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Author Topic: [PS4/PS3] Little Big Planet 3  (Read 356 times)
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Caine
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« on: June 10, 2014, 04:06:05 AM »

Announced during Sony's E3 2014 conference, available Holiday 2014.


http://kotaku.com/rejoice-littlebigplanet-3-is-coming-1588408610



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TiLT
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« Reply #1 on: June 10, 2014, 07:06:04 AM »

I'm hyped for this game, having played all the previous games (including the Vita version but excluding the PSP version), this was an extremely pleasant surprise that I didn't see coming. Best of all, you can play all previously released community levels for the other games from day 1. smile
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« Reply #2 on: June 10, 2014, 08:03:22 AM »

Yeah, keeping that backwards compatibility is great. However, it does mean they won't change the physics to be tighter, at least not with the basic game. I'm fine with the floatyness, but I do think they could add in alternate physics models using sackbots and the like.

I noticed a helluva lot more Z depth levels now too, and maybe even free movement between them in some instances.

Also with now much better PSN is now, hopefully that means less waiting.

Oh and HUUUGE levels! They did a pretty good job of cramming some decently large and complex levels into the LBP framework. Can you imagine what they can do now that they have ~6GB memory instead of 512MB, and using the same art style.

Heck, I already have a PS4 and 4 controllers knowing that LBP3 was coming, and while things haven't changed as much as I'd have liked, it's enough that it's all here. All my cousins are still asking to play LBP years after.
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« Reply #3 on: November 18, 2014, 12:27:26 PM »

Well, I downloaded this last night.  The game glitched almost immediately in a big way.

Got through the intro of the plot, then sackboy was standing, hovering really, over a background image of roses.  He could still run, but there was nothing to run on or to, though eventually a goofy guy in a box fell from the sky, inexplicably. 

I was done for the night anyway, so I just thought I'd set up transferring stuff from LBP1.  The game locked up hard.

Off to a great start.
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Caine
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« Reply #4 on: November 18, 2014, 05:11:01 PM »

Reading reviews sounds like they left the 4-player co-op as different characters on the back burner and did not really make it as big as they did in the E3 presentation.
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« Reply #5 on: November 21, 2014, 06:18:00 AM »

I just played a level that brought into stark contrast all the highs and lows of this damned game series.

This was part of the main adventure, in the second section (the swamp, I guess).  There's a side mission you can do that grinds your sackthing down into multiple tiny versions of yourself.  The concept here is very clever, doing more than what is expected.  The graphics are charming as always and the design of the level seems quite good on the surface.

Mechanically, though, the whole thing falls apart spectacularly.  The goal is to get 6 of your minisacks to the end.  I played this level dozens and dozens of times to achieve that goal.  Not once did my failures feel like an error on my part.

You have all these little dudes and they start clumped together.  In this state, logically, they should stay clumped together unless I mistime a jump.  But they do not.  For some reason, they decide to run and jump at slightly different speeds.  I honestly believe it's so they can look cuter, as they seem to be looking around in different directions, smiling at different things.  I think it slows them down.  And, damnit, they are cute.

The entire point of this level relies on you having to keep the little guys together, but the game repeatedly keeps that from being possible.  There are multiple swings within, and your sackgang often make a kind of chain (but not always).  This chain can often swing right into an electric fence, taking out one or two right there.  There are leaps from swings to other swings, but your sacklings will grab onto that other swing in different ways (or not at all), making it impossible to swing them all over to the waiting platform.  There are jumps that seem simple, but one sackguy often decides he just can't make it.

And then there's the end bit.  Your sackamatronics get clumped into two groups (more or less, which is itself an issue).  Before this, there have been safe walls where you could herd them together into a cohesive mass before running them and jumping them into an unwieldy sparseness.  But not at this point.  These two groups are meant to make a series of jumps on tiny platforms.  This would be perfectly doable if the damned things stayed together, but they do not.  Often, before the end of this section, I found myself with an impossible to manage third group.  Other times, every thing was actually working until, once again, three of them just decided to stare adorably at the camera instead of making it across the gap.  A couple of times, the camera focused on the wrong group, making it impossible to time the jump of the sackfellows in the lead.

And this doesn't even count the times I suddenly found myself in background-only limbo.

The feeling I had completing this level was one of luck finally working for me.  Not that I had accomplished anything through skill.

Of course, you don't have to get all of the sackers to the end.  They'll let you off just getting one there, but when the cuteness gauntlet is thrown...  And it says something that I stuck it out.

As always, I want to like these games way more than I do.  I look forward to them every time.  The aesthetic is very appealing.  I love Stephen Fry (though I have been finding myself wishing he would shut the hell up with all that tweeness).  The music is generally great.  The way it's put together is extremely clever.  But the mechanics are just not there.  They are sloppy and punish you for their sloppiness (not like, say, the Lego games, where they're sloppy, but apart from some bad races, it doesn't really matter).

The potential for this game is massive, but I think they constantly shoot themselves in the foot.  It's a big release, of course, but it could be even bigger.  My daughter always wants to play these games (and I try to get her to do it, if only to help me get those annoying MP collectibles (I don't like being forced to play with others to scratch my completionist itch), but she almost always gives up after one level. 

Frustration should not be this big an issue in such a charming game.
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Turtle
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« Reply #6 on: November 21, 2014, 08:04:16 AM »

Yeah, while keeping backwards compatibility with older levels was nice.

They really needed a new engine to fix the physics and slowness due to the scripted nature of the game.

Here's hoping they can make a full LittleBigWorld at some point that's PS4 only, with a new engine. Or, whatever MM is doing now.
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TiLT
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« Reply #7 on: November 21, 2014, 08:43:36 AM »

Quote from: Turtle on November 21, 2014, 08:04:16 AM

They really needed a new engine to fix the physics and slowness due to the scripted nature of the game.

People keep saying this, but they "fixed" this long ago. You can tweak the physics and controls as you please when creating your own levels, but they've been maintaining the classic style (still with improved precision every time they release a new game) for the official campaign. It's not the engine holding them back. The current physics are a deliberate choice they've made, for a number of reasons.
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« Reply #8 on: November 22, 2014, 01:31:21 AM »

Actually no, the physics engine for LBP is a deliberate trade off. Yes, it was a choice, but no, it was not the optimal choice since they had to fit it on the funky and already dated PS3 hardware. You should know that as well as anyone.

I enjoyed all the LBP games, but saying that the physics and interactions can't be improved is a bit silly.

And they had to choose the same trade off as before to keep compatibility with LBP 1 and 2 levels, which is primarily due to LBP3 being on both PS3 and PS4 as a cross gen release.
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