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The LittleBigPlanet BETA thread of hoo boy it's judgement time.

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Flunkie

Banned
beatup.jpg
 

Teknoman

Member
DMPrince said:
really? o_O

do you stll have my PSN id information saved on your ps3?

Hope this doesnt happen to me, I've still got the PSN ID saved (I think. Made a new user to do so) but its not logged in or anything. Also 75%.
 

gofreak

GAF's Bob Woodward
donkey show said:
Has anybody tried using the PSEye with their beta yet for item creation?

I captured bish's avatar and also the neogaf logo, just to sticky on people and things. Captured them off my laptop screen. It's cool, very fun. I expect to see lots more use of that for various in-jokes etc. etc.

repost of pics:

209psw4.jpg


bish watching over my pod (yes, those are donkey tails on my head)

71jrwn.jpg


TTP's pod is pretty gaffed up now..he has bish, logo AND picture of wollan :eek:
 
Private Hoffman said:
Very weird. I shared with the same guy and I can play.

I know I've been asking this repeatedly but.. what method did you use when downloading? Did you download the entire beta via the other guy's account? or switched to your profile after initializing the download and downloaded the entire beta using the other account?

...Sorry about all the questions.
 
If anyone is willing to share I would be willing to trade something in return. I have a bunch of PSN games including R&C QFB and Eden. I wasn't going to ask, but I can't take it anymore. :lol
 

chubigans

y'all should be ashamed
Alrighty, I just put in a good six hours with the game.

Upon starting, you get the total-darkness followed by the run through a simple level while the credits roll. Simple, funny, and unexpected.

My initial impressions were not as good as I expected. The game lacks a certain sharpness that I thought it would have; it looks a bit too soft. The first few levels do a nice job of explaining the game mechanics, and the second level introduces you more to the three-level depth and pulling objects.

At this point I was starting to dislike the gameplay mechanics. It was a bit difficult to pull objects from the front while running towards is, since Sackboy wants to sidestep around it. Going into each different 3-D space is somewhat tricky, and the jump button (at first) did feel too floaty...I felt like I was not jumping high enough, and too slowly.

Then I got to the third level, and the game started to pick up steam. I was able to grab onto some windmills and be tossed upwards to the next one, and it was a blast. The LBP theme kicked in and it finally started to click with me. Jumps became easier, moving in the 3D space was not as difficult (though still a bit tricky) and overall I was really enjoying the game.

I think had I played LBP at PAX or somewhere for just thirty minutes, my impressions would be mixed...definitely not 100% positive. Six hours later, it's one of the best platformers I've played this generation, easily.

But let me back up a bit. I dug into the creation mode, and it took me about two hours to run through all the tutorials. The cool thing is that each tutorial takes about five minutes, and you unlock a ton of stickers and a few new objects, so you never feel like you want to just get to the level making. The BETA flaws showed up a bit; one tutorial was spoken in Japanese (if it's intentional, it's hilarious, but I dunno if it was, hah) and I don't like that once you complete the requirements of the tutorial (bolt this item here) you don't get to mess around in the level anymore...you're booted back to the level you were at.

The videos in the game are heavily compressed, though that's easily attributed to the downloadable nature of the game right now; it'll be much better to watch once it's on BD. There's tons and tons and tons of voice over, which makes the game much more enjoyable to play during the tutorials.

So, I was off to create my own level. I had something in mind: create a monster that was in a skateboard-like tube ramp that would be skating around. It didn't work as well as I hoped. So, I stared to mess around...and created a glass crescent moon with a piston and rope. I accidentally created a Sackboy launcher that was automatically powered...so I saved it as it's own object and placed three or four in the level. The result was a REALLY cool launcher that was it's own happy accident...and now I'm making my level around it.

The amount of options are staggering. While I wish there were more lighting options in the beta (only a star is available for lights, phooey) you pretty much have all the fundamental mechanics ready to go. You have switches that activate with a pull from Sackboy, or activated when Sackboy gets close. You can also create a color-key card button that won't activate until a card of a matching color is brought close to it; you could escort an object somewhere, for example, and gain access to a secret room if you make it all the way through. There are buttons that go off when a certain sticker is applied to it, buttons that are two and three way switches, and more. It's huge.

So, what if you don't want to create anything, and just want to play? It's still a lot of fun, but you'd be missing out on a vital component of the game. I'm positive that you wouldn't enjoy the game as much as people fooling around with the creation program.

The game deserves the hype, but it's shifted my perspective a bit. It's not exactly the kind of game I think casual players will be able to grasp within minutes of playing like I thought it would be, but it's so much deeper for hardcore players than I ever thought would be possible. Unbelievably amazin'.
 

sprsk

force push the doodoo rock
Has the Japanese beta started too? I wonder if I can get it.

Edit: Oh I guess they will send that stuff out later today...
 

Eccocid

Member
Btw i played one level where colors were very dark and desaturated! IT LOOKED VERY MOODY! i didn't know you could alter lighting like that!
 

sprsk

force push the doodoo rock
distantmantra said:
I checked my Japanese PSN account email about an hour ago. Nothing yet.


