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From the moment you put the disc into your PS3 and Stephen Fry introduces
you to the finer points of LittleBigPlanet's concept, you just know
that you're in for something special. Even amidst the slew of triple-A
titles released over this absurdly busy period, LittleBigPlanet
stands tall as this season's - and maybe even this generation's
- defining title. It may not be as pitch perfectly playable as Super
Mario Galaxy or have the heritage and epic story of Halo
3, but what it does have is an almost infinitesimal level of
charm and the kind of boundless potential that so many games strive
for yet so few achieve.
While
Bungie hinted at what could be accomplished via user-created content
with the Theater and Forge modes in Halo 3, the relatively small
development studio Media Molecule has taken this design ethic and
applied it to every single facet of LBP's design. It also helps
that they have layered this customisable ethic atop a hugely enjoyable
platform game and in doing so have merged classic gameplay with
a cutting edge development philosophy and the kind of technical
framework that finally gives gamers a firsthand taste of what the
PS3 is truly capable of delivering. Other games in Sony's canon
have been hyped to almost biblical proportions, only for the majority
of them to come up considerably short of expectations; LBP may prove
to be the first title that can truly only be achieved on the PS3's
hardware. What is even more pleasing from a gamer's perspective
is that this potential has been achieved without a meaty gun or
speeding car in sight. This is a game that has clearly been created
with the concepts of playability and imagination at the forefront
of every design decision; nothing feels cynical or intentionally
geared towards marketing and sales figures - this is a game that
will be looked back upon as a turning point in videogame development,
a game where the player is given the tools to create everything
they see, to share their creations with the world and to subsequently
experience the creations of other gamers from every corner of the
planet, "or as the rest of the universe calls it, the orb of dreamers".
It may be billed as a classic platformer that just happens to have
some of the finest physics ever seen in videogame history, but LBP
is so much more; in fact, it is essentially exactly what you as
a gamer are capable of or willing to make of it.
LitteBigPlanet
is essentially three games, or more accurately, three core concepts,
rolled into one, each one successfully overlapping the last to create
a cohesive experience that can be enjoyed exclusively from each
standpoint but one that is inevitably more enjoyable when seen and
experienced as a whole. At the core of LBP is a platforming title
that can be played on your own or with up to three other players.
Then there is the matter of the extraordinarily robust creation
tools and, finally, the incorporation of the online community and
the almost infinite possibilities that they can bring to a title
that's already bursting at the seams with imagination.
The
biggest problem that LPB could have potentially faced from the off
is a sense of gamers being overwhelmed by the options available
in LBP's sizable collection of tools and options. Luckily, Media
Molecule was obviously all too aware of this potential downfall
and has clearly put great effort into creating as inviting an interface
as possible. This is where the single player and co-op portion of
the game comes into play; rather than giving you all the tools you
need to create your own levels and designs, you are initially tasked
with playing through some of the story mode to start your collection
of items, stickers and themes that can eventually be applied to
your own creations in the workshop. This may seem like a restriction
but it's a necessary method of easing you into the experience and
introducing the huge range of options available when it comes to
creating your own levels; and honestly, you really won't mind playing
through the story mode because it's an absolute joy. It may be disappointingly
short in a traditional, beginning to end sense, but LBP's eight
worlds are crammed with the kind of invention and charm that most
developers could only dream of. It's as though Media Molecule has
somehow managed to bottle happiness and turn it into something tangible
onscreen. The worlds created, found upon the menu screen as three
planets that can be accessed from your pod, offer up themed levels
ranging from the African Savannah and feudal Japan to the Mexican
desert and a unique take on New York City - and each level has been
crafted in the kind of charming patchwork manner that Michel Gondry
might have come up with were he given free range on the artistic
design of a videogame.
While
the platforming on offer may seem like the simplest variety, with
only two face buttons used to jump and grab, the added dimension
of three planes to jump between and the amazing effect that simply
grabbing at your surroundings has on gameplay cannot be stressed
enough. While the 2.5D approach does allow for denser level design
and a greater degree of freedom, it is the grab mechanic that really
brings the game to life. With every aspect of the visual design
benefiting from a sense of tangibility and weight, combined with
the much-touted Digital Molecular Matter physics system, items move
and feel exactly how you would imagine they would in the real world.
