Alrighty, I just put in a good six hours with the game.
Upon starting, you get the total-darkness followed by the run through a simple level while the credits roll. Simple, funny, and unexpected.
My initial impressions were not as good as I expected. The game lacks a certain sharpness that I thought it would have; it looks a bit too soft. The first few levels do a nice job of explaining the game mechanics, and the second level introduces you more to the three-level depth and pulling objects.
At this point I was starting to dislike the gameplay mechanics. It was a bit difficult to pull objects from the front while running towards is, since Sackboy wants to sidestep around it. Going into each different 3-D space is somewhat tricky, and the jump button (at first) did feel too floaty...I felt like I was not jumping high enough, and too slowly.
Then I got to the third level, and the game started to pick up steam. I was able to grab onto some windmills and be tossed upwards to the next one, and it was a blast. The LBP theme kicked in and it finally started to click with me. Jumps became easier, moving in the 3D space was not as difficult (though still a bit tricky) and overall I was really enjoying the game.
I think had I played LBP at PAX or somewhere for just thirty minutes, my impressions would be mixed...definitely not 100% positive. Six hours later, it's one of the best platformers I've played this generation, easily.
But let me back up a bit. I dug into the creation mode, and it took me about two hours to run through all the tutorials. The cool thing is that each tutorial takes about five minutes, and you unlock a ton of stickers and a few new objects, so you never feel like you want to just get to the level making. The BETA flaws showed up a bit; one tutorial was spoken in Japanese (if it's intentional, it's hilarious, but I dunno if it was, hah) and I don't like that once you complete the requirements of the tutorial (bolt this item here) you don't get to mess around in the level anymore...you're booted back to the level you were at.
The videos in the game are heavily compressed, though that's easily attributed to the downloadable nature of the game right now; it'll be much better to watch once it's on BD. There's tons and tons and tons of voice over, which makes the game much more enjoyable to play during the tutorials.
So, I was off to create my own level. I had something in mind: create a monster that was in a skateboard-like tube ramp that would be skating around. It didn't work as well as I hoped. So, I stared to mess around...and created a glass crescent moon with a piston and rope. I accidentally created a Sackboy launcher that was automatically powered...so I saved it as it's own object and placed three or four in the level. The result was a REALLY cool launcher that was it's own happy accident...and now I'm making my level around it.
The amount of options are staggering. While I wish there were more lighting options in the beta (only a star is available for lights, phooey) you pretty much have all the fundamental mechanics ready to go. You have switches that activate with a pull from Sackboy, or activated when Sackboy gets close. You can also create a color-key card button that won't activate until a card of a matching color is brought close to it; you could escort an object somewhere, for example, and gain access to a secret room if you make it all the way through. There are buttons that go off when a certain sticker is applied to it, buttons that are two and three way switches, and more. It's huge.
So, what if you don't want to create anything, and just want to play? It's still a lot of fun, but you'd be missing out on a vital component of the game. I'm positive that you wouldn't enjoy the game as much as people fooling around with the creation program.
The game deserves the hype, but it's shifted my perspective a bit. It's not exactly the kind of game I think casual players will be able to grasp within minutes of playing like I thought it would be, but it's so much deeper for hardcore players than I ever thought would be possible. Unbelievably amazin'.