PS3 Little Big Planet

Denke mal Sony hat sich mit dem game am Anfang übernommen. Es sollte nur nen kleiner PSn Download werden aber dann kamen immer mehr Ideen hinzu und die Gamer waren dermaßen begeistert das sie mit dem enticklen nicht hinterherkamen. Das game wird dieses Jahr mächtig die Hater pwnen.:-D
 
Denke mal Sony hat sich mit dem game am Anfang übernommen. Es sollte nur nen kleiner PSn Download werden aber dann kamen immer mehr Ideen hinzu und die Gamer waren dermaßen begeistert das sie mit dem enticklen nicht hinterherkamen. Das game wird dieses Jahr mächtig die Hater pwnen.:-D

die Wii fans werden sich in die eier beißen, falls sie keine ps3 besitzen
aber ich denke in spiele läden können sie das probezocken und zufrieden sein
 
Gamefront.de schrieb:
LittleBigPlanet nur auf Blu-ray Disc

26.02.08 - Sonys LittleBigPlanet soll nur auf Blu-ray Disc erscheinen, nicht aber im PlayStation Network. Das bestätigte Nick Robinson, Marketing Manager von Sony CEE, gegenüber Eurogamer.net.

wird wohl doch ein aufwendigeres game geworden sein als sony sich das vorgestellt hat... kann nur vorteile auf BD haben ;-)

hoffe aber es wird nur 29€ oder so kosten... 69€ wäre zu viel in meinen augen für dieses game
 
wird wohl doch ein aufwendigeres game geworden sein als sony sich das vorgestellt hat... kann nur vorteile auf BD haben ;-)

hoffe aber es wird nur 29€ oder so kosten... 69€ wäre zu viel in meinen augen für dieses game

wird ein vollpreistitel,wie du in der heutigen news nachlesen kannst...
 
naja wenns nen 50 lvl story mode mit rendersequenzen (und was sonst noch so alles dazugehört außer sprachausgabe) gibt wärs 60€ schon wert! (wer mehr als 60€ für irgend ein ps3 game ausgibt ist eh selber schuld ;) )
 
Find das überhaupt nicht schlimm, das Spiel wird mich so lange fesseln wie nur wenige Spiele ...Mich interessiert ehr, was da noch so alles kommen wird, und ob davon sehr viel etwas Kosten wird, etc.
 
wtf? ich dachte schon die ganze zeit dass das spiel auf BD erscheinen wird und ca 65€ kosten wird

Ich hab gehofft, dass es billiger sein wird. Aber nun gut, bin im September in Italien und darf dann halt fast kein Geld ausgeben. Das wird hart... außer es gibt LBP als EU Version da billiger. xD
 
neue Screens.

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mehr screens hier:
http://www.worthplaying.com/article.php?sid=50030

The LittleBigPlanet experience starts with players learning about their character's powers to interact physically with the environment. There are obstacles to explore, bits and pieces to collect and puzzles to solve -- requiring a combination of brains and collaborative teamwork. As players begin to explore, their creative skills will grow and they will be ready to start creating and modifying their surroundings -- the first step to sharing them with the whole community.

Characters have the power to move anything in this glued and stitched- together 3D landscape; they have the power to design, shape and build both objects and entire locations for others to view and play. There's no complicated level editor; all of these skills can be learned by simply playing the game. Creativity is part of the gameplay experience and playing is part of the creative experience. Players can make their world as open or as secretive to explore as they like. When it's ready, they can invite anyone within the LittleBigPlanet community to come and explore their patch -- or can go and explore everybody else's.

So, how does it work?

* Play the game, learn the skills and then find your own way to play. There isn't a set solution to anything -- you live LittleBigPlanet however you want to.
* Create your own content -- customize your character and build your own locations. You have the power to rearrange anything in this unbelievably tactile landscape.
* Build, move, create, collaborate -- then share content with friends or publicly by inviting the whole world to come and visit your own location on LittleBigPlanet.

Key features:

* There's not just one way to play. Players craft their own individual experience
* Unlimited possibilities for user-created content -- players can customize everything: their characters, the landscape around them and their own patch on LittleBigPlanet
* Players discover and win new skills and items to aid them on their creative journey
* Initial levels will be provided -- endless others will be user-generated on a global scale. LittleBigPlanet will change every day as players contribute their own levels
* Online and offline multiplayer modes -- play alone, work as a team or get competitive
* LittleBigPlanet global community for players to get involved with: includes player comments, rankings and easy communication with new and existing friends
 
schon so viele Videos, Screens und Infos. Will das Spiel endlich haben ^^ aber naja dauert trotzdem noch...auch wenns für mich schon total fertig aussieht. :-)
 