Simply dragging items and watching the subsequent effect of your
actions can be as much fun as the platforming itself and you are
constantly enticed to experiment with the extremely realistic physics
that govern LBP's world.
While
LBP is full of traditional platforming in the vein of dodging obstacles
and the usual easily identifiable pitfalls of fire, electricity
and the like, LBP also throws a vast collection of unique ideas
at you, both within each level's designs and more obviously via
the unlockable mini-challenges that are dotted around each of the
eight available worlds. By finding hidden keys you unlock simplistic
but often extremely addictive challenges that include skipping,
maze navigation and numerous forms of racing, to name but a few.
These are made doubly addictive thanks to the brilliant online integration
that graces every aspect of LBP's design; the constant, but wholly
simplistic sea of information always keeps you up to date with the
scores and achievements of friends and gamers from across the world,
thus constantly encouraging that one more go mentality to raise
your another few positions up the leaderboard.
Whereas
these addictive challenges add obvious longevity to the story mode,
it is the perfectly aligned link between story, creation and community
that once again gives LBP extra legs in the story department; while
you could sprint from the beginning to the end of story mode in
one sitting, you would only pick up a handful of items for the level
creator along the way. If you really want to let your imagination
soar then you're going to have to play through each mission a few
times over to pick up the extra stickers, backgrounds and items
littered throughout each level. There are usually between thirty
to eighty items scattered around each level and getting that 100%
complete grade for each level quickly becomes hugely addictive in
its own right; from finding every item to labelling every sticker
spot, each level is filled with things to collect and do. However,
to get your hands on some of these items you will have to play through
many levels with at least one other player along for the ride, thanks
to the numerous tasks that can only be completed via co-op play.
It may be a little unfair for those with only one controller and
it's sad to see that there is no way to get around these simple
puzzles without a companion at your side, but the fact remains that
while a handful of hidden items require co-op play, the entire game
is certainly more fun when played with others.
With
up to four players onscreen at any one time, things can get a little
cluttered, but thanks to a solid if occasionally troublesome camera,
LBP's levels generally cater to four players with relative ease.
There may be a few instances where the camera doesn't draw back
far enough, leading to the occasional cheap death, but for the most
part it does a fine job of dealing with the action. It's also testament
to the programming skills of Media Molecule that even with four
players onscreen at once, the game never fails to run as smoothly
as a finely tuned Ferrari. The only problem that can arise in four-player
co-op is the need to restart levels if you have a newcomer onboard,
an issue that arises from the slightly uneven distribution of checkpoints.
You see, rather than having a set number of lives for each level,
you are instead given a set number of lives for each checkpoint
with each one allowing a varying amount of retries before you reach
the next one in the level - and while the game isn't exactly difficult,
having one player struggle at any particular point can send all
players back to the start time and again. Other than these minor
quibbles, co-op is a perfect example of seemingly endless fun; from
striking each other for laughs to planting personalised stickers
on everything from the surrounding level to the back of another
Sackboy's head, the invention in level design and connection between
the player and the gaming world lends the whole experience a kind
of childlike fun that is simply more entertaining with friends.
And
speaking of Sackboy, well, how did it take so long to get around
to mentioning that wonderfully charming little creation? At the
centre of your experience and as the perfect introduction to the
world of LBP in its own right is your very own Sackboy, a creation
with so much character and personality that even his (or her) penchant
for silence cannot belie the charm that oozes from its every pore,
or, stitch, I suppose. With not even a Wall-E like squeal to speak
of, Sackboy is completely dependant upon physical emotion and pure
unadulterated charisma to win over the public and, as luck would
have it, Sackboy has this in spades. Much like the level creator,
the items with which to kit out your Sackboy are drip-fed to you
via the completion of the story mode. You start with but a few items
of clothing and cloth design, only for the list to grow exponentially
as you move through the game, with costumes ranging from lions and
bunny rabbits to ninja outfits and wedding dresses; yes, the chance
to turn your Sackboy into a Dennis Rodman lookalike is a very real
prospect. Of course, beyond these suites there is the option to
simply go wild by throwing together hairstyles and costume pieces
in a haphazard manner to create the strangest looking Sackboy you
can imagine. Whatever your approach, you can live happily in the
knowledge that there is enough potential design options to keep
everyone happy - and if that's not enough then you can also apply
the items and stickers you find to your pod and create a personalised
hub from which to access the gameplay options. This is especially
cool given that online co-op gaming sees friends and other online
folk visiting your customised pod between levels.
