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About a year ago, I downloaded and watched the first trailer of
the enigmatic yet energized LittleBigPlanet. Atrociously cute sackboys
were jollying around, creating their own playground that seemed
larger than life and foretold that Media Molecule had an ace up
their sleeve. Indeed, the British development team was taking on
a monumental task of innovative creativity with these teensy, instantly
appealing mascots, and of course, a great risk. In a world where
sequels can almost guarantee surplus revenue, it can be a run of
the gauntlet to try and break in with a new IP, especially one as
ambitious as this. LittleBigPlanet certainly has expectations to
satisfy and the developers only have themselves to thank for that,
as they have thrown out the proclivities that gamers expect and
now put themselves in the lead when it comes to revolutionary ideas.
If
for some reason you've never heard of LBP before then you are in
luck, because now you have. Underneath its myriad features (or should
that be possibilities?), which we'll get to shortly, the game is
a simple platform-based puzzler. You have your sackboys - and sackgirls
- who you control and who can do everything that a sack person should
be able to do - run, jump, grab... okay, far more than the average
sack can do, actually! You only need to use two buttons - X to jump
and R1 to grab - though if you really want to get into the sackboy
jiggy then you can control your arms, posterior, and even display
emotions. You can give a big smile to laugh at your buddy who was
killed or be more supportive and use your arm to point to the right
direction that everyone should go. It's a novelty act but one that
adds personality to the characters and is delightfully infectious.
The simplicity of the design never falters into monotonous territory
and echoes the joy of playing older games of its inspiration while
still looking very contemporary.
In
the world of LittleBigPlanet you can expect danger to be lurking
in every nook and cranny. From spikes and electrified moving walls
to ghosts and ninjas, the seemingly simple goal of making it to
the end of each level becomes a tumultuous act for survival. To
see your sackboy to safety from all this depressing malign you will
have to scramble up ever narrowing platforms, hang onto spinning
wheels to launch yourself with perfect timing, and even control
a makeshift airship to fly your way across the open expanses of
the atmosphere. Don't fret if you accidentally pull off a wrong
move though, as there are a gracious number of checkpoints throughout
the levels. Each checkpoint has a set amount of lives so you can
get a few do-overs, but exhaust your chances and you have to restart
the entire map over again. This is unlikely to happen very often
until later on in the game, unless you find the physics and how
the game handles your movements to be a factor.
You
see, despite Media Molecule's best efforts, there are a few bugbears
when it comes to the controls; for example, sometimes you don't
get enough momentum for a jump depending upon what surface you are
on and where you are standing, which can get tedious. The realistic
physics equated with the sackboys' weight might be to blame but
in the end it is more annoying than game breaking. Another problem
I've been hearing about is how automatic pathing works. In LBP,
sackboys don't just run in a straight line; they can be running
in the middle, background or foreground for added versatility in
the gameplay. When you are running and something is in your way,
your sackboy automatically hops to a different lane and takes the
open path, which could spell your death if you aren't paying attention,
as you might automatically turn down a route to find a deadly trap.
Fortunately, I haven't been the victim of this too often as I am
usually meticulous when it comes to watching for danger. While these
little issues could be improved through patches, they are nothing
more than a slight bother, and certainly not a deal breaker.
LittleBigPlanet's
ethos is to "Play, Create, Share" and each distinctive experience
meshes well within this triad. "Play" is pretty self-explanatory
and you'll be doing a lot of it. The story mode provided isn't hinged
on anything in particular; LBP is the after product of our dreams
and every unconscious thought floats up and becomes apart of that
unreal universe. Therefore, in that pseudo perspective, it makes
sense that the story is disjointed, with random, stereotypical backdrops
for levels. There's the Wild West, cherry blossom ninja town and
the metropolitan city, to give you an idea of the range of themes
on offer. There isn't much of a cohesive overall story but I wasn't
really expecting much to begin with on this front and, to be honest,
the game doesn't really need one; it performs at its best by just
being a fun experience that doesn't delve too deeply into, dare
I say, seriousness. Regardless of what you may think of this, the
levels are still challenging (I was victim to the white hot rage
when I had to redo a later level probably ten to fifteen times)
and the last one is sheer genius. The final map is a grandiose demonstration
of just how sophisticated the editor really is, which brings us
to the next part of the game: "Create".
