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PDS
03-05-2007, 16:07
Ετοιμάζεται demo για το Little Big Planet

''Όσοι κάτοχοι PlayStation 3 απόλαυσαν το πρώτο trailer του Little Big Planet σίγουρα έβγαλαν το συμπέρασμα ότι έχουμε να κάνουμε με ένα από τα καλύτερα παιχνίδια που έχουν ανακοινωθεί για το σύστημα. Σύμφωνα με έντονη φημολογία που έχει ξεσπάσει εδώ και λίγες ώρες, η Sony φαίνεται πως εργάζεται πάνω σε μία demo έκδοση του παιχνιδιού, η οποία θα «ανέβει» μέσα στους επόμενους μήνες στο PlayStation Store με την μορφή downloadable αρχείου.''

http://www.gameover.gr/default.php?pid=6&cat_id=11&cat=PS3&art_id=3154

mg1980
03-05-2007, 22:42
πολυ ευχαριστα νεα,για ενα απο πιο αγαπημενα μου παιχνιδια για το ps3 μου.thanks ,PDS13

pvinis
03-05-2007, 23:02
po kala... afto to paixnidi tha einai apla gamato!! custom pistes klp, skepsou ti tha ginei!!

NonBorn
16-05-2007, 20:05
Νέες screenshots

http://www.n4g.com/M/8/Images//39000/39923.jpg
http://www.n4g.com/M/8/Images//39000/39924.jpg
http://www.n4g.com/M/8/Images//39000/39925.jpg
http://www.n4g.com/M/8/Images//39000/39926.jpg
http://www.n4g.com/M/8/Images//39000/39927.jpg

Και εδώ (http://www.edge-online.co.uk/archives/2007/05/exploring_littl.php) ένα πολύ ενδιαφέρον άρθρο με τίτλο "A Big Idea" που δημοσιεύθηκε στο Edge για το Little Big Planet.

pvinis
17-05-2007, 12:08
kai http://www.gametrailers.com/player.php?id=19615&type=mov&pl=game
gia ena trailer apo to gamers day. customisation klp!

NonBorn
17-05-2007, 19:46
IGN Preview για το LittleBigPlanet

When LittleBigPlanet debuted at GDC earlier this year there's no denying it stole the show, overshadowing Home and many of the other announcements Sony made at the event. Not bad for a game whose leads character is made out of sack cloth. But while the reaction to the game has been overwhelmingly positive and much has already been reported about what was shown, up until now one question has still remained unanswered - what's it like to play? IGN was invited to Sony's 3Rooms to get its hands on Media Molecule's quirky debut and, while the level shown was the same as the one unveiled at GDC, we got more of an insight as to how the final product will play.

http://ps3media.ign.com/ps3/image/article/789/789116/littlebigplanet-20070516081314164.jpg

"We don't want this game to be complicated", explains Pete Smith, SCEE producer, at the beginning of the presentation. "Customising the game and the character should be quick and easy to do". He's not wrong as we discover for ourselves when we pick up the pad and take control of Sack Boy, who's standing there wearing nothing but a big grin. Hitting Square brings up a menu, nicknamed a Pop It, which is filled with costumes and items to dress your character with. It's packed with all sorts of weird and wonderful items of clothing, from cowboy outfits, ninja suits, ridiculous sunglasses, floppy hats - pretty much anything you can think off, with more to be added in the coming months.

Selecting an outfit is as simple as highlighting an item and hitting X; the sun was shining outside so we plumped for some beachwear, squeezing Sack Boy inside an all-in-one bathing suit and finishing off the look with a fetching mask and snorkel. Our fellow players - it's primarily designed as a multiplayer game after all - branched off in different directions, opting for an Evel Knievel helmet and catsuit, a samurai costume and, lastly, the get-up of a roman general.

