my little big planet

my little big planet

Tuesday, November 1, 2011

Core gameplay


The Play section of LittleBigPlanet consists of a number of levels that have been created by Media Molecule, and are based around different themes that draw inspiration from real-world locations, such as Japanese gardens, dry Mexican deserts, New York City streets, icy Russian stages, and other places.[17] By completing the levels available to them (by reaching the scoreboard), the player may then advance the story and play further unlocked levels.[18] The story mode comprises eight themed areas, with each area containing three or four main levels, and some of these levels in turn contain collectable keys to unlock bonus mini-levels.[19] The main story mode comprises more than 50 pre-built levels in total.[19]
A screenshot from the Savannah levelSwinging Safari in LittleBigPlanet.
To control their Sackboy character, the player moves by using the analogue sticks, jump with varying degrees of height depending on the pressure applied to the action button, and grab onto objects to either move or swing on them.[18] In addition to regular left-and-right movement, and despite the 2D look of the game, levels consist of three levels of depth—the foreground, middleground and background—and may be traversed between either automatically by the game itself, or by the player's command.[12] The player can opt to emote their Sackboy by applying varying degrees of delight, fear, sadness, and rage,[20] control each arm independently through the analogue sticks,[20] slap other players by jerking the arm movement with the analogue sticks, and use the Sixaxis motion-sensing functionality to animate the character's head and body.[20]
The player can access the Popit menu at any time during the game by pressing the square button.
A large variety of pre-built objects are present in levels which may be interacted with. Those, along with objects that have been constructed out of simple shapes can be given specific materials, which act in a manner physically similar to those they represent. Examples include soft sponge, gripping rubber, and tough wood. Objects that are built with mechanical components, such as motors, pistons, jets, wires and springs also act appropriately.[19] Along with these objects, levels contain dangers that the player must avoid. Examples include objects or platforms that have been set on fire, and explosives that can damage the player's Sackboy if he strays too close. Explosives can also be used to blow up sections of the level.[12] The player's Sackboy can also be crushed to death if trapped under or between heavy items[21] and drown in water.[22] As the player progresses through the level, he encounters checkpoints - points from which the player can resume upon death.[18]
Each level contains a number of "score bubbles", initially known as "sponge" in early demonstrations of the game,[23] which may be collected in order to increase the player's score to beat their own, and other players', high scores. Users may collect larger bubbles known as "prize bubbles" which contain collectable items. Many of these bubbles are hidden or are in hard-to-reach places, and contain items such as new stickers and decorations, or new materials and objects that may be used in the Create mode for the user's own levels. Certain stickers, when placed properly, trigger events.[18] Special clothing and accessories for the player's Sackboy is obtained by completing a level without losing a life, also known as acing a level. In addition to the prize bubbles, collectable keys found in main levels unlock new mini-levels with unique goals, such as skipping a spinning pole or bouncing to grab bubbles. There are also unlockable time trial levels such as bobsleigh racing.[12][19]
Throughout the story mode, players collect prize bubbles which unlock materials, objects, stickers, decorations, sound effects and music tracks which can be used in Create mode.

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