looking and playing as well as it did at E3. We're confident that this is going to be one of the key releases of early 2008, when we expect it to finally ship. Stay tuned for more coverage from the Tokyo Game Show floor in the coming hours and days.
IGN

TGS 07 trailer



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doylie
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Sep 25, 07 at 11:36am
re: Information Thread

do any of you know if this game will have offline multiplayer for when your mates come round on split screen and online multiplayer?



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