Neues Hands on^^


LittleBigPlanet Hands-On
We go hands-on with a pre-alpha build of GameSpot's Game of E3 2007.
By Guy Cocker, GameSpot UK
Posted Feb 27, 2008 1:39 am PT

Thanks to its many media appearances around the globe, LittleBigPlanet has gone from quirky indie darling to a flagship title for Sony's PlayStation 3. We named it our game of the show at E3 2007, and since then it's gone on to wow the crowds at events in Leipzig, Las Vegas, and San Francisco. But during all of Media Molecule's globe-trotting antics, the Cambridge-based developer has never shown the game off in its home country. Thankfully, they decided to address the oversight by inviting us to a central London location for a hands-on with a brand-new build of the game.

LittleBigPlanet has its fair share of bugs at this stage, but it's clear that the developer has all the basic elements in place. The game is officially in a pre-alpha stage, although a highly limited beta test has also begun to test the online code. Nonetheless, the version that we played was apparently completely new and stable enough for us to play in four-player mode. Working alongside three other games journalists was an absolute joy, and we witnessed much of the game's early potential transforming into a sublime multiplayer experience right before our eyes. LittleBigPlanet is a game that's impossible for you to play without grinning like a child, and we had an immense amount of fun customising our character and playing cooperatively in the world.

The first part of our hands-on was spent customising our character, Sackboy. Sackboy is an immensely charismatic lead, seemingly modeled on the sort of gangly teddy that your grandma might have knit for you as a child. In the full game, you'll have to play through to unlock the full wardrobe of accessories for Sackboy, but our demo had everything available to us from the start. Using the "poppet" menu system, we could turn Sackboy into a raggedy old doll, a lizardlike creature, or even a Hellgast from Killzone. Sony stressed to us that the latter might not make it into the final game, but we had a lot of fun mixing up our appearance from the odd accessory to a complete physical makeover.

LittleBigPlanet has a simple set of controls for its platforming elements. Your character can jump only a relatively small way into the air, but he can hold on to certain objects if you press and hold the Sixaxis' R1 button. You can use this to pull or push objects along the ground, or to grab hold of things in midair before using your momentum to swing around. It's unbearably cute to see Sackboy running his legs through the air as he holds on to a swinging object, and this, if nothing else, will encourage everyone to play around with the physics in the world. One section that we played featured a set of seesaws that needed traversing in order to progress, but the shift of balance required all four players to work together in order to progress--and many problems will have multiple solutions.

Although the game only requires a few buttons to play, there's much more that you can do with the PlayStation 3 pad to interact with the world. If you shake the pad itself, Sackboy will move his body around at the hips, almost as if he's trying to replicate that famous Elvis dance move. You can also use the L2 and R2 buttons to wave individual arms around, using the right analog stick to control the speed and direction of his hands; move the stick from one direction into another at speed and you can smack another player right in the face. You can also use your character to emote how you're feeling. Press up on the D pad between one and three times and your Sackboy will display a different level of happiness, and pressing down will show sadness. You can also use the right analog stick or the motion sensor to add your own dance moves to whatever emotion you're displaying.

When the full game is released, up to four people will be able to play locally or online in any combination of the two. While the game does require teamwork, the idea is to collect as many orbs as you can to unlock more content. The catch? The development team has placed orbs in some hard-to-reach places, and teamwork is required to collect many of them. One memorable puzzle featured a huge, bowl-shaped container full of orbs suspended in the air. To get the orbs out, players had to grab the edge and surface of the bowl, and use forward momentum to spin it round to then allow the orbs to tumble floorward. This results in a hilarious situation where we all tried to help free the orbs while also trying to drop to the ground to claim them all. You can keep track of your collection by using the size guide at the top left of the screen--the bigger your character, the more you've claimed.

As well as giving us a playable demo, the Sony producers ran us through some of the game's creation tools. The clear intention is for players to create levels and then share them on the PlayStation Network, with player ratings and popularity tracking helping to sort the wheat from the chaff. The game will ship with enough levels for what the developer calls a "full-length single-player game," but there's the potential for practically unlimited new levels for those who can head online. While trawling through the tools and building a level looks like it may still be a time-consuming process, the physics system allows you to follow through on fun ideas in a matter of minutes, something that they were able to demonstrate during our demo

The first example that we saw was a tank, although as it doesn't fire any projectiles, it could just as easily have been a car. You can build whatever vehicle you like using standard blocks--what makes it move is the way that you place the wheels and the axles along the bottom of the vehicle. Place the axle off-centre and the tank will shake up and down, but keep it central and the passengers are in for a smoother ride. In LittleBigPlanet, you can build anything you want and try it out moments later.