At this point we were also shown how the player can change Sack Boy's mood, by pressing the d-pad to make him happy, sad, angry or frown. The change is reflected by the look on his face - he beams a big smile when happy and bares his teeth when angry - and also affects the way he controls, so he bounces along when smiling and lowers his head and lollops about when he's in a mood. To be honest it's not apparent what affect these mood changes will actually have on the game but it's a nice touch from an aesthetic point of view.

http://ps3media.ign.com/ps3/image/article/789/789116/littlebigplanet-20070516081315711.jpg

However, while we able to tailor the look of Sack Boy to our individual tastes, a lot of the other customisation that will be in the final game was missing from this version. For example, we were given a taste of how players will be able to customise levels by opening up the Pop It and picking an item then dropping it in the background, but in the build we saw it was limited to sticking posters on the walls and other basic stuff. Ultimately, players will be able to create objects such as balls that will enable them to solve puzzles in different ways so it'll be interesting to see how that's incorporated into the game.

The number and type of objects a player can create depends - for now at least - on how much sponge they collect. These fluffy balls are scattered around the level, mostly within easy reach but occasionally hidden away. In the case of the latter, players must work together as a team to negotiate obstacles and pull apart the scenery to get to otherwise inaccessible areas of the level. A perfect example of this is early on in the level we played, in which a handful of sponge balls were stashed under a tower of building blocks. Holding R1 makes Sack Boy grab the nearest brick, enabling him to drag it out of the way. But to shift the larger blocks, two or more players must work together, pulling it as a team so the other players can get to the good stuff.

http://ps3media.ign.com/ps3/image/article/789/789116/littlebigplanet-20070516081323617.jpg

Playing as a team in this way is key to solving some of the game's more challenging puzzles but it's also one aspect that's likely to cause friction between players. You see, while two of the group are doing their bit by shifting objects out of the way, the remaining Sack Boys are free to nip in and steal the sponge. Sponge isn't shared between players either, so only those sly enough to grab it are free to add objects from the Pop It during the game. It's an interesting concept and, although it wasn't working in the game we played, we're keen to see how it work out in the final version.

http://ps3media.ign.com/ps3/image/article/770/770984/littlebigplanet-20070307004358690.jpg

Back to the puzzle solving, the first obstacle we come across - an orange and a football too big to jump over - gives an indication of how players are free to make it through the game anyway they see fit. Most will take the direct approach, getting a leg-up by jumping on the orange and onto the ball before leaping to the safety of the ledge on the other side. There are alternative ways of getting past the same puzzle though: one player could push the ball along while another grabs on, so he's dragged around to the top as it rolls, ending up high enough to nip over to the next area of the level. However, overshoot and Sack Boy will fall between the ledge and the balls and, with no mid-sized orange to make an easy escape, he must rely on team mates to get him out - although presumably in the final game players will also be able to create objects to help them out of sticky situations, providing they have enough sponge.

Other examples of team play include the jetpack area, in which a portcullis blocks the way ahead. It can only be opened by filling the tray at the top of the screen with heavy objects, such as the acorns lying on the ground. Some are small enough to be carried alone, by grabbing a jetpack and zipping down to the ground before scooping up the acorn and dragging it to the tray above. Larger acorns can only be lifted if two or three people work together, each grabbing a side and slowly flying it around the screen. Similarly, the end of the level is reached by jumping a skateboard off a ramp, but it can only build up enough speed to do so if one Sack Boy pushes and the others hang on for dear life. If one person falls off or the person pushing doesn't make jump onto the skateboard in time then all four players face the laborious task of pushing back up the ramp and starting again.

http://ps3media.ign.com/ps3/image/article/789/789116/littlebigplanet-20070516081326711.jpg

While working as a team is great if you have three other people to play with it does raise one important question - how is it going to play with less than four players? Media Molecule has already stated you'll be able to play it with two or three players - heck, they've even hinted it'll also have a single-player mode, although we can't quite see where the fun is in playing alone - but a lot of the puzzles we've seen require four people to work together. Whether the puzzles will be scaled down to match the number of people playing remains to be seen, but one other solution would be to reward players with more sponge and therefore enable them to create their own path through the game. For now we'll just have to wait and see.

One thing that is certain is that LittleBigPlanet is already looking like a game that's bravely attempting to do something different. It's simple to play and even easier to control, so that when it finally comes out it'll be a game that everyone can get stuck into. Although, at its heart, it's essentially a platform game there's much more to it than running and jumping. The puzzles we've seen so far have been little more than brief diversions but they provide a glimpse of the direction Media Molecule is taking the game in, giving players the freedom to tackle it in pretty much any way. If this promise of complete freedom is fulfilled then LittleBigPlanet should be a very exciting prospect indeed, whether you're playing alone or with mates.