While
your personalised take on Sackboy is certainly charming enough,
it is the ability to control his or her emotions via simple instructions
that really bring the character to life. A tilt of the sixaxis controller
allows for the control of Sackboy's head and body movement while
a press of the d-pad in any direction changes the expression on
its face, with each subsequent press in that direction pushing them
further and further into that particular mindset. Push up once and
your Sackboy breaks into a cheeky grin. Press it again and it becomes
a fully-fledged smile. Press it a third time and Sackboy's tongue
falls out in giddy excitement. The same is true of anger, fear and
sadness; it's a simple way to express emotion but one that, like
the rest of the game, is implemented par excellence.
This
huge list of customization that affects every aspect of the game
could have easily turned LBP into a menu-filled title with endless
rows of options and choices to sift through. Luckily however, Media
Molecule has come up with the rather ingenious Popit menu system
to keep things as simple and as accessible as possible. Opened at
any point in the game, the Popit gives easy access to sticker collections,
photos, building options, Sackboy customisation and even an option
to self-destruct if you want to hop back to the last checkpoint
or start of the level at any particular time. This is the tool that
essentially connects your Sackboy to the world around him (or her),
allowing you as the player to make changes to the world and your
character as you see fit. It pops up on screen at the press of a
button, connected by coloured string to your Sackboy. It is large
enough to be easily read and understood but small enough and well-shaped
so that it can be simultaneously brought up onscreen by four players
in co-op without the screen becoming too much of a mess.
Once
you have built up a solid enough collection of tools and items within
the story mode, you're going to want to pop on over to My Moon,
which orbits alongside LittleBigPlanet. Here you can start the potentially
daunting quest of creating your own level and this is where the
game, as excellent as it already is, will potentially split the
public down the middle. For those who have the time, patience and
creativity, the LBP level editor allows for unprecedented levels
of user-created content. If you can get your head around the myriad
of options available to you and are skilled enough to deal with
the complex physics and behavioural patterns that affect each and
every item then there is no reason why, given the time, you cannot
match or even surpass the levels created by the development team.
Everything you have seen in the story mode can be recreated in the
level creator; you have been given the same tools as the developers
have access to. The problem is that many simply won't have the time,
patience and/or skill for such an undertaking.
Now,
I'm not trying to knock the general gaming public with the above
statement; rather, it's because of just how difficult it is to create
anything near to being a playable, let alone fun, level. While the
basics are very simple and the physics are easy to understand, as
soon as springs and motors are brought into the equation, things
getting very complicated, very fast. Don't get me wrong - you can
always use one of the many pre-made objects or themes to fill out
your levels, but beyond slightly missing the point of total creative
freedom, this still leaves a set of creation tools that can be a
little overwhelming - and this is never more apparent than when
you are sitting through any of the many tutorials, each one seemingly
more complex than the last. Once you do get your head around it
all though, the actual options are extremely intuitive and the potential
for unique creations is truly liberating. It's just a shame that
so many gamers won't stick with it long enough to discover everything.
Plus, to make things that little bit more complex, there is also
the matter of working in three planes; while creating an elaborate
puzzle or door via motors, pistons and pulleys is all well and good,
it won't be of much use if you don't pay attention to the three
planes, otherwise players can simply sidestep even the most complex
of user-created contraptions.
With
Media Molecule giving you so much creative freedom, combined with
LBP's epic set of tools, the level creator was always unlikely to
have a gentle learning curve or overly simplistic set of tutorials.
