On Friday, I was browsing for "out there" levels to see what people have done. (Many thanks to ShadowRunner for the code). There was this Guns n' Roses level, a proof of concept custom soundtrack level, the idea we had discussed long time ago.
Anyway, I -totally by mistake- selected online play. Three random players joined, all we did was dance and animate those cute little sack persons on the cart while the intro was playing. It sounds really stupid, I mean who would care Home avatars can dance, right? What do you know, for me that was a gaming experience of a life time.
Well, network code was really bad in the beta. That has to be the most lag intolerant game ever. Looking at the frame rate sometimes, you would think the host renders everything and streams to others. But when it works, it really works.
I noticed a weird aspect of competitive part during coop play. You (well, at least I) don't really care about the score, but with other people you still try to collect those blue thingies, getting the multipliers or whatever. At the end when your rank is announced you still don't care if it's first or last, but you make the appropriate facial experience, dance slap people around, in any case continue laughing. It's really difficult to describe, a joyful, silly competitiveness, but in reality very mature and ultimately nothing stressful or maybe even a little irrelevant. As some wise men said before, it's not the destination, it's the journey.
So yes, I'd give the beta 11/10 like Arwin. Anything less would be an insult to gaming.
That said, I do think there are serious issues with the game. Jumping is a little bit too unresponsive, very weird decision for a game with that much emphasis on platforming. And that emphasis itself feels too much for me. The editor is powerful and all, but in the end the ways sackboys can interact with the world seems very limited.
Take the Tetris example, you can make a game like tetris, but is it a game people want to play because it's actually fun, or because it's something new, unexpected, maybe a tribute to LBP's expressiveness?
We had this other discussion about some limited create mode capilities in play mode (I was against at the time). But in the end, do I really want to play Sudoku with a couple of awkward switches?
I think an ability to map right analog stick to a device (gun, platform, brick, etc.) would solve a lot of my problems. It's not like that stick is used for anything when R2 is not pressed.
Regarding another point from Eurogamer review, I think limited respawning is a good decision. What I don't get is why it's not parametrized like most other devices.
Anyway I didn't get to spend much time with the beta, so I should stop here, the game is still an 11/10 though.