The lights are on
Publisher: Sony Computer Entertainment
Developer: Media Molecule
ESRB Rating: E (Everyone)
Release Date: October 28, 2008
The cute little sack boy gets an instant introduction on a blackened
screen under a spotlight. A disembodied voice tells the player how to
move and he moves along past amusing pictures. It's an innovative and
creative way to do game credits at the beginning of the game, allowing
the player to play from the start and to get a feel for the game. It
definitely draws the player in.
The intro already has the player going. What follows is a quick
prologue that tells the player how to access things in the poppet
menu. It's fairly apparent from the start that there will be a lot to
do in this game, a load of creativity for the player to use and a
multitude of options for personalization. If I had a complaint in the
beginning, it would be that my poor little sack boy had a horrible
scowl. I found out shortly how to fix that, but I wished I'd have had
that information while I was customizing my character. Still, since
you can customize at any time, it really is a non-issue.
There is so much to see and do in this game. It had to be the most fun
I've ever had in a side-scroller. Every detail is attended to in the
creation of this game so that theming is never an issue. There is
truely something for everyone here. Players can put stickers on just
about any surface, if so inclined. There are things to grab, things to
push, swinging items, and Humpty-Dumpty's to push over. There are
prizes and trophies and things to keep players busy for many hours.
It's a great family game since it offers cooperative play and is easily
Every item is themed. When something needs to be soft enough to grab,
it's a sponge. Some surfaces look upholstered. Cardboard looks like
cardboard. Prizes are shiny. There is a lot to see and do. Players
don't always have to race through the game making it possible to play
with many of the surfaces in the game along the way. And the sack boy
is completely maneuverable, which is extremely impressive. The sixaxis
controller makes it possible to make the sack boy's head move, look,
etc or to make him wiggle his hips, dance-style. The navigation arrows
give players emotional options for the sack boy. L2 and R2 let players
control the arms.
It is said that sound quality can add to the feel of the game and an
immersive quality. Media Molecule doesn't disappoint. The music and
sound effects fit in seamlessly creating an invisibility, which is a
good thing. It's not jarring and the player is never taken out of the
experience by a sound effect or irritating music.
There are really no NPC's to play against. The game sets up a gauntlet
of obstacles for the player to go through and the player makes it or
doesn't. It's not so much that the game plays against the player. On
the other hand, it's not challenging simply for the sake of being
challenging. The player can go through and try to get everything,
obtaining the highest score or can simply make it through the best they
can. Players are given more than one try at any given obstacle before
receiving a retry, the game's only real "fail" state.
The sack boys are completely customize-able as is much of the
environment. The avatars are so cute as they toddle their way across
the screen, legs kicking in the air as they swing from sponge to bird
to ledges. What's not to love about this game. There is no real
story, no emotional tie. There is simply engrossing gameplay that
allows the hours to slip away without notice.
It's a side-scroller, so there's little to nothing in the way of camera
options. The views are perfect, however, and I never felt as if I
couldn't see what needed to be seen. The game is relatively, if not
almost completely, glitch-free. I never came across an area in which I
was stuck, ran off-screen or ran into any gameplay bugs. In fact, an animation for "stuck" is included in the game!
As stated in "Fun" and "Visuals", there is a lot to do here. The
development team has made full use of the Sixaxis controller to allow
full body movement options for the avatar, as well as a multitude of
gameplay options such as pulling, pushing, running, jumping, grabbing,
extra strength, etc. It is obvious that a great deal of thought and
effort were put into the gameplay experience and it pays off. Every
aspect of this game works in harmony to make gameplay a true pleasure.
Innovation, uniqueness, cute: LittleBigPlanet, more than any game I've
seen, makes it evident that a game can be fun for all ages. It reveals
a hidden truth: even cute games are fun for adults and males.
It's hard to put this game down for long. It's even harder to consider
staying away. LittleBigPlanet has a lot to offer and that, alone,
keeps players coming back for more.
It's weird that this user review showed up under The Saboteur review for PS3.
True....I think I screwed up, not once, but twice. I wish that someone I could remove them?