Περισσότερες photos ΕΔΩ (http://media.ps3.ign.com/media/856/856680/img_4552239.html).
Videos μπορείτε να δείτε ΕΔΩ (http://media.ps3.ign.com/media/856/856680/vids_1.html).

konstantinos
20-05-2007, 14:24
κορυφη το απολητο παιχνιδι της κονσολας.

NonBorn
22-05-2007, 14:19
Νέες photos απο το παιχνίδι....Καταπληκτικές....η αλήθεια να λέγεται....

http://www.gameswank.com/images/stories/games/ps3/LBP/0186.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/0262.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/0351.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/0354.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/0584.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/1114.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/1554.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/2026.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/20265.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/2454.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/24545.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/3935.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/8777.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/7498.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/9432.jpg
http://www.gameswank.com/images/stories/games/ps3/LBP/9369.jpg

Slay
22-05-2007, 17:19
απλα θεικο το παιχνιδακι, και πορωτικο απο gameplay, και με καταπληκτικα γραφικα, αψογο.

sickness_
03-06-2007, 13:36
http://www.youtube.com/watch?v=Taiurn541SE

ΑΠΛΑ ΘΕΙΚΟ οπως λεει και ο slay..
ΕΧΩ ΠΟΡΟΘΕΙ !!

Slay
04-06-2007, 12:10
http://www.gameswank.com/images/stories/games/ps3/lbp06042007/lbp2.jpg
http://www.gameswank.com/images/stories/games/ps3/lbp06042007/lbp1.jpg

PS3άκιας
05-06-2007, 19:49
tha eine ena apo ta megalitera hits tis xronias giafto osoi den exete ena ps3 sto spiti sas trekste sta katastimata kai parte ena.

pvinis
14-07-2007, 01:55
21763

wow! den mporo na perimeno alloooooooo

Exoskeletor
14-07-2007, 09:28
Ayto to game to goustaro oso goustaro to killzone. to thelo san trelos. pezei na eine oti kalitero gia omadiko gaming me filous

WolfRathmA
14-07-2007, 11:09
Slay εισαι spammer; LoL χεχε...

Απλα εχω δει οτι κανεις καποα ποστ και τα βλεπω κενα...
Μηπως εχω εγω κανενα προβλημα;

Exoskeletor
14-07-2007, 12:08
Balte kiala videos guys

NonBorn
14-07-2007, 14:19
Αυτό αφιερωμένο σε όλους όσους έχουν τρελαθεί με το LBP!!! Τεράστιο stage demo με πολλές πολλές λεπτομέριες... Δείτε το οπωσδήποτε!!!!

http://www.gamespot.com/video/938583/6174874/littlebigplanet-stage-demo

WolfRathmA
14-07-2007, 14:34
Ποιος ειναι ο σκοπος του παιχνιδιου; Και τι πρεπει να κανεις; Δεν το εχω ξανακουσει το παιχνιδι αυτο. Αλλα εχει φαση...

Επιτελους εκτος απο FPS φτιαχνουν και αλλους τιτλους στη Sony :D

PDS
14-07-2007, 16:08
Επιτελους εκτος απο FPS φτιαχνουν και αλλους τιτλους στη Sony :D

Αυτο ξανα πεσ'το:angry:


Ενταξει λειπει ο Nonborn,οποτε σπαμαρουμε ευκολα:angry::p


Ο σκοπος του παιχνιδιου ειναι να περνας της πιστα:giggle:
Μπορεις να φτιαξεις βεβαια και εσυ μια δυσκολη(για να σε βριζουν:angry: ) πιστα ας πουμε και να την μοιρασεις στο ιντερνετ...κτλ.

NonBorn
14-07-2007, 16:10
γκουχου γκουχου ποιος λείπει?? :p :p

Terminator
14-07-2007, 16:10
Επιτελους εκτος απο FPS φτιαχνουν και αλλους τιτλους στη Sony :DAυτο ισχυει εδω και πολλα χρονια. Αυτο που εμποδιζει το ps3 να πιασει και αλλο κοινο οπως casuals κλπ, δεν ειναι το περιεχομενο αλλα η τιμη.

