Latest Game Reviews
LittleBigPlanet Review - PS3
7 Graphics:
8 Audio:
9 Multiplayer:
7 Innovation:
7 Introduction
LittleBigPlanet was an instant hit at the Game Developers Conference in 2007 where it debuted. The adorable characters, unique style and fresh take on the platforming genre launched the game into PS3 flagship title status despite having only been in development for a year. That’s a lot of pressure on any company, let alone fledgling developer Media Molecule, for whom LittleBigPlanet was literally the first game they had developed. So, how does it stack up?
Gameplay
LittleBigPlanet is a 3D, physics-based side-scrolling platformer. Move your cute, customisable “sackboy” with the analog stick, jump with the X button, grip items with R1 and try to progress to the end of the level. Collect the point bubbles littered around the stages, and the often deviously placed prize bubbles that reward you with new objects. It’s pretty easy to understand. However, it’s worth highlighting the important differences between LBP and your run of the mill side-scroller.
First, we have the mythical Z-axis. Yes, this is a 3D side-scroller, with the choice of three planes on which to travel. While you see why they included it during the odd enjoyable moment dodging enemies or rolling barrels by moving back a plane, for the most part it is a rather unnecessary and at times frustrating mechanic. The game tries to intelligently guess where you’re trying to jump to and will automatically switch planes as required, but it’s just an extra complication. You move in and out by pressing up or down on the control stick and then jumping with X, but this can become frustrating when you’re trying to precisely manoeuvre your way through the levels.
Then we have the physics. LittleBigPlanet uses a realistic engine that lets objects in the world interact with each other. Explosions dislodge boulders that coming raining down on top of you. Spinning wheels launch you differing distances and velocities based on where you dismount. If you knock down a fragile structure, it’s not going to return if you move off the screen and then back again. In fact, on several occasions you may find your poor little sackboy irredeemably trapped, at which point you have you navigate through your in-game “Popit” menu (available at any time with a press of the square button) and commit sackicide, whereupon you respawn at the last checkpoint.
While there are no double jumps, the game does feel decidedly floaty, which makes certain platforming elements difficult to overcome. In a traditional Mario game, for instance, when you’re trying to land on a small platform you simply jump and hold right until you’re over the platform. In LittleBigPlanet, you have momentum, which regularly carries you along and off the platform to your death. And then the platform wobbles backward and forward realistically, making your next jumps harder.
Yes, I get that realism is the game’s conceit, but that doesn’t make it fun. I imagine that Media Molecule experimented with the floatiness, and tried it “heavier”, but found that it was simply too difficult when movement completely mimicked the real world. ...
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