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Puppeteer is the most gorgeous platformer ever -- but how will it play?

If you have tight, responsive controls and good level-design you're onto a winner. LBP failed in at least one aspect and I just can't stomach to play that game. I'm also weary about this, but it looks like they're really giving it their best at least.
 
Just for the record, i've never had a problem with LittleBigPlanet controls. Nor has my sister (not a gamer at all), or her boyfriend (a big Nintendo fanboy who plays lots of Mario).

But yeah...
 
ugh. I despair of the LBP bashing. the "floatiness" may not be preferable to those who can't handle anything but Mario Physics, but LPB 1&2 were some of the most impressive games of this entire generation, from the create aspect alone. They are really fucking far from inept, junior.
I agree with him, platforming in LBP was just awful, so glad I got that game as a free download.

Oh and just because someone doesn't have as many posts as you do doesn't invalidate his opinion. Because if we play that game: "My opinion > your opinion > his opinion" by total posts and "my opinion > his opinion > your opinion" when going by seniority.

It's kinda funny reading people unwilling to pay retail for the game and then go and buy 2D Mario and Rayman for full.
Buying 2D Mario for full is pretty much the only way to buy 2D Mario - these games simply don't drop in price significantly. Other than the evergreen Nintendo franchises I never buy full though, be it dudebro shooter or 2D platformer. My backlog is big enough for me to play the waiting game.
 
The only Japan Studio game I recall off-hand is Siren Blood Curse, but that was mainly Silent Hill alumni, right?

Yep. This year Team Siren came out with Gravity Rush too. Japan Studios, excluding Team Ico, is mostly known for their heyday stuff. Ape Escape and whatnot.
 
Yep. This year Team Siren came out with Gravity Rush too. Japan Studios, excluding Team Ico, is mostly known for their heyday stuff. Ape Escape and whatnot.
Whoa, the Team Siren people made Gravity Rush? That game really tempted me on a Vita, but I'm waiting for the library to grow before I pull the trigger.
 
Was this shown at E3? I thought it made its debut at Gamescom. I watched Sony's E3 presser and had this been shown there I would've remembered.

Yeah Gamescom my bad

So the same people saying that they wont buy this game for full price are also the people running out on launch day to slap a wad of money down for Mario/Rayman? because if that's what you mean I really don't think that's the case.
I didn't mean everyone. Just think it's unfair when those other games don't get "would buy on DD for 15 bucks" kind of responses.

Personally, I wouldn't pay 50-60 bucks for a platformer so I'm not speaking for myself here, just in general.
 
I agree with him, platforming in LBP was just awful, so glad I got that game as a free download.

Oh and just because someone doesn't have as many posts as you do doesn't invalidate his opinion. Because if we play that game: "My opinion > your opinion > his opinion" by total posts and "my opinion > his opinion > your opinion" when going by seniority.

Of course. But s/he called MM "inept", which I thought was over the line.
 
Of course. But s/he called MM "inept", which I thought was over the line.
For any given project, a developer can be competent in some regards and incompetent in others. The overly floaty platforming was either a case of not knowing how to make what is typically considered a fun platformer, or an ill-informed design choice that served the construction elements but undermined the actual running and jumping. MM clearly made competent choices in all other regards, though, from the creation elements to the presentation.
 
I don't want to bog down the thread on an LBP argument so this will be my last post on this - but those controls, while absolutely feeling floaty, were not terrible. I think they were simply unfamiliar to the Mario/Rayman set. it is totally skill based. Look at the reviews those games got, they are not considered even remotely bad. It won a preposterous number of awards and accolades.

look at this link:
http://www.littlebigplanet.com/en/news/awards/

and that's just LBP 1.

Now tell me Media Molecule is "inept". That's just madness.

Preference is one thing, but GAFfers take it too far sometimes.

I didn't call them inept or even think that they are. It's just that the physics engine they created to handle the creation tool just doesn't work with platforming well.

You are right though, MM are not inept...they just didn't create a great platformer.
 
This looks absolutely splendid and so creative! Definitely going on my list; this totally went under my radar (not difficult), but it's a good reminder as to why the PS3 is my HD console of choice.
 
I bought Trine 2 for a few bucks on a Steam sale and I can't say I'm terribly fond of its controls, either. That game is a bit more methodical than LBP, though. Trine 2 also features some hack-and-slash/shooting elements to break up the basic platforming.

As for LBP's scores, I believe those were predicated on the strength of everything BUT the platforming -- the robust creative suite is commendable in its own right. But it's like Media Molecule focused on everything, and delivered everything, except the most crucial element of all: the platforming. If they can dramatically overhaul Sackboy's handling in the inevitable LBP3, the series could become something truly special.

