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Alex Evans teases one more LBP reveal

industrian said:
My guess would be the ability to export user-created stuff for use on the PSP. Albeit with cut down visuals/etc.
I don't think that is it. When you read the quote in context, it sounds like its some sort of gameplay feature that opens up an entirely new level of creation or gameplay type. This is exactly what this game needed. Just when we thought we knew all about LBP, out comes Alex-Quarterman-Evans who wins the game with the three pointer at the buzzer.

My money is still on RPG and / or story editors.
 
soul said:
To be honest I would love Sony to include a Sackboy figure with each copy. If they do that they win currect gen as far as I'm concerned :)

It's almost a no fucking brainer. This game will have sackboy plushies with the LE. Bet on it.
 
Pop On Arrival said:
It's almost a no fucking brainer. This game will have sackboy plushies with the LE. Bet on it.
I still think Sony needs to include a Mic with this game. The biggest criticism PSN gets, and the reason most people don't buy PS3 multiplayer games is due to no one having a mic. Including a mic with this game will not only push sales through the roof, but also encourage people to play co-op online.

Sony has been awfully quiet, hopefully they are thinking of bundling along these lines.
 
Private Hoffman said:
When is the last time Sony did a LE for one of their big games? :(

Wow, just realized Sony has never done LE's when it comes to first party stuff. I'm mailing them a big bag of shit if they don't release sackboy plushies out on the market, though.

I still think Sony needs to include a Mic with this game. The biggest criticism PSN gets, and the reason most people don't buy PS3 multiplayer games is due to no one having a mic. Including a mic with this game will not only push sales through the roof, but also encourage people to play co-op online.

what Sony needs to do is bundle mics with the fucking PS3 - not games. Like, starting next week.
 
Pop On Arrival said:
Wow, just realized Sony has never done LE's when it comes to first party stuff. I'm mailing them a big bag of shit if they don't release sackboy plushies out on the market, though.

Only game I can think of was God of War 2 that got a 2-disc Special Edition here in Europe. The closest thing I guess.

L1272281God-of-War-II-Ltd-Ed..jpg
 
I'm kind of waiting for the "surprise it's also an MMO, monthly fee of $9.99" kind of announcement. So far it's all been far too good to be true :)
 
The should have a LE with a Sackboy plushie, a art book showing the many types of Sackboy you can make and a level design guide for noobs.
 
thuway said:
I still think Sony needs to include a Mic with this game. The biggest criticism PSN gets, and the reason most people don't buy PS3 multiplayer games is due to no one having a mic. Including a mic with this game will not only push sales through the roof, but also encourage people to play co-op online.

Sony has been awfully quiet, hopefully they are thinking of bundling along these lines.

You know what, that would be a pretty damn good idea. I know Warhawk tried to do it, but that sort of failed. But I can see LBP being the game that *every* PS3 owner must own.

Like Wii Play, pack in a piece of hardware and the value skyrockets.


BeeDog said:
Hoffman, wtf at your tag :lol :lol

I wonder who is supposed to sucking who's dick. :lol
 
BeeDog said:
Only game I can think of was God of War 2 that got a 2-disc Special Edition here in Europe. The closest thing I guess.

L1272281God-of-War-II-Ltd-Ed..jpg

:lol no the normal NTSC one was 2-disc with one Disc with Cory Barlog boring reality show , they just gave PAL the regular edition one as LE .

they did Killzone Collector's Edition only for PAL land tho .

515EVG8E04L._SS500_.jpg
 
Loudninja said:
The should have a LE with a Sackboy plushie, a art book sowing the many types of Sackboy you can make and a level design guide for noobs.

Imo that would be awesome, i'd love a Sackboy plushie, art book would be awesome aswell.
 
Totobeni said:
:lol no the normal NTSC one was 2-disc with one Disc with Cory Barlog boring reality show , they just gave PAL the regular edition one as LE .

Yeah I know about this, but as I said, it was the closest thing I could recollect.
 
Sins* said:
Imo that would be awesome, i'd love a Sackboy plushie, art book would be awesome aswell.

An artbook showing 'how-tos' on designs and contraptions done by the developers for LBP would be super super awesome. I'd actually pay seperately for a high quality 'art guide' for LBP!
 
I definetely think its going to be more than Youtube recording. However, I'll take what I can get :).

Someone needs to make a "How Would You Adervtise Little Big Planet" thread. Obviously, we all have big ideas, I'm sure that thread will bring all sorts of awesomeness.
 
Firtsly, we created our own Sackboy, which acts as your in-game avatar. Like the rest of the game you have the creative freedom to go as minimalist or over the top as you like. Another journalist sitting nearby during our hands-on recreated Final Fantasy villain Sephiroth complete with minature wooden sword. We went for a more subdued Solid Snake ensemble in a camo suit and cardboard box headgear for our on-screen character.

