[PS3] LittleBigPlanet Impressions

Another interesting website. Apparently it can gather information from the game through some clever integration. I wonder if it is really all third party hacking, or whether it is testing a new feature that hasn't been publicly advertised yet by MM.

http://www.sackbook.com/coollevels.php
 
Yeah, I attempted a few runs until I got to the outer most ring and saw the levels Shifty mentioned. At which point, I simply gave up after 2 tries. My fingers were too stiff by then to control well.

May be they should give SackBoy the ability to control time/speed of movement objects.

I finally finished this level, pretty damn hard and I got lucky falling through the ring at the end. I thought the next level would be cake, but I failed a few tries so far :oops:
 
What the... next time I'll try the same trick. Is there a video on where exactly to hang on to, and when to release my grip ?

I don't recall grabbing anything, just jumping, praying and falling. I shall never load the level that shall not be named again :)
 
That is the hardest part of the Story levels ... I dont think I can ace that level :/ , just 4 levels left for me to ace btw ...

Also , user generated " ninja training " levels are hard ...
 
I hate that wheel of death. I only accidentally passed it once, and I don't want to touch it ever again (well, I did replay it once last night, but I failed to pass that stupid wheel again).
 
I'm playing LBP when I can, and I find myself swearing at the screen a fair bit, because of the jump mechanics. I can't seem to train my brain to work around the lag between button press and action on screen. I love the game -- it's got more personality and fun factor than anything I've played in 2008 -- but it frustrates the hell out of me at times.
 
Building my level, the physics prove frustrating also. I want a level where if the player is sensible, they won't die, but the game physics make accidents all too easy and hard to design away from. There was a bit just now with my explisves on a hillside, and if I happened to run over the hill, inertia meant I couldn't stop, hit the explosives and died. It's like for motion, the Sackboy's have way more mass than they do in physical interactions.

I also go to play it with a couple of girls on the weekend (8+10 years old) and they loved it, but were frustrated. The controls are hard. I think it's the second level there are the seesaws (teeter-totters) that you have to jump up to ascend the building, and they struggled for maybe five to ten minutes to get up the top, eventually handing me the controller. They love collecting the stuff, the whole create aspect, but it'd be such a painful chore for them to collect the items!

The appeal is definitely 'casual', but the entry level isn't.
 
My five year old can handle the see-saws, it's the jumping plus grabbing that get her frustrated. If the game was too easy it would not be fun, it would be like some Wii games were you could close your eyes and score just as well.

LBP is the type of game that the more you play the more you get better and appreciate it. If you just pop it in every few weeks for a few minutes than you will suck and get frustrated easy. There is nothing wrong with the jumping or physics, you just have to get used to it.
 
Well, I didn't expect that kind of hard core mechanics in LBP.

Instead of pure skills, I hope Media Molecule can also play on the community. Like running a meta-game where players pass a baton to a selected player (like a relay) from levels to levels for some prizes. Or reviewing and investing in other players so that they can win for you; or give away prizes from your level and allow the creator to see how "far" their tokens of creation has spread.

Basically helping us to know the LBP world and people better. The co-op is still one of the biggest draw in this game.
 
LBP is the type of game that the more you play the more you get better and appreciate it. If you just pop it in every few weeks for a few minutes than you will suck and get frustrated easy. There is nothing wrong with the jumping or physics, you just have to get used to it.
Hmmm, I point you to your post 5 posts up... A degree of it is getting used to the controls, perhaps, but the physics affect on the SB's is erratic and unpredictable, and makes a fair bit of the game random chance and not skill, no matter how much you learn and practice.
 
Hmmm, I point you to your post 5 posts up... A degree of it is getting used to the controls, perhaps, but the physics affect on the SB's is erratic and unpredictable, and makes a fair bit of the game random chance and not skill, no matter how much you learn and practice.

I can't agree with that though. The physics may be complex, but they obey the laws and do not seem to be erratic. Your running downhill example is a good one - it's very much like real life. Its weird if you've played a lot of games, but its anything but erratic.

Some of the level design though, is unfortunate. Worst offenders are the turning circles in I think one of the Ninja levels. Anything that has the potential to launch sackboy into the air upon impact, so that he loses grip, can cause major headaches. But that's something that could be designed around fairly easily. Sometimes the physics gives you too much freedom to approach a problem and fail, making the game harder than it needs to be (but interesting) ... at the same time, you don't want, as someone else said, a game that is too easy.

Complains aside, I nearly completed the game (got past 'that' wheel certainly, got annoyed a the killing creatures bit though, which I just don't like - I never really enjoyed end-bosses, and you shouldn't have so few of them in so many levels, and then suddenly so many after each other) and I really got my sackboy under control pretty much.

All errors I see in levels so far are level design mistakes that can be fixed. I'd love someone here to prove me wrong though.
 
