The LittleBigPlanet pre-release Saga

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The scripting is now clearly 'quite advanced' and flexible. There is object spawning, which means the Donkey Kong barrel chucking is possible. There are clearly counters for number of hits, and there are object 'life-spans' so the logs disappeared. And the fire effect is the best I've ever seen a game, very convincing as a large mass in eoj's link above.

The only problem I can see is that this game was announced and exciting so long ago, the high impact has worn off somewhat! They need the game out there so people can be having fun.
 
But where's the fizz? What about all those people who first saw it and said 'I'm not sure? Looks too simple. What fun is just making stuff? etc'? What's being done to re-educate them into the final product?

I guess it doesn't really matter until launch, but for everyone involved, the game has to be presented in a way that overcomes all prior preconceptions. People may still hate it, but at least hate it for what it is, rather than what you thought it was going to be 18 months ago!
 
Quick question. This may have been covered already, but does anyone know how "deep" you can make a level? In terms of depth on the Z-axis. That E3 presentation seemed to have 3 levels of Z-axis depth at certain points (like the beach front property part), where he moved from front to back.

Still seems a bit floaty (the Sackboy jumping, that is). Not sure that's a bad thing, but could make certain platforming parts a bit more difficulty. Then again, too grounded could make it frustrating as well.
 
I think z freedom is a little confusing.
What I'm curious about is the x-axis. Old school platforming fans would probably prefer long levels.

edit: OK, audio triggers are apparently in the game and there is even an example of a musical device.
So only thing left is someone to make a well timed level with awesome soundtrack (but only when you play correctly, off beat means failure to complete).
 
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I think z freedom is a little confusing.
What I'm curious about is the x-axis. Old school platforming fans would probably prefer long levels.

edit: OK, audio triggers are apparently in the game and there is even an example of a musical device.
So only thing left is someone to make a well timed level with awesome soundtrack (but only when you play correctly, off beat means failure to complete).

You mean the firebreathing dragon's lair level where you play "Smoke on the Water" to complete? It's already in the planning stages......:D
 
It was mentioned in one interview moons ago that there were four levels on the z axis. I think this has been very evident in the construction vids shown. The timing based audio track will sadly be limited to the included audio, as custom tracks aren't possible, but at least the idea and gameplay can be executed and some custom music games produced.
 
The timing based audio track will sadly be limited to the included audio, as custom tracks aren't possible, but at least the idea and gameplay can be executed and some custom music games produced.
The fact that there is a musical device keeps me hopeful that they will at least provide a reasonable set of notes on disk.
 
But where's the fizz? What about all those people who first saw it and said 'I'm not sure? Looks too simple. What fun is just making stuff? etc'? What's being done to re-educate them into the final product?

I guess it doesn't really matter until launch, but for everyone involved, the game has to be presented in a way that overcomes all prior preconceptions. People may still hate it, but at least hate it for what it is, rather than what you thought it was going to be 18 months ago!

There are people who hate it? Where?
 
That was just hypothetical speak. Any opinion should be based on what the game is, rather than what people's preconceptions of it are.

Eurogamer have a hands on. Nothing really new, but the last couple of lines sums up what this game is all about, which is something I haven't experienced much in gaming in years...
Finally giving the pad back and heading off into the smog, we couldn't stop smiling for an hour afterwards. It's the most exciting thing I've played at E3, if I'm honest, and I feel a little bit happier every time I think back to it.
 
Actually, I have started to avoid LBP threads because I don't want to get too hyped up. It's one of the games I look forward to most this year. I'll be buying the plush toy too.
 
That was just hypothetical speak. Any opinion should be based on what the game is, rather than what people's preconceptions of it are.

Eurogamer have a hands on. Nothing really new, but the last couple of lines sums up what this game is all about, which is something I haven't experienced much in gaming in years...

I take it you haven't played the PSP version of Loco Roco? :)
 
This is fast becoming the ultimate feel good game. These Sackboys are great characters and have some wonderful animations, makes me smile just by looking at them.

The obstacles and enemies you can create seem to be very complex, more than I was expecting. But from the sound of all the previews its still easy to use and create.

This game could well compensate for the ever fewer numbers of platform games.
 
This is fast becoming the ultimate feel good game. These Sackboys are great characters and have some wonderful animations, makes me smile just by looking at them.

I totally agree. And I hope for everyone's sake Sony capitalise on the fact that these little bastards market themselves (being so cute an' all). I'm immune though.
 
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