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.

Main features


Sackboy can run and jump and grab certain objects. Grabbable objects can have the designation of being purely for mobility, such as swinging, or they can be pushed, pulled, switched, or operate in other manners.[15] The player uses these abilities in several ways: to play and explore the environments that come with the game, which feature platforming elements such as jumping, pushing, grabbing and running, and which make use of the game's robust physics engine; to create their own content, such as simply placing stickers into levels, in addition to using the level editor to create, destroy, edit and manipulate levels; and, finally, to share creations, by publishing items such as levels and objects with the online community, and play these creations online with others. These three modes are described simply by the title's tagline: Play. Create. Share.[12]
The player begins the game with an introductory level, and then go inside their own "pod", a personal space from which they can access the three modes of gameplay, and decorate the room with stickers and decorations.[15] Initially, only the Play mode is available and the player must complete some tutorials, narrated by Stephen Fry;[16] once the basics are mastered, the player is free to play the rest of the game.[17]

LittleBigPlane

The game revolves around the player's control of a small character, known as a Sackboy or Sackgirl — or gender-neutral Sackperson — owing to their appearance, in a variety of platforming scenarios. Though the game features a set of pre-built levels for the player to explore, the game's customisable nature is equally important, from altering the player's character and personal space, to building entirely new objects and levels, and then sharing and playing them online with other players as part of the LittleBigPlanet community.

LittleBigPlane


LittleBigPlanet, commonly abbreviated LBP,[7][8] is a puzzle platformer video game, based on user-generated content, for the PlayStation 3 first announced on 7 March 2007, by Phil Harrison at the 2007 Game Developers Conference (GDC) in San Francisco, California.[9][10][11] It was developed under the title The Next Big Thing by Media Molecule and was published by Sony Computer Entertainment Europe. Many saw the game as an important title for Sony's PlayStation 3.[12]
The game received an overwhelmingly positive reaction from critics and has been praised for its presentation, including its graphics, physics, and audio, along with its gameplay and large array of customisable costumes and online features. Additional praise was given to its scope and future potential based on user-created content; minor criticism was reserved for specific elements of the gameplay mechanics and level creation facilities.LittleBigPlanet has won a considerable number of awards.[13] A PSP version of the game was released in November 2009, featuring new levels and content.[14] The game was offered by Sony as a free download as part of their 'Welcome Back' program, following the PSN outage of 2011

LittleBigPlane


LittleBigPlanet, commonly abbreviated LBP,[7][8] is a puzzle platformer video game, based on user-generated content, for the PlayStation 3 first announced on 7 March 2007, by Phil Harrison at the 2007 Game Developers Conference (GDC) in San Francisco, California.[9][10][11] It was developed under the title The Next Big Thing by Media Molecule and was published by Sony Computer Entertainment Europe. Many saw the game as an important title for Sony's PlayStation 3.[12]
The game received an overwhelmingly positive reaction from critics and has been praised for its presentation, including its graphics, physics, and audio, along with its gameplay and large array of customisable costumes and online features. Additional praise was given to its scope and future potential based on user-created content; minor criticism was reserved for specific elements of the gameplay mechanics and level creation facilities.LittleBigPlanet has won a considerable number of awards.[13] A PSP version of the game was released in November 2009, featuring new levels and content.[14] The game was offered by Sony as a free download as part of their 'Welcome Back' program, following the PSN outage of 2011