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I wary about the reports of lag.
If the game isn't playable online, then it's a killer.
The problem is that reviewers are typically under a heavy deadline for reviews, so they have to rush through every game they review. I've only had the beta a couple of days, and I'm still somewhat overwhelmed by the editor. It's something that takes time to get used to before you can really start to muscle it. That's time that reviewers don't have. Penny Arcade said something to that effect back on Assassin's Creed, that the game becomes much more enjoyable when you relax into it. Some games just aren't meant to be rushed through.Eurogamer also put their review up:
http://www.eurogamer.net/article.php?article_id=259015 9/10.
Obviously, I'd have given it an 11/10. They complain that the creation bit is too complicated, something which although I understand, I can't really agree with - you need a balance between making it easy to use and making it powerful enough to have other people be able to create levels you want to play.
I wary about the reports of lag.
If the game isn't playable online, then it's a killer.
The problem is that reviewers are typically under a heavy deadline for reviews, so they have to rush through every game they review. I've only had the beta a couple of days, and I'm still somewhat overwhelmed by the editor. It's something that takes time to get used to before you can really start to muscle it. That's time that reviewers don't have. Penny Arcade said something to that effect back on Assassin's Creed, that the game becomes much more enjoyable when you relax into it. Some games just aren't meant to be rushed through.
I did the same thing just this morning. I grouped with one other player so I could get the two-player items from the third level. Since I was only after those objects, I didn't pay much attention to getting points, so the other guy "won" the round. And sure enough, my little Sackboy started crying.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.
I never got around to testing that, but I was wondering about it. They do offer the "double" respawn object, but it seems like it would be easier to simply make it an adjustable parameter. And for levels that aren't meant to be difficult or frustrating, make it infinite, at the choice of the level designer.betan said: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.
If Eurogamer gave LBP a 9 then no other game should EVER get a 10 this year.![]()
You're complaining because of a 9/10?Hahaha Eurogamer just secured some Banner hits, and honestly lost whatever credibility they had with me. Not that they care of course![]()
You're complaining because of a 9/10?Wonders will never cease.
It's a hard game to score. On the one hand, what it's doing is incredible and puts it head and shoulders above all the other titles out there. On the other hand, it is buggy and awkward. Even if they fix the disappearing geometry when collisions get too much, the jump mechanic with the automatic z-depth shift creates all sorts of problems. eg. The Metal Gear Shadow Moses level. The left to get the card has a central plank moving up and down, and ledges front and back of this. I got stuck on the front ledge. I couldn't just jump down onto the lift. I had to time it right to jump so the auto-position would place me on the plank, and it took an age! And then on the top, I had the same trouble. So I probably spent some five minutes on the same bit of screen jumping and getting nowhere. These issues can probably be addressed during design, but if you measure the game by what people are playing, and what gets published, then they'll plague the game. The actual jumping seems a bit unresponive at times too, which doesn't help.
As their prelude to the review quoted for SEUCK, LBP probably defies conventional rating. It's different things to different people. For many people the creation is fabulous. For others, thinking the widest possible audience, it's too complicated. I can't see many 8 year olds creating something that matches their vision.
I expect a lot will get frustrated with the way edits affect stuff already created and give up trying. The game is incredibly beautiful, incredibly fun and happy, but also frustrating and awkward. For someone looking for the ultimate platformer, LBP isn't a 10.
It's a hard game to score. On the one hand, what it's doing is incredible and puts it head and shoulders above all the other titles out there. On the other hand, it is buggy and awkward.