The early part of the single-player game is ostensibly a glorified tutorial, giving you a indication of what you'll be doing in the remainder of the game. Here you'll get a chance to familiarise yourself with the three planes of depth--essentially the foreground, middle, and background of any given level--you'll need to traverse between using the analog stick. Sackboy is also clever, so jumping between two planes will see you land safely where you intended. The standout feature of this first level was a sticker puzzle requiring you to open your Pop-It item menu, locate the three matching stickers, before using them to cover a wooden canvas. Even with sloppy pasting provided you hit part of the target you'll pass this obstacle, unlocking a bridge to allow you to continue. The sticker beast--who looks like Henry the Eighth wearing sneakers--follows you until he reaches a trigger point. Once here a collectible item bubble is triggered and released and once picked up unlocks a new costume element for you to try on. Level two was much the same, but mixed things up a tad by including ramps, destructible bridges where you would fall to your death, a spinning wheel, and a rideable skateboard. There was also a miniature wooden horse vehicle used as a makeshift ladder to reach a wayward bonus bubble.

Because LBP is so heavily physics driven you'll need to think a few steps ahead and at times work in reverse to build platforms for other items to sit on. Luckily there are two functions you'll want to immediately familiarise yourself with. Up on the D-pad disables your stage's physics to allow item placement and where necessary secure objects to the ground by holding the X button. Down on the D-pad engages the hover mode which you'll use to zoom around your level untethered. One or both can be disabled when you're ready, and you can try out your physics playground in real time to make sure everything is working as intended. On the left hand side of the screen is a large red thermometer to indicate the maximum number of objects which can be placed per level. It's not nearly as restrictive as it sounds, and inserting items included on disc only has a small associated memory footprint as they simply get saved as vector coordinates for the game to reassemble on another user's console. Custom items such as images captured using the PlayStation Eye camera and then placed in your level will attract a higher space charge, although the sheer size of the levels we saw being made in both height, width, and complexity shouldn't leave too many of you wanting for more space. We began our demo with only a modest material list spanning cardboard, wood, rubber, metal, sponge, stone, glass, and dark matter, but between these and the freedom to pick and alter shapes, you'll be able to start building your jumping puzzle, trebuchet, or skateboard ramp in no time.

The modular nature of LBP extends beyond the items you can drop into levels, and includes the levels themselves. Variables such as the lighting or fog in a level can be tweaked independently, turning an outdoor day environment into a spookier night-time setting ripe for ghosts and ghouls. Likewise, many items have their own tweak sub-menus, accessed by holding the square button when selected using Pop-It and allowing you to adjust relationships, radius trigger distances, sounds, and more using sliders.

http://www.gamespot.com/ps3/action/littlebigplanet/news.html?sid=6195346
 
· Great home integration.
· Races (wins the first sackboy who reach the end of the level).
· You Tube videos integration (upload your videos and download others to use them in the level).
· PSP Remote Play and Trophies (of course).
· PSP version.
 
Maybe there is some sort of RPG integration. Well okay, almost 100% guaranteed to not have RPG elements, but I can dream can't I?
 
The standout feature of this first level was a sticker puzzle requiring you to open your Pop-It item menu, locate the three matching stickers, before using them to cover a wooden canvas. Even with sloppy pasting provided you hit part of the target you'll pass this obstacle, unlocking a bridge to allow you to continue.

sticker puzzes :0
 
Well I've been wrapping my head around the RPG idea, and it wouldn't work out since it would be hard to determine how it would trasnfer via level to level.

I am supposing it could be a weapon system of some sort. Guns? Fireballs? LaZZers?

OR
Sony waggle hits this Fall? Combats Xbox 360's price drop!?

BELIEVE!
 
thuway said:
Well I've been wrapping my head around the RPG idea, and it wouldn't work out since it would be hard to determine how it would trasnfer via level to level.

Your sackboy has an inventory, remember.

If you use a sticker as the key in unlocking level-appropriate behaviour or things (via the sticker lock-and-key switch type), then you would be able to carry your 'level' from game level to game level.

With my idea of using the magnetic switches, with one part of it in something Sackboy can wear, then that does depend on being able to match up magnetic switches from one level with others in another..which isn't a given.
 
thuway said:
Bbbbbuuttt.... LBP isn't worth full price. Its a 20 dollar downloadable game.

Am I the only person here who has preordered two copies because I feel one day this game will be worth over 200 dollars?

Dude, seriously, in every single LBP thread, you KEEP bringing this up. STOP. You're just provoking the BS. Give it a rest already, your crusade is complete. Just discuss the game and stop trying to provoke the sales age / price pirates.
 