In the meanwhile, the only platformer I'm concerned about is Puppeteer. Make it fast. Make it responsive. Provide a strong sense of precision with each jump -- air-control WITHOUT feeling like you're in zero gravity, and running jumps WITHOUT feeling like you're a jittering sack of potatoes. We should be able to turn on a dime, especially if we're to chase our head when it falls off, lest we die in three seconds. I want to be able to fly through these levels, once mastered. That's the real measure of a platformer's worth -- can you fly through the levels skirting death left and right, once the controls are mastered? Is it effortless and second-nature, a zen-like display of concentration and skill?

They've perfected the imagery. Now Puppeteer has to prove they've perfected the interaction.
I think what it is, is that people start from the position that the controls are broken and in need of a fix. That really isn't the case, they were designed that way. It fits within the thematic (and visual) context of that game. The developers of Trine also considered it a legitimate 'feel' too, I guess.

I wasn't too keen on the feel of LBP myself, but since playing the Vita version with the beta I think it's more to do with the looseness of the DS3s face buttons, the Vita (and Move's) micro switches are a better fit in my opinion.

As for The Puppeteer? Given the almighty backlash against the controls in LBP I wouldn't worry about it.

Interesting discussion.
 
Looks amazing damn. 3rd time seeing this and I'm still amazed.

Though I really need to play this for myself because I'm not falling for a LBP-like game ever again. Not with those physics and controls no sir.
 
Probably my favorite trailer from Gamescom, seriously, this game looks a lot of fun and it could be the first game in a little while for me that I will actually spend $60 for when it comes out next year or so.
 
I think what it is, is that people start from the position that the controls are broken and in need of a fix. That really isn't the case, they were designed that way. It fits within the thematic (and visual) context of that game. The developers of Trine also considered it a legitimate 'feel' too, I guess.

I wasn't too keen on the feel of LBP myself, but since playing the Vita version with the beta I think it's more to do with the looseness of the DS3s face buttons, the Vita (and Move's) micro switches are a better fit in my opinion.

As for The Puppeteer? Given the almighty backlash against the controls in LBP I would worry about it.

Interesting discussion.
Was there enough of a backlash against LBP's controls for Sony -- and Japan Studio -- to be aware to avoid what MM did in that regard? I hope so...

I also hope that Gavin isn't just name-dropping Nintendo and Rayman when he says he looks to them for inspiration. While I'm not fond of Rayman's controls, I still respect it as a platformer. I really hope he's studying Mario and DKC, though. I watched the Puppeteer trailer again and the bits that give me the most hope are the scissors -- those look undeniably fun to use, and apparently they're the most important mechanic in the game.

As for Trine, or more like the topic of controls in general... Don't get me wrong. I've taken strongly to some titles with controversial controls. Take Kid Icarus Uprising, for example; I -love- the controls in that game, and can complete stages on 9.0 difficulty using the stylus and no stand, with 3D cranked all the way up. There was an adjustment period, but the game is most definitely designed around the controls and they offer a level of speed and precision you simply couldn't get any other way (barring possibly KMB).

Still, with LBP and Trine, the physics made the platforming so plodding compared to what they could've been. LBP is the worse offender; I understand how its physics serve the creation tool, but still...
 
Does anyone else think this game is setting itself up for disaster?

1. Full Priced Retail Release
2. No mention of multiplayer - (the purists can hate me, but adding in a 4 player co-op mode would just sweeten this game's pot)
3. No mention of Vita

This game, unlike Rayman, will be on a SINGLE platform- the PS3. Rayman sold "ok" because it was ported to every platform under the sun. The PS3 audience has been fostered on cinematic action games- this will be a tough sell.
 
Was there enough of a backlash against LBP's controls for Sony -- and Japan Studio -- to be aware to avoid what MM did in that regard? I hope so...

I also hope that Gavin isn't just name-dropping Nintendo and Rayman when he says he looks to them for inspiration. While I'm not fond of Rayman's controls, I still respect it as a platformer. I really hope he's studying Mario and DKC, though. I watched the Puppeteer trailer again and the bits that give me the most hope are the scissors -- those look undeniably fun to use, and apparently they're the most important mechanic in the game.

As for Trine, or more like the topic of controls in general... Don't get me wrong. I've taken strongly to some titles with controversial controls. Take Kid Icarus Uprising, for example; I -love- the controls in that game, and can complete stages on 9.0 difficulty using the stylus and no stand, with 3D cranked all the way up. There was an adjustment period, but the game is most definitely designed around the controls and they offer a level of speed and precision you simply couldn't get any other way (barring possibly KMB).