It just turned 9 in the morning, I guess it's going to be a while.

Shit. Between this MM9 and Famitsu today is gonna be all about waiting for stuff to happen.
 

Mmmkay

Member
Fuck, I give up. This is utterly insane, how can I be the only person having this issue? I've started re-downloading it, in the hopes that somehow something stupid happened when it installed.
 

chubigans

y'all should be ashamed
Eccocid said:
Btw i played one level where colors were very dark and desaturated! IT LOOKED VERY MOODY! i didn't know you could alter lighting like that!
You can make a black and white level, totally acid-trip color level, etc.
 
chubigans said:
Alrighty, I just put in a good six hours with the game.

Upon starting, you get the total-darkness followed by the run through a simple level while the credits roll. Simple, funny, and unexpected.

My initial impressions were not as good as I expected. The game lacks a certain sharpness that I thought it would have; it looks a bit too soft. The first few levels do a nice job of explaining the game mechanics, and the second level introduces you more to the three-level depth and pulling objects.

At this point I was starting to dislike the gameplay mechanics. It was a bit difficult to pull objects from the front while running towards is, since Sackboy wants to sidestep around it. Going into each different 3-D space is somewhat tricky, and the jump button (at first) did feel too floaty...I felt like I was not jumping high enough, and too slowly.

Then I got to the third level, and the game started to pick up steam. I was able to grab onto some windmills and be tossed upwards to the next one, and it was a blast. The LBP theme kicked in and it finally started to click with me. Jumps became easier, moving in the 3D space was not as difficult (though still a bit tricky) and overall I was really enjoying the game.

I think had I played LBP at PAX or somewhere for just thirty minutes, my impressions would be mixed...definitely not 100% positive. Six hours later, it's one of the best platformers I've played this generation, easily.

But let me back up a bit. I dug into the creation mode, and it took me about two hours to run through all the tutorials. The cool thing is that each tutorial takes about five minutes, and you unlock a ton of stickers and a few new objects, so you never feel like you want to just get to the level making. The BETA flaws showed up a bit; one tutorial was spoken in Japanese (if it's intentional, it's hilarious, but I dunno if it was, hah) and I don't like that once you complete the requirements of the tutorial (bolt this item here) you don't get to mess around in the level anymore...you're booted back to the level you were at.

The videos in the game are heavily compressed, though that's easily attributed to the downloadable nature of the game right now; it'll be much better to watch once it's on BD. There's tons and tons and tons of voice over, which makes the game much more enjoyable to play during the tutorials.

So, I was off to create my own level. I had something in mind: create a monster that was in a skateboard-like tube ramp that would be skating around. It didn't work as well as I hoped. So, I stared to mess around...and created a glass crescent moon with a piston and rope. I accidentally created a Sackboy launcher that was automatically powered...so I saved it as it's own object and placed three or four in the level. The result was a REALLY cool launcher that was it's own happy accident...and now I'm making my level around it.

The amount of options are staggering. While I wish there were more lighting options in the beta (only a star is available for lights, phooey) you pretty much have all the fundamental mechanics ready to go. You have switches that activate with a pull from Sackboy, or activated when Sackboy gets close. You can also create a color-key card button that won't activate until a card of a matching color is brought close to it; you could escort an object somewhere, for example, and gain access to a secret room if you make it all the way through. There are buttons that go off when a certain sticker is applied to it, buttons that are two and three way switches, and more. It's huge.

So, what if you don't want to create anything, and just want to play? It's still a lot of fun, but you'd be missing out on a vital component of the game. I'm positive that you wouldn't enjoy the game as much as people fooling around with the creation program.

The game deserves the hype, but it's shifted my perspective a bit. It's not exactly the kind of game I think casual players will be able to grasp within minutes of playing like I thought it would be, but it's so much deeper for hardcore players than I ever thought would be possible. Unbelievably amazin'.

Really great impression. I initially shared the same reactions.. I felt as if I were playing a game of tug-of-war with the controls, the jumping feels a bit floaty and switching between levels felt twitchy and something unresponsive (Maybe I simply am not applying enough pressure to the analog sticks)... But eventually EVERY CLICKED. I enjoyed what I've played so far.. hope to play more soon (If I can get the Game sharing thing to work)
 

gcubed

Member
i must say the entire tutorial section with the voice over is superb. So far i absolutely love this game. LOVE it.

PSN peeps add me!!! LordFarquaad
 

WTFing

Banned
chubigans said:
Alrighty, I just put in a good six hours with the game.

Upon starting, you get the total-darkness followed by the run through a simple level while the credits roll. Simple, funny, and unexpected.

My initial impressions were not as good as I expected. The game lacks a certain sharpness that I thought it would have; it looks a bit too soft. The first few levels do a nice job of explaining the game mechanics, and the second level introduces you more to the three-level depth and pulling objects.