PDS
14-07-2007, 16:12
γκουχου γκουχου ποιος λείπει?? :p :p

lol ποτε εσκασες μυτη εσυ ? :p

WolfRathmA
14-07-2007, 19:39
Αυτο ξανα πεσ'το:angry:


Ενταξει λειπει ο Nonborn,οποτε σπαμαρουμε ευκολα:angry::p


Ο σκοπος του παιχνιδιου ειναι να περνας της πιστα:giggle:
Μπορεις να φτιαξεις βεβαια και εσυ μια δυσκολη(για να σε βριζουν:angry: ) πιστα ας πουμε και να την μοιρασεις στο ιντερνετ...κτλ.

Στο video που ειδα μονο την αρχη εδειχνε και εφτιαχνε την πιστα μονο.
Καλη φαση φενεται παντος. Το ανθρωπακι το φτιαχνεις οπως θες... LoL... πλακα εχει :)

WolfRathmA
15-07-2007, 00:40
On the latest 1Up Yours, Shane revealed that at TGS, they will be showing ENEMIES for the first time! N'Gai Croal revealed another interesting mechanic...you can make the levels races, with ONLINE LEADER BOARDS posted for levels that you create! Not only that, you can assign a moving object (or maybe even an enemy) as the "finish line" in your level, so you could make a level where the end-goal is chasing something down! Amazing...

Πηγη: n4g.com

NonBorn
15-07-2007, 11:11
22225 22233

WolfRathmA
15-07-2007, 12:18
φενεται παρα πολυ χαριτομενο παντος ρεσυ... :)

pvinis
16-07-2007, 16:23
wow! tora eida to video me ton mallia kai ton allo... foveri pistoula to flipping towers i kapos etsi! kai an ginontai toso psiles pistes kai makries... skeftite ti tha ftiaxoun atoma ston kosmo... terasties poli oraies pistes!!

NonBorn
17-07-2007, 19:48
Gameplay Trailer... Δείτε το!
22352

pvinis
18-07-2007, 02:45
22389
<3<3<3

pvinis
19-07-2007, 09:13
22470

WolfRathmA
19-07-2007, 09:59
ποοοοοοοοοο!!!!!!!!!!!!!!
την θελω αυτη την τηλεορασηηηηηηηηηηηη!!!!! ολα τα λεφτα!!!

NonBorn
21-07-2007, 13:24
To LittleBigPlanet είναι "μεγαλύτερο" απ' όσο γνωρίζουμε



When you first get your hands on LittleBigPlanet, your reaction will be to laugh at it. It might be even a little giggle, but some form of laughter will definitely come due to such fun and brilliant innovation presented by Media Molecule, the talent behind Rag Doll Kung Fu. LittleBigPlanet begins primarily with players learning about their character's powers to interact physically with the environment. There are obstacles to explore, and puzzles to solve, all of which requires a combination of independence and valuable teamwork. As players continue to explore, their creative skills will grow and they will be ready to start creating and modifying their surroundings, the building blocks to reveal that special magical forest you had imagined for weeks. The most exciting part about LittleBigPlanet is the sheer creativity to make for a personal and very fun gameplay experience, and the interaction of the players to their surrounding and each other to fuel this creativity. When all is done, they can invite anyone within the LittleBigPlanet community to come and explore their area.


http://www.psu.com/files/images/LBPhandson/01.jpg


The game begins and we start to discover all the fun by taking control of Sack Boy, who's so adorably standing there in the close to finished version of this game. On first touch of the controller, the tilt allows a very unique and dynamic experience with your character. A slight tilt to the left makes him bend left. A turn to the right, a bend right. You get the idea. To hit anyone, for whatever reason, you move to their direction and as soon as your opponent gets within face distance, jerk the SIXAXIS down for a light slap. Jerk it up for a little more of a brawl. Aside from all the fight club-like cute experience, hitting Square brings up a menu, conveniently titled a “Pop It”, which is filled with costumes and items to dress your character with. It's packed with all sorts of weird and crazy items of clothing, from space outfits, ninja suits, a get up that looks surprisingly close to Mario’s, a grim but insanely cute item selection such as a skull outfits, a roman general outfit and what not---with a myriad of things to come. The most noticeable item that we got our hands on was the custom shirts. All of a different template, ranging from blank to plain out spacey outlines with a center attention block for pictures, users are able to directly access theirhard drive and choose to use any picture on the t-shirt.