In their defence though, Media Molecule has implemented plenty of
options to help gamers along and make things as user-friendly as
they possibly could be. The rewind option is extremely useful and
very cool thanks to its Eighties VCR look, while dipping in and
out of levels is a breeze as you continually test your level as
you go. The three planes can be moved between with ease and items
are glued together with the minimum of fuss. Although making large,
elaborate levels will still only be for the few, the user-created
content available at the moment shows an inclination towards smaller
but no less imaginative level designs. There are already LBP takes
on Tetris and Space
Invaders, along with a host of unique ideas that are pushing
the envelope in regards to what can be achieved. You may have to
sift through a lot of poorly designed levels but, thanks to a simple
tagging system, levels can be tagged with basic info regarding its
quality and style, yet another simple but hugely useful aspect of
LBP's design.
Even
if creating your own levels doesn't interest you, LBP still has
a huge amount to offer outside of its story mode thanks to the brilliantly
implemented community features. By visiting the third globe from
your pod you can access the potentially never-ending stream of user-created
content with ease and with each one tagged, sampling the best that
the rest of the world has to offer is a surprisingly user-friendly
affair. You can also mark any level, item or creation that you see
as a favourite, for easy access to it in the future via the Popit
menu. This 'heart' option essentially allows you to save anything
you see in the game, online or otherwise, to your immediately accessible
inventory for easy future use. Not only can you play levels created
by others but you can save them to your My Moon so that you don't
have to constantly search for those great levels and items that
you may want to revisit. If you can't be bothered with all that
searching then you can also select the option to play 'Cool Levels',
which will set you up with a random option of positively tagged
user-created levels.
Creation
options aside, simply playing online with others couldn't be easier;
each level has clear options for random online gaming while a list
of friends and their achievements is always readily available. Although
the game doesn't run quite as perfectly as it does in local play,
it still plays extremely well with four players bounding about the
screen at once with little to no lag.
All
of this adds up to one of the finest and certainly most unique gaming
experiences in recent memory, but LittleBigPlanet still has a few
nagging flaws. Beyond the complicated and time-consuming creation
mode, the most major of these has to be the game's slightly floaty
jumping mechanic. Over and under jumping your target can become
a constant occurrence, one that slightly tarnishes a game that in
nearly every other respect is borderline perfect. There is also
the matter of jumping between the three planes, which doesn't feel
quite as responsive as it should. The fact that the jumping isn't
quite 100% perfect may seem like splitting hairs on my part but
considering how much time you actually spend jumping in LBP, the
need to get it spot on should have been of the highest importance
to Media Molecule. Does it sour the experience? Not at all -it's
just that when every other aspect of the game has been built to
such exacting standards, any aspect of gameplay that isn't nigh
on perfect tends to stand out more than it should.
With
those minor blots on the scorecard out of the way, we can get to
the final reason why you simply have to own LBP and, along with
Metal
Gear Solid 4, why it provides more than reason enough to splash
the cash on Sony's behemoth of a console - and that reason is the
game's exemplary audiovisual design. Every item in the world of
LBP looks like you could reach into the screen and grab it. The
patchwork visuals have a collective charm and technical achievement
that simply can't be seen anywhere else and while games like Gears
of War 2 and Gran
Turismo 5: Prologue show off the slicker side to great presentation
and technical achievement, LBP has created a look all of its own,
one whose creative beauty is only matched by the technical wizardry
that holds it all together; from the amazingly crisp 1080p clarity
to the faultless physics, every aspect of LBP's visual design drips
with quality. Then there is the small matter of the audio; while
the ambient noise and basic effects more than do their job, special
mention has to go to the soundtrack and narration. The soundtrack,
made up of a collection of eclectic artists and songs ranging from
the sublime Get it Together by the Go Team to My Patch
by Jim Noir fits perfectly with the game's quirky design and visuals,
while the narration, delivered by the silver-tongued Stephen Fry,
makes tutorials more fun than they ever should be.
If
you're willing to get your head around the tools on offer and spend
the time that's necessary to get the best out of an incredibly versatile
creation mode, LittleBigPlanet will provide the defining gaming
moments of this generation. For everyone else, the brilliantly imaginative
story mode, sublime visuals, outstanding audio, simple but affecting
customisation and potentially endless user-created content will
provide more than enough stellar content to keep a smile on the
face of even the most cynical of gamers. Needless to say, Media
Molecule has successfully created a game that truly is for everyone;
from the casual to the hardcore, LittleBigPlanet really is what
you make of it.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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