At this point I was starting to dislike the gameplay mechanics. It was a bit difficult to pull objects from the front while running towards is, since Sackboy wants to sidestep around it. Going into each different 3-D space is somewhat tricky, and the jump button (at first) did feel too floaty...I felt like I was not jumping high enough, and too slowly.

Then I got to the third level, and the game started to pick up steam. I was able to grab onto some windmills and be tossed upwards to the next one, and it was a blast. The LBP theme kicked in and it finally started to click with me. Jumps became easier, moving in the 3D space was not as difficult (though still a bit tricky) and overall I was really enjoying the game.

I think had I played LBP at PAX or somewhere for just thirty minutes, my impressions would be mixed...definitely not 100% positive. Six hours later, it's one of the best platformers I've played this generation, easily.

But let me back up a bit. I dug into the creation mode, and it took me about two hours to run through all the tutorials. The cool thing is that each tutorial takes about five minutes, and you unlock a ton of stickers and a few new objects, so you never feel like you want to just get to the level making. The BETA flaws showed up a bit; one tutorial was spoken in Japanese (if it's intentional, it's hilarious, but I dunno if it was, hah) and I don't like that once you complete the requirements of the tutorial (bolt this item here) you don't get to mess around in the level anymore...you're booted back to the level you were at.

The videos in the game are heavily compressed, though that's easily attributed to the downloadable nature of the game right now; it'll be much better to watch once it's on BD. There's tons and tons and tons of voice over, which makes the game much more enjoyable to play during the tutorials.

So, I was off to create my own level. I had something in mind: create a monster that was in a skateboard-like tube ramp that would be skating around. It didn't work as well as I hoped. So, I stared to mess around...and created a glass crescent moon with a piston and rope. I accidentally created a Sackboy launcher that was automatically powered...so I saved it as it's own object and placed three or four in the level. The result was a REALLY cool launcher that was it's own happy accident...and now I'm making my level around it.

The amount of options are staggering. While I wish there were more lighting options in the beta (only a star is available for lights, phooey) you pretty much have all the fundamental mechanics ready to go. You have switches that activate with a pull from Sackboy, or activated when Sackboy gets close. You can also create a color-key card button that won't activate until a card of a matching color is brought close to it; you could escort an object somewhere, for example, and gain access to a secret room if you make it all the way through. There are buttons that go off when a certain sticker is applied to it, buttons that are two and three way switches, and more. It's huge.

So, what if you don't want to create anything, and just want to play? It's still a lot of fun, but you'd be missing out on a vital component of the game. I'm positive that you wouldn't enjoy the game as much as people fooling around with the creation program.

The game deserves the hype, but it's shifted my perspective a bit. It's not exactly the kind of game I think casual players will be able to grasp within minutes of playing like I thought it would be, but it's so much deeper for hardcore players than I ever thought would be possible. Unbelievably amazin'.
Thank you for your time ;) Can't wait to try it myself.
 
gofreak said:
I captured bish's avatar and also the neogaf logo, just to sticky on people and things. Captured them off my laptop screen. It's cool, very fun. I expect to see lots more use of that for various in-jokes etc. etc.

*pics of win*

TTP's pod is pretty gaffed up now..he has bish, logo AND picture of wollan :eek:
Sounds awesome sauce. I guess I'll go pick up an Eye on my way home then. ^^
 

sourpk

Neo Member
i must say the entire tutorial section with the voice over is superb. So far i absolutely love this game. LOVE it.

PSN peeps add me!!! LordFarquaad

Farquaad, you should game share with me. This is zoopp.

Pretty please????
 

Definity

Member
Holy shit...just played for two hours straight. This game is pure fun. We had two people playing locally through the levels and it was a f'n blast. I now have the ability to download other users levels or create my own. Commence losing track of time. :D
 
I will suck someone's dick for the BETA key.

I am willing to give you 4 PS3 games I don't play no more for a key.

the games are:

Stranglehold
VirtuaFighter 5
Motorstorm
and Madden 07.
 

Speevy

Banned
Liquidmetal14, Killthee, or MMVGTheKing, if you're in the beta, send me a message!

My code didn't work and I need in badly. :lol
 

chubigans

y'all should be ashamed
Rapping Granny said:
I will suck someone's dick for the BETA key.

I am willing to give you 4 PS3 games I don't play no more for a key.

the games are:

Stranglehold
VirtuaFighter 5
Motorstorm
and Madden 07.
The betas only good for three weeks! Control yourself man!

Believe me the wait will be TOTALLY WORTH IT!
 

starblade

Member
I hate to be reduced to asking for alms, but can someone please share it with me too. This is the one game me and my fiancee' are looking forward to this year and I really got screwed over by Eurogamer's server fiasco. Although I don't have crack, I can make it worth your while. :lol
 

Kagari

Crystal Bearer
Okay, downloading for the THIRD time. If this doesn't work I will be super pissed and give up because I wasted so much time today between trying to get a code from eurogamer, to downloading and installing only to not have it work. Jesus christ.
 
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