One demo level? There were 3 single player levels.
Yes, as in one demo level with 3 sub-levels + 1 mini-game. So the game has 20 levels with 60 sub-levels according to how people described the game structure.
One demo level? There were 3 single player levels.
Yes, as in one demo level with 3 sub-levels + 1 mini-game. So the game has 20 levels with 60 sub-levels according to how people described the game structure.
Wut? The game has 8 worlds. 25 main levels. 35 mini levels.
No intention to pick a fight, but don't break down my arguments into 'oh well, LBP isn't perfect, who cares?' There are problems, why shouldn't we discuss them?
Obviously not; Megaman 9 is a far harder game. Your point? This is a strawman argument, and part of why I'm so defensive. It's as if I'm saying that LBP sucks. I'm not, and it's not, it's a great game; what MM did with the levels is amazing, they're expertly crafted, but I don't think they're very balanced.
Let's avoid the casuals vs. hardcore discussion. Instead, look at it this way: I'm a gamer, for me it's natural to waste my time in videogames, grinding through levels or replaying sections -- I quit playing LBP twice and I'm still going back. This is because this is my hobby, often enough I choose to do this over other things. Other people, they might have other priorities, they might actually quit when things stop giving them fun. There are games out there that give them instant gratification, with little time investment, and I don't think LBP as it ships is one of them.
Actually, let me rephrase that last bit. It does; sackboys are incredibly cute. Not all the levels are equal; playing through story mode, though, will have limited appeal.
Out of the qualities I expect from a videogame, 'uniqueness' is not high on the list.
This contents page of the official guide posted by MM lists the levels. 25 major levels, the first 3 you've experienced in the Beta, and 7 sets of minigames, which Deepbrown informs us is 5 games each (or at least, 35 minigames in total).That means the pre-release info about LBP game organization is wrong. ^_^
That's why I wanted to confirm what's exactly in the game.
Ok so what is it? It's a success when it's sales, or a success when you think it matches to waht was "promised"?
Play it in co-op. You're experiencing it without online - where if you can't do something, there will be somebody who can.
And really...the single player is easy. It's not unforgiving. It's too forgiving. It sounds like you just don't have any common sense. The fire snake is simple...you just run under it.
Vic said:Did I say who cares? My point is that this is a 'first impressions' thread, and there you are writing off the impact of game amongst 'casuals'.
You're saying story mode will have limited appeal, but that is very subjective. Furthermore, that may not be important given the enormous number of levels that are likely to be generated by users. Not to mention the possibilities with co-op play.
You're not bothered about uniqueness? I doubt Media Molecule will be struggling to sleep tonight .
This is too true of many games. You die not because you were stupid or goofed up, but because you had no way of knowing the right thing to do. eg. There's a big ravine. Do you jump it and land on a platform inside off screen (a pet hate of mine in platformers)? Go back and find a switch? Push that block over, you know the sort that have littered the game but been immovable only this is one different for some reason...? It's something I'm hoping to address in my first LBP creation, that everything is there for you to know and work out, and in theory there'll be no cause to die.Read what Shifty said: a lot of the things require a modicum of trial and error. If you're a bit clumsy, though, expect to redo the level.
I don't know that I agree with that. Every vid I've seen has had people dying left, right and centre, but I haven't seen anyone getting in a huff. I know I did, but then I'm fussy! Joe Public just seem to lap it up and have a laugh though.And my first impressions come framed in expecting a much more forgiving game, which is what had been suggested in all the previews! It's not that hard to understand. Isn't it supposed to be a game that you can play with your non-gamer girlfriend? And I can definitely see it, but you'll want to pick and choose and avoid a quantity of MM's story missions.
I agree The coop side is undeveloped from what I've seen. There's loads of potential to make this an ultimate coop game (though sadly not as much at launch as the early talk suggested).I fully believe that with user-generated content will be the saving grace; I think users will design the polished game experience I expected from MM, using in no small part the expertly-designed contraptions and level segments provided by MM. Again, I think MM dropped the ball on this. It's still good, but the greatest value I see is in a design template for user levels.
I don't know that I agree with that. Every vid I've seen has had people dying left, right and centre, but I haven't seen anyone getting in a huff. I know I did, but then I'm fussy! Joe Public just seem to lap it up and have a laugh though.
That's true, actually. I've seen a lot of people respawing, but no 'you have run out of lives'. My first experience with that was on deepbrown's level, and I thought he had added a life count somehow. Then I found the lights around the checkpoint show lives, and you have 3 and 6 life doors. This was never apparent in any of the gameplay movies I had seen.
$10 gift card at Circuit City.
I don't think full 3D is as important as co-op interaction, more advanced content sharing, and web-based utilities to make the user creations more useful to people who don't have LBP.