I can't agree with that though. The physics may be complex, but they obey the laws and do not seem to be erratic. Your running downhill example is a good one - it's very much like real life. Its weird if you've played a lot of games, but its anything but erratic.
I disagree. Jumping from moving platforms is very erratic. The effectiveness of jumping from the end of a platform is also rather dodgy. If the edge slopes down slightly when you jump, SB seems to have downwards momentum taking a lot out of his jump height. The running downhill example is erratic, because the inertia is exaggerated so that SB does things you wouldn't expect. Would you or I have trouble stopping if we were jogging down a steep hill? Yes, if we were running fast enough or with rucksacks of heavy weights on our backs. But a fairly shallow hill, where the difference between not being able to stop and stopping almost instantly is applying the brakes a fraction of a second earlier?

Complains aside, I nearly completed the game (got past 'that' wheel certainly, got annoyed a the killing creatures bit though, which I just don't like - I never really enjoyed end-bosses, and you shouldn't have so few of them in so many levels, and then suddenly so many after each other) and I really got my sackboy under control pretty much.
The boss isn't too hard, certainly can be aced without too many attempts and offers the best costume as a reward!

All errors I see in levels so far are level design mistakes that can be fixed. I'd love someone here to prove me wrong though.
Hmmm, I think level designs that are problematic because of the physics, at least in part. eg. The Wheel of Unrelenting Misery wouldn't be a bad level design if the inertia from the wheel, and the change in inertia whether SB is on the metal wheel or the ledges, weren't so painful! In my level I have some bars on a prison, about half a SB width apart, maybe even less, and I found SB would jump up and through the bars into the prison, but not be able to jump out of the bars. It's not easy predicting how the SB's will behave and interact with the level you build, requiring HIGE amounts of playtesting.

BTW - I see the star ratings are up on user creations now which is a step in the right direction, but it's a shame to see they've taken a YouTube level of significance! Almost everything is 3* with the best levels being 4*. And way too many comments are 'Play my level'. To MM's credit, they have been rolling out patches often enough, and things will improve.
 
The physics are also failing if you try jumping on a narrow ledge that is almost as high up as Sackboy can jump. There shouldn't be much forward momentum if you do this, but for some reason is seems just as strong as jumping forward. Any because there is too little room for correcting for the momentum, you'll often clear the platform before you can correct it.
 
I'm almost done with this game. I assume the Death Wheels part is where you need to move down the 6 or so green/red wheels. My wife and I have been trying for like a week. I'm about ready to give this game away to someone else its that frustrating.

My wife and I have some great fun playing, but honestly, I can't ever remember being more frustrated in any game I have ever played in my entire 20+ years of gaming.

I wish I could just start at that checkpoint right before it. Sadly I can already see this game being shelved because of this. I haven't gotten into any player created levels yet. R2 has been taking a majority of my time (as it will tonight.)

I'm going to give this some more tries (why it should take more then 30 is beyond me.) I consider myself an agile gamer, with above average hand eye coordination. I don't know whether I just can't get the 'physics' down as Shifty is mentioning or, what.

Me=Frustrated
 
AntShaw, just skip it then. Play the user stuff, the amount of quality user levels and min-games dwarfs the main story easy and the skill levels vary from very easy to hard.

Now finding the good stuff is a bit more difficult, the best way is to find one person with a great list and "heart" them as a hearted user, I suggest "RangerZero" who has a great list user stuff. There are also some good threads out there with ongoing lists.

http://www.avsforum.com/avs-vb/showthread.php?t=1074028

http://www.neogaf.com/forum/showthread.php?t=341622
 
Last edited by a moderator:
I'm almost done with this game. I assume the Death Wheels part is where you need to move down the 6 or so green/red wheels. My wife and I have been trying for like a week. I'm about ready to give this game away to someone else its that frustrating.

My wife and I have some great fun playing, but honestly, I can't ever remember being more frustrated in any game I have ever played in my entire 20+ years of gaming.

I wish I could just start at that checkpoint right before it. Sadly I can already see this game being shelved because of this. I haven't gotten into any player created levels yet. R2 has been taking a majority of my time (as it will tonight.)

I'm going to give this some more tries (why it should take more then 30 is beyond me.) I consider myself an agile gamer, with above average hand eye coordination. I don't know whether I just can't get the 'physics' down as Shifty is mentioning or, what.

Me=Frustrated

The wheel of death is in one of the Bunker levels. It's a gigantic single wheel that you enter from its center, and you have to make your way out by going from the inner rings to the outer ring. The outer ring is the frustrating part. So I don't think it's the level your talking about.:cry:
The way I got past it, was by tagging along with a better player. If they make it past, so will you.
 
Now where is this 6 red/green wheel level ? Is this after The Bunker ?

I think he is talking about the part you are grabbing the wheels and moving up the platforms. It's before the Asian themed levels I think, and I had a problem there too.
 
I vaguely remember some nefarious wheels for going up the level.

I'm almost done with this game. I assume the Death Wheels part is where you need to move down the 6 or so green/red wheels.

... but for the life of me, I can't remember going down in 6 wheels. Usually it's just free fall or squeezing through 2-3 sectored wheels.
 
Back
Top