The
main attraction to LBP is the level creator, as it provides a bottomless
source of possibilities. Everything you've played in the single
player mode has been constructed using the level creator, meaning
that it's entirely possible to recreate each level yourself. The
main focus of the game is user friendliness, yet the options available
are more than amicable and may dissuade some people from diving
in. There are tutorials, albeit a lengthy amount, spiced up with
British accented colloquialisms to the degree of "nervous nillys",
"right up your culdesac" and "this rock's larger than a boulder",
for your pleasure. Once you get inaugurated by this and find out
how everything works, it's all rather obvious. To suspend something
you can use string, to make a platform wobbly just bolt it in place
and loosen it, and for a platform that launches you into the air,
simply employ a spring bolt. The physics are one of the most enchanting
things about the game and you will have to fiddle around with each
material (metal, wood, sponge, etc.) to find out how to make something
work when it combines these properties. So if you're a failed architect,
graphics designer or engineer, then don't worry because you still
have LittleBigPlanet to comfort you and turn your shattered dreams
into your greatest aspirations. That should cheer you up.
If
creating levels for yourself doesn't get you antsy in your pantsy
then publishing them online should; as somebody who loves creating
and sharing, LBP online creates a wonderful conduit for both, as
well as playing other peoples' work. I mentioned a "bottomless source
of possibilities" and when you take a gander at the levels available,
you'll see why. From rescuing commissioner Gordan as Batsack to
trying to survive a zombie infestation by escaping a burning building
and making it to the helicopter to a bona fide Ninja Warrior level,
it's both fun and funny to see how many of these marvelously creative
designs have turned out.
Once
you start an online level you either join a game in progress or
start alone, after which players can come in and join you pretty
much at any time. Up to four players can help or hinder (you can
sabotage your comrades by slapping them into traps) with the progression
through these stages. To keep this social aspect alive as much as
possible, whenever someone is leaving a game you can choose to follow
them into their pod (the interactive menu screen) where the host
can choose another game to play, making it easy and seamless to
keep in contact with your buddies or specific people you would like
to stay with - or stalk, if they just came in and ruined things
for you! This system in and of itself is a great idea that truly
works and encourages people to play together rather than alone.
The
only impediment to a completely enthralling experience here is the
dreaded lag; it's not uncommon to expect some bouts and spurts as
people join in or if the level has some bigger creations in it.
It was at times virtually unplayable but the new patch has helped
tremendously with the problem and it's not the brick wall blocking
a good time that it was. Other than that there are no other real
problems, though I don't necessarily care for the limited options
of finding all the different user content. You can either search
by generic tags such as "brilliant, musical, or beautiful" and if
people rated it as such then all of the corresponding maps will
show up. Alternatively, you can manually search a level's title
using the text option of the PS3, which feels a bit cumbersome and
discouraging; I want it all categorized by the alphabet and I'd
prefer a more intuitive way than relying on other peoples' opinions.
Some,
though, may even be turned off by the cute and unique makeup of
that of LittleBigPlanet; it embraces the simulacrum of an uncanny
and preposterous art and game design, the result of the dreamlike
premise. Everything, some more so than others, concerning how the
game functions is readily transparent - ghosts "fly" via visible
strings, platforms are connected by bolts and vehicles are often
driven by pulling a lever. That's the stipulation of the title;
you won't find a complicated trigger-based level editor or an overtly
realistic moniker, the game is one of a kind and it's happy with
what it is. That doesn't mean that you can't find mature themed
content online, though - from the God of War stage, complete with
the sacrificing of the caged man, to the Azure Temple and its moody
underwater peril, there is variety for everyone's tastes.
Venerating
all these features and complementing an already wonderful package,
is the sheer quality of the visuals; from the incredibly detailed
objects to the gorgeous scenic backgrounds and the texture-mapping
of the sackboys and sackgirls themselves, they literally can't be
overlooked. Media Molecule has struck the perfect balance between
edgy realism and a distinctively fake façade, resulting in
a wonderful ensemble that demonstrates the vivid imagination and
creative prowess of the developer. Equivalent in quality and sophistication
is the impressive soundtrack; it is the epitome of how important
music is to games and it helps make LBP what it is. The selection
is as diverse as LittleBigPlanet is heady with style, with contemporary
indie rock and foreign compositions to ravishing symphonys, complete
with epic choruses. Listen to Battles by Atlas and Battle
on the Ice by Alexander Nevsky to get a taste of what's on offer
here - it's all so well composed that you won't be disappointed.
LittleBigPlanet
is a creative person's wonderland, providing the reconciliation
that eccentric and unique titles aren't always lost in the status
quo. It had a huge amount of hype surrounding it and it has delivered
for the most part, as it is anything but not an ordinary experience
and is a real blast to play with friends. The online community is
brimming with endlessly different styles of maps, as each of the
creators' personalities are poured into the fun of constructing
them. LittleBigPlanet will undoubtedly keep you up at night, constructing
the next big hit for the community - and if you don't care for that
then you can still play the plethora of maps being produced by countless
others. This really is a title that needs to be a part of your collection
and an experience that you need to be a part of.
Reviewed by Matthew Dart for AceGamez (All Rights Reserved).
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