http://www.psu.com/files/images/LBPhandson/02.jpg


The process of selecting an outfit is as simple. You bring up the “Pop It”, goto the clothing symbol and choose any costume by hitting X. I personally went with the box over his head, to remain mysterious to all the Sack Ladies out there. At this point we were also shown how the player can alter Sack Boy's mood, by pressing the d-pad to make him happy, sad, angry or frown. The change is reflected by the extremely detailed and surprisingly realistic look on his face, he grinds his teeth at us full speed if he’s very angry, and has a big smile when he’s not. In addition, the moods affects the way he is controlled, so he bounces when smiling and lowers his head and slightly pouts when he’s feeling a bit emotional. From an aesthetic view, you get the idea. But what we here at PSU wanted to know was how these mood changes would factor into the gameplay, if any. Luckily, Alex Evans let us in on just one important tidbit. Some levels can be factored to only be progressive with certain moods in certain areas, as the moods can not only be important aesthetically, but progressively as well.

The number and type of objects a player can create depends on how much sponge they collect. This count is conveniently represented in an overview HUD to the right of the screen. These yellow sack-type lemons are scattered around the level, mostly within easy reach but sometimes puzzling to get to. When you find that you’re unable to reach up for one, there’s conveniently a platform for someone else to stand on to enable the shoot up for another person.


http://www.psu.com/files/images/LBPhandson/03.jpg


Sure. You can be a little show off in the game and try to run ahead of everyone. But keep in mind, playing as a team in this game is the key to solving some of the more challenging puzzles, but it's also one aspect that's likely to create a rift between players. You see, while two or more of the group is helping shift columns of certain barriers, the remaining Sack Boys are free to steal the sponge. Despite this, even though there is a grab and jet factor, there is an even greater factor of team work when it comes to paying each person his due. Teamwork! Organize, organize! Luckily for us, there will be in game voice communication of some form. Therefore, if players truly understand the meaning of teamwork in this game, they will learn to make a plan to evenly distribute sponges among fellow team members. Sponge isn't shared between players at first, but Evans let me know they might possibly implement it after the game is released, or leave that confusion factor in there for team work effect.

One significant area which requires teamwork is the jetpack area, in which any obstacle can be blocking the right path. It can only be removed by filling the tray at the top of the screen with heavy objects, such as the acorns lying on the ground. Some are small enough to be carried alone, by grabbing a jet pack and zipping down to the ground before scooping up the acorn and dragging it to the tray above. Larger objects are only movable by two people, each using the directional pad and default SIXAXIS for effect.


http://www.psu.com/files/images/LBPhandson/04.jpg


The first most noticeable puzzle that truly demonstrates the teamwork aspect in creation is the garden level with a huge basketball to surpass. A direct approach is available by jumping on the brown sack and onto the ball before leaping to the ledge on the other side. There are alternative ways of getting past the same puzzle: one player could push the ball along while another grabs on, so he's dragged around to the top as it rolls. Or, to fuel the creation, players can move the ball to the very corner, and build an elevator if they so wish and rise up for 3 seconds with a smirking smile. There are many such puzzles to get through from basket balls, to platform spacing in the space level (surprise), to cactus’s sprouting water in the desert, to statues in the Yen garden, etc---with many more to come due to the nature of this customizable experience.