A piston example was even more interesting. Again, creating a chamber was a simple act of cutting a hole in the centre of an oblong-shaped piece of wood, after which a specific piston-shaped piece was slotted into the centre. The whole thing was then tilted to a 45-degree angle, while steps were built leading up to the chamber so that Sackboy could jump into the chamber. From here, the developers suggested creating a target to fire Sackboy into, at which point someone else suggested creating a fiery pit as an obstacle underneath. None of this proved to be a problem for the developers to show off, and they soon had their fiery death trap ready to play around with in-game.

While you have to wade through quite a lot of parts in order to build something in LittleBigPlanet, we can already see the potential for people to create things that the designers probably haven't even thought of. Solid shapes can be constructed and then eroded as you like, and everything is subjected to the same set of physical rules. There's undoubtedly a huge amount of physics work going on behind the scenes, as everything in the gameworld behaves in a manner that tallies with real-life experience. For example, if you place a spongy substance on the ground and then drop wooden blocks from a great height, you will see the blocks bounce realistically and leave a temporary imprint on the sponge.

Media Molecule's intention for all this isn't just to let you play with physics, though; it is for players to create challenges that can be shared online. You can set time limits for completing individual sections in each of your creations and offer rewards to people who pass the test. For example, you could set a time limit of one minute to complete a run and offer some sort of accessory as a prize. The only thing you have to do is create a start and end gate for your challenge, and then leave a message to instruct people on what they have to do. These instructions come in the form of a mouthpiece that can be found in your inventory--all you have to do is write some commands that will be seen in speech-bubble form.

The music in the game has mostly been created in-house, although there are some tracks from commercial artists such as The Go! Team. The soundtrack reacts dynamically to what you're doing in the game, layering itself with new instruments as you progress. Like Sackboy himself, the soundtrack is rather cutesy, but there are some nice touches if you listen closely. Ghetto blasters dotted around levels act as cues for new instruments in the soundtrack, and by the end of each level you'll be playing with full musical accompaniment.

LittleBigPlanet is looking as promising as ever, and we've no doubt its take on user-generated content will be the beginning of a new trend in the games industry. Along with Spore, it's pioneering the way in which players are interacting with gameworlds. Sony is aiming to release a beta test to journalists in the coming months, and even hopes to include some of their creations on the final Blu-ray disc of the game. Expect to hear more about the game in the run-up to its planned September release date.
http://www.gamespot.com/ps3/action/littlebigplanet/news.html?sid=6186782

Game of the forever :P
 
Hört sich super an :goodwork:

" we could turn Sackboy into a raggedy old doll, a lizardlike creature, or even a Hellgast from Killzone" :lol:
 
der vollpreis ist in ordnung wenn das spiel auch einen guten sp modus bekommt. Wonach es derzeit aussieht. Die meiste zeit wird man aber natürlich beim erstellen der lvl verbringen.
ps. ich denke die entscheidung das spiel auf eine br zu pressen und zum vollen preis zu verkaufen ist aufgrund des hypes, der erwartungen und der offensichtlichen berreitschaft vieler es auch zu diesem zu kaufen gefallen. Die haben wahrscheinlich nicht eine so große resonanz in der community erwartet und wollen jetzt die situation nutzen viel geld mit diesem spiel zu machen.
 
Verstehe ich das jetzt richtig: LBP war als MiniGame bzw. Als Bastelgame geplant, jetzt ist es ein vollwertiges JnR das alle anderen Möglichkeiten weiterhin bietet?
 
genau... und ich schätze das bastel feature wurde auch noch mächtig aufgebohrt...

Hmm..dann wird LBP ein wenig interessanter für mich. Ich bin leider in dieser Hinsicht nicht sehr kreativ. Gerade bei LBP wird man wohl sehr viel Zeit brauchen um am Ende ein wirklich gutes Level hinzubekommen. Ich selber würde das niemals schaffen, weil..na ja nicht mein Ding.

Ich bin mal dann auf das ganze Game gespannt. Vielleicht wird's das neue Super Mario o. das Mario für die PS3. Das Ding wäre GEKAUFT.
 
Hmm..dann wird LBP ein wenig interessanter für mich. Ich bin leider in dieser Hinsicht nicht sehr kreativ. Gerade bei LBP wird man wohl sehr viel Zeit brauchen um am Ende ein wirklich gutes Level hinzubekommen. Ich selber würde das niemals schaffen, weil..na ja nicht mein Ding.

Ich bin mal dann auf das ganze Game gespannt. Vielleicht wird's das neue Super Mario o. das Mario für die PS3. Das Ding wäre GEKAUFT.

naja wird sicher genug user geben die geniale einzigartige lvls erstellen die kannst du ja downloaden und spielen ;)
 
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