SolidSnakex said:
Firtsly, we created our own Sackboy, which acts as your in-game avatar. Like the rest of the game you have the creative freedom to go as minimalist or over the top as you like. Another journalist sitting nearby during our hands-on recreated Final Fantasy villain Sephiroth complete with minature wooden sword. We went for a more subdued Solid Snake ensemble in a camo suit and cardboard box headgear for our on-screen character.


The early part of the single-player game is ostensibly a glorified tutorial, giving you a indication of what you'll be doing in the remainder of the game. Here you'll get a chance to familiarise yourself with the three planes of depth--essentially the foreground, middle, and background of any given level--you'll need to traverse between using the analog stick. Sackboy is also clever, so jumping between two planes will see you land safely where you intended. The standout feature of this first level was a sticker puzzle requiring you to open your Pop-It item menu, locate the three matching stickers, before using them to cover a wooden canvas. Even with sloppy pasting provided you hit part of the target you'll pass this obstacle, unlocking a bridge to allow you to continue. The sticker beast--who looks like Henry the Eighth wearing sneakers--follows you until he reaches a trigger point. Once here a collectible item bubble is triggered and released and once picked up unlocks a new costume element for you to try on. Level two was much the same, but mixed things up a tad by including ramps, destructible bridges where you would fall to your death, a spinning wheel, and a rideable skateboard. There was also a miniature wooden horse vehicle used as a makeshift ladder to reach a wayward bonus bubble.


Because LBP is so heavily physics driven you'll need to think a few steps ahead and at times work in reverse to build platforms for other items to sit on. Luckily there are two functions you'll want to immediately familiarise yourself with. Up on the D-pad disables your stage's physics to allow item placement and where necessary secure objects to the ground by holding the X button. Down on the D-pad engages the hover mode which you'll use to zoom around your level untethered. One or both can be disabled when you're ready, and you can try out your physics playground in real time to make sure everything is working as intended. On the left hand side of the screen is a large red thermometer to indicate the maximum number of objects which can be placed per level. It's not nearly as restrictive as it sounds, and inserting items included on disc only has a small associated memory footprint as they simply get saved as vector coordinates for the game to reassemble on another user's console. Custom items such as images captured using the PlayStation Eye camera and then placed in your level will attract a higher space charge, although the sheer size of the levels we saw being made in both height, width, and complexity shouldn't leave too many of you wanting for more space. We began our demo with only a modest material list spanning cardboard, wood, rubber, metal, sponge, stone, glass, and dark matter, but between these and the freedom to pick and alter shapes, you'll be able to start building your jumping puzzle, trebuchet, or skateboard ramp in no time.

The modular nature of LBP extends beyond the items you can drop into levels, and includes the levels themselves. Variables such as the lighting or fog in a level can be tweaked independently, turning an outdoor day environment into a spookier night-time setting ripe for ghosts and ghouls. Likewise, many items have their own tweak sub-menus, accessed by holding the square button when selected using Pop-It and allowing you to adjust relationships, radius trigger distances, sounds, and more using sliders.

Wow at the lighting and fog being able to be changed. Very, very cool. Silent Hill Level anyone? This game keeps sounding better and better the more information they release. They have done a very good job with PR on this as far as not putting out all the information out at once, but releasing it incrementally and having all the information being interesting.
 
yurinka said:
· Great home integration.
· Races (wins the first sackboy who reach the end of the level).
· You Tube videos integration (upload your videos and download others to use them in the level).
· PSP Remote Play and Trophies (of course).
· PSP version.

Would be great if user created content could be exported to Home. Even user created Trophies. They could reserve these for only the levels deemed great enough for selling at a price.
 
yurinka said:
· Great home integration.
· Races (wins the first sackboy who reach the end of the level).
· You Tube videos integration (upload your videos and download others to use them in the level).
· PSP Remote Play and Trophies (of course).
· PSP version.

Races are already in the game. You can set up a stard point and a finish line, or even a moving finish line, and race gainst others.

I think youtube usage would be great. Being able to make and edit a trailer of your level, then upload it to be accessed on your PC or right from the world menu would be great.
 
I'm guessing it'll be like Crash Bandicoot.

You know, the behind the back (or chase cam) when you're moving forward, being chased by some big creature, etc.
 
yurinka said:
· Great home integration.
· Races (wins the first sackboy who reach the end of the level).
· You Tube videos integration (upload your videos and download others to use them in the level).
· PSP Remote Play and Trophies (of course).
· PSP version.

Confirmed. It seems is like Sonic Rivals (but in a good way).
 
I'm hoping for a basic video editing mode where you can record, or save replay your game and use them to make your own lbp video, this mode will also allow you to bring in your own music.

I'm hoping there's no copyright problem with this one because you're basically only making a video. I don't see music company shutting down fanmade music video on youtube, not sharing the mp3 like if allow custom soundtrack on vreate a level and share them online.

I'm also hoping for custom soundtrack ingame, I don't mind if I can't share them online and just use them in my offline game
 
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