As for the story, Evans revealed that the game’s main plot focuses on the power of teamwork to reach a goal for rewards. In addition, there is a single player factor with a similar story line, but that’s still being discussed. For announcements on new modes, there will definitely be a fun little PvP mode to the game. For a new look, Evans showed me the racing mode for a few bits. The levels start off like any other level, but they are slightly revamped from the originals, all designed for racing. The main object of the racing levels is not only to collect the most sponges, but also to get to the finish line. But that’s not all. While you’re running, you can give your opponents a tougher time - from slapping to tossing objects behind you.


http://www.psu.com/files/images/LBPhandson/05.jpg


LittleBigPlanet is one of those rare examples of a game that allows others to explore environments limited by your mind’s creation, and is quite possibly shaping up to be the best game we’ve seen for ages. There's a whole lot of fun coming to your PlayStation 3 in early 2008




Πηγή: http://www.psu.com/node/12159

NonBorn
22-07-2007, 02:31
LittleBigPlanet is almost done, public beta in a few months


Today we've got a quick summary for you, as PSU had a fairly detailed hands-on report to dish out, not unlike our own glowing review. If you are curious about LBP but don't want to read for ten minutes, we'll summarize the important points for you to take into consideration.
Your character has different moods (changed by hitting a direction on the D-pad) and depending on these moods, he will control differently. He will bounce as he moves if happy, or keep his head low and walk like he's pouting when sad.
Player vs. Player mode will be available -- there's more than just cooperating to create a level. An example of this would be the "Racing Mode" where levels are built for speed. If you've ever played the final stage in Earthworm Jim 2, we expect something like that footrace with Psy-Crow. That was a hard level.
LBP is nearly complete and a public beta is supposedly hitting the PSN sometime this fall prior to release.That's about the high and low of it. We never expected this PSN title to burn so brightly in the Hype Furnace, but we can't resist the warmth of its glow. It looks fantastic. However, does anyone think its a system mover? Will the idea of this game and more to come like it push people into rethinking about the PS3's price? We'd like to imagine so, especially with the immense number of exclusives coming this holiday season.

pvinis
24-07-2007, 21:50
Could Media Molecule's Craftworld--the Prototype for LittleBigPlanet--See the Light of Day?



oing into the E3 Media & Business Summit, our Best of Show shortlist consisted of two choices: Rock Band and Call of Duty 4: Modern Warfare. And until the last day of the show, the two titles were still our front-runners. Then we attended a closed-door showing of Media Molecule (http://www.mediamolecule.com/) and Sony's LittleBigPlanet (http://en.wikipedia.org/wiki/Little_big_planet), followed by our first hands-on experience with the game, and we were reminded once again why LBP stole the show at this year's Game Developers Conference. It's got the creativity possibilities of a child's toy box, the charm of a Pixar movie, and the joyfully simple controls that were promised in the now-legendary GDC stage demonstration, shown here (http://www.gametrailers.com/player/17724.html?type=mov). We have no idea what our fellow Game Critics Awards (http://www.gamecriticsawards.com/) judges will nominate tomorrow, but for us, the choice is clear. During the Q&A portion of LittleBigPlanet's E3 demonstration, we asked founders Mark Healey and Alex Evans about Craftworld (http://www.gametrailers.com/player/usermovies/49688.html), the different-but-equally charming 2-D prototype that had convinced Sony to sign the startup to a deal, which they'd shown during a smaller session at GDC. Specifically, we wanted to know whether Media Molecules had any plans to further develop and release it. The response--which involved shock, stammering, a near-admission and ultimately a demurral--is transcribed below.
Level Up: The 2-D prototype that you guys did was also very striking. Do you have any plans for that? PSP? Playstation Network? A hidden unlock? Something else?
Mark Healey: [Laughs.] There's--we're not allowed to talk about that, are we?
Playstation publicist: No.
Alex Evans: Sorry, we can't.
Healey: But that prototype you saw, the physics in that is exactly what's being used here. This is almost that prototype, just with remastered graphics really, and the added extra layers.
Evans: It's funny; we've got actually two different extensions. We've got the one that kind of handles the layers and the 2-D stuff. But we also have a cloth simulator, we run everything through that, and that's actually fully 3-D. So if I grab a--
Healey: --the dragon head--
Evans: --yeah, the dragon head. Or you can decorate stuff, like the level. So what you saw at GDC, I can stamp these down in the world [shows cloth objects being laid down] and that's running through a fully 3-D engine. But you can attach it to your character, and that's not 2-D; it's running full 3-D.
Healey: That's one of the things where the Cell processor (http://en.wikipedia.org/wiki/Cell_microprocessor) has really come into its own, actually, because we can just have one of the SPUs (http://en.wikipedia.org/wiki/Cell_microprocessor#Synergistic_Processing_Element s_.28SPE.29) completely handle cloth. So you can fill a whole world full of curtains and cloth if you'd like, and it isn't going to make a difference to the speed. It's really nice.