Still, with LBP and Trine, the physics made the platforming so plodding compared to what they could've been. LBP is the worse offender; I understand how its physics serve the creation tool, but still...
I meant "I wouldn't" worry about the Puppeteer's controls. Typo :(

Yeah the backlash is pretty big.
 
Is anyone ready to pay 60$ for this game though? I know plenty of people who were reluctant to pay that same amount for Rayman Origins when it launched even though it was pretty awesome. I hope they price it well.

Sure, don't know why it wouldn't deserve my cash just because its a 2D platformer.
 
It's kinda funny reading people unwilling to pay retail for the game and then go and buy 2D Mario and Rayman for full.
Haven't seen any of those people, but plenty of fuckers who complained about retail price for other 2D games as well, particularly Rayman.
 
Just for the record, i've never had a problem with LittleBigPlanet controls. Nor has my sister (not a gamer at all), or her boyfriend (a big Nintendo fanboy who plays lots of Mario).

But yeah...
Same. I ended up beating both campaigns and a ton of user-creative levels no problem. My co-op partners seem have no problems either. It's a really overblown complaint, but holy fuck do people run with it.
 
This game, unlike Rayman, will be on a SINGLE platform- the PS3. Rayman sold "ok" because it was ported to every platform under the sun. The PS3 audience has been fostered on cinematic action games- this will be a tough sell.

LBP, a 2D platformer, sold quite a few million. So it's not out of the realms of possibility.
 
Same. I ended up beating both campaigns and a ton of user-creative levels no problem. My co-op partners seem have no problems either. It's a really overblown complaint, but holy fuck do people run with it.
that's pretty much a standard when it comes to the internet on just about every subject

anyway yeah this game looks great. I hope the content is there.
 
Am I the only one that think the art in the video linked in the OP is fucking hideous?

Doesn't really matter to me either way because I can't imagine any type of platformer interesting me at this point but still.
 
Am I the only one that think the art in the video linked in the OP is fucking hideous?

Doesn't really matter to me either way because I can't imagine any type of platformer interesting me at this point but still.
I think it looks drop-dead gorgeous. It's like a Henry Selick film with Mike Mignola art, and a sort of Gilliam-/Burton-esque dream-like quality.
 
You nailed EXACTLY what I hate about it. Thank you was really bothering me why I disliked it so much.

As much as I dislike it, it isn't generic so hopefully it finds an audience!
LOL, well that settles that. XD

Of the names I dropped, it's the Mignola-esque qualities I find most endearing. Mignola (creator of Hellboy) has a penchant for drawing puppets. His style is best likened to Jack Kirby meets the German Expressionists. I get that vibe here -- sorry if it's not for you. :)
 
Of course. But s/he called MM "inept", which I thought was over the line.
Well English is not my first language so maybe I'm off but I don't think that's a harsh word. From my perspective they are inept in terms of making a good, fun platformer.

LBP, a 2D platformer, sold quite a few million. So it's not out of the realms of possibility.
They bundled it and it had a huge marketing campaign - I suppose we won't see that for this title. And quite honestly why should it sell all that much? Small team, small expectations I guess. Oh and LBP dropped in price really quick too - I expect this to do the same. I too think it'll be a hard sell but as I said I don't think Sony expects to sell too many copies so it should be fine.
 
Doesn't look like the most gorgeous platformer ever to me. (That might be Rayman Origins, currently.) Looks alright, particularly the scissoring, but that reminds me of the Ecco games' suspended water paths, with less freedom of movement. Cutting suspended platforms seem interesting, as does clipping the boss' nails. Not feeling the hype, but cool-looking.
 
A Blu-ray disk release has been confirmed. Most people will probably opt for that option unless they have spacious hard drives, since there's quite a bit of volume to this game.

dammit, no psn? My cd drive is borked and I can only play PSN stuff. No way in hell am I paying $100 to fix my ps3 with so little on the horizon I'm interested in :(
 
dammit, no psn? My cd drive is borked and I can only play PSN stuff. No way in hell am I paying $100 to fix my ps3 with so little on the horizon I'm interested in :(
There might be a PSN release. All I know for certain is Blu-ray. It's a substantial game and Gavin (lead dev at Japan Studio) told Eurogamer they're going all-out with the content.

Man, I'm chomping at the bit to see more gameplay and hear some impressions about whether the game is problematically floaty.
 
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