We also asked Healey and Evans about how LBP handles moving player characters between the foreground and background, because while the objects are 3-D, the gameplay itself is 2-D. Here's what they had to say.

Level Up: How do you move in and out of the foreground and background?
Healey: That's a really good question. We tried to keep it really easy and accessible for people. It's like playing a 2-D platform game. What it does is try to automatically determine that for you.
Evans: So when you're creating stuff--sorry, the camera's f---ed here, sorry--this is really early code as well, I should say.
Healey: You remember some of the really old-school platformers, like Metal Slug, for example? There's platforms that look like they're in the background, but you can jump on them anyway. It's almost taking that philosophy, but actually putting it into a 3-D world. So it kind of automatically moves you back and forward. But we are still iterating on it a little bit, because there are certain situations where it's not perfect.
Evans: So I can jump up or I can jump down--
Healey: --and it will automatically move you from the front plane to the back plane. The good thing about that is that it means my mum can play it. I get really lost in 3-D games; I get really disoriented.
Evans: Sometimes [the foreground-background character movement] gets annoying in the current build. You'll see when you play it. Sometimes it's awesome, and you're like, "Yes, it did exactly what I want," and sometimes, it's pushing you backwards and forwards, and you're like, "No, go there!"
Healey: We're working on it.
Filed Under: Scoop (http://blog.newsweek.com/blogs/levelup/archive/tags/Scoop/default.aspx), The Artist's Way (http://blog.newsweek.com/blogs/levelup/archive/tags/The+Artist_2700_s+Way/default.aspx)

http://blog.newsweek.com/blogs/levelup/archive/2007/07/23/could-littlebigplanet-prototype-see-the-light-of-day.aspx

NonBorn
28-07-2007, 03:48
LittleBigPlanet does, in fact, have enemies and bosses


In an oft rumored but never confirmed way, we had expected LittleBigPlanet had more under its hood than character and level creation/sharing/playing. In an EGM interview with Media Molecule, it has finally been confirmed that getting in your way across the levels will be enemy creatures and sometimes big bosses.

Said senior producer Pete Wilson: "They will range from little robots that simply roam from left to right to spectacularly complex beasts that pose quite a challenge. We've recently built this big, huge giant, and, as with other objects in the game, he's composed entirely of materials that you wouldn't expect. He's quite intimidating, and shows the possibility of what designers can create."

Creating our own enemies? Talk about awesome. Expect us to create a MegaMan style level for you -- little enemies, then a boss. Or perhaps a Dr. Wily style room with teleporters leading to all 8 bosses in the game! Well, who knows how many, but you get the idea. More possibilities to consider on top of the already endless list.

WolfRathmA
28-07-2007, 08:30
Επισης να ανακοινωσουμε οτι το game της χρονιας ειναι το Little Big Planet απο ολη την E3... ουτε halo 3 ουτε killzone 2 οπως περιμεναμε...

Exoskeletor
28-07-2007, 16:03
Logiko eine. k ego poio polu to perimeno apo ola ta alla

WolfRathmA
28-07-2007, 16:13
Logiko eine. k ego poio polu to perimeno apo ola ta alla

Φυσικα... ειναι και ποιο κοντα στην κυκλοφορια. Αρχες 2008 αν δε κανω λαθος :p

Exoskeletor
29-07-2007, 10:01
Kapou ekei kobo na perno ps3 ektos k an paro noritera

pvinis
19-09-2007, 19:37
TGS 2007: LittleBigPlanet Developer Commentary
http://n4g.com/events_tgs2007/News-68639.aspx

NonBorn
20-09-2007, 00:39
Και σε streaming video...

25097 25104

PDS
20-09-2007, 02:38
25109

klepidas
24-09-2007, 16:45
24/9/2007 14:01


Ο Michael Pachter της εταιρίας αναλύσεων Wedbush Morgan τόνισε σύμφωνα με έρευνα που διοργανώθηκε πρόσφατα, ότι το LittleBigPlanet μπορεί να καταφέρει να οδηγήσει μεγαλύτερο μέρος του καταναλωτικού κοινού στα καταστήματα. Η δικαιολόγηση αυτού, έχει να κάνει με το γεγονός ότι το παιχνίδι απευθύνεται σε πιο... οικογενειακό κοινό που δεν έχουν ακόμα καταφέρει να κατακτήσουν οι δύο ανταγωνιστές Sony και Microsoft. «Το παιχνίδι είναι επαναστατικό και εκτιμώ ότι το οικογενειακό στοιχείο που προσφέρει, απουσιάζει σε μεγάλο βαθμό από τα Xbox 360 και PlayStation3. Σε περίπτωση που η κυκλοφορία του συνοδευτεί και με μία νέα μείωση τιμής ή ένα φθηνότερο πακέτο αγοράς, σίγουρα το PS3 θα αυξήσει αρκετά τις πωλήσεις του» ήταν οι ακριβείς δηλώσεις. Από την πλευρά της η ιαπωνική εταιρία έχει δηλώσει πως δεν έχει στα άμεσα σχέδιά της μια νέα πτώση τιμής, ωστόσο η μελέτη της Wedbush Morgan αναφέρει ότι αν αυτό δεν συμβεί, ο στόχος των 11 εκατομμυρίων που έχει τεθεί ότι δε θα επιτευχθεί.

Πηγη: gameover.gr

WolfRathmA: Γραφουμε παντα την πηγη @@!!!@#%$!!!! :banghead:

pvinis
02-10-2007, 01:00
25801

DarkUSS
02-10-2007, 02:10
Eγώ θέλω να μας δείξουν πως είναι οι εχθροί σε αυτό το παιχνίδι επιτέλους!

WolfRathmA
29-11-2007, 16:22
LBP Beta Due This Year?


We've heard sneaky rumours that although the Killzone 2 beta has now slipped to early next year, official beta testers can look forward to something a little bit special in the form of a Little Big Planet beta. It looks like it'll be another closed affair, mind, so don't get your hopes up, and there's no word on a date yet. Us? We think Sony should be pushing that Home beta a bit further afield, thanks.

Πηγη: http://www.thesixthaxis.com/lpb_beta_due_this_year_news_456_tsa.aspx

http://www.thesixthaxis.com/images/screenshots/102_81.jpg

Δε πιστευω να το ξεχασε κανεις ετσι; Το περιμενουμε πως και πως...

TopGunZ
29-11-2007, 16:27
Ti λε ρε, ποιος το ξέχασε.... εγώ θέλω να φτιάξω επίπεδα Μέγκαμαν :P:P:P

PDS
10-12-2007, 14:49
28747

Narmo
11-12-2007, 02:58
ΤΟ ΘΕΛΩΩΩΩΩΩΩΩΩΩ!!!!!!!!!!!! ΤΩΡΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑ!!!!

tasioskis
11-12-2007, 09:48
τι ακριβως ειναι αυτο το παιχνιδι?

fpetros
13-12-2007, 01:02
distixos apoti vlepo tha to perimenoume kialo :mad:

“I can officially confirm that there won’t be a demo this year,” Ron Eagle :fryingpan:
(senior manager of PR for Sony Computer Entertainment America)

tin vapsame tou xronou ton martio tha kikloforisoun to DEMO lene oi amerikanoi

:rant::rant::rant::rant::rant::rant::rant::rant:

NonBorn
20-12-2007, 01:12
Little Big Planet Gets Mention In BBC Newsround's 'Future of Gaming'


UK children's news program Newsround has presented the future of gaming to its viewers and Sony's Little Big Planet for the PlayStation 3 is among the titles mentioned. Taking its place alongside Wii Fit and Spore, Little Big Planet received the following write-up...

Πηγή: http://n4g.com/ps3/News-94154.aspx

NonBorn
08-01-2008, 01:38
Νέο video από το LBP: http://blog.us.playstation.com/2008/01/07/ces-day-1-littlebigconvention/

tasioskis
08-01-2008, 07:59
καλα ρε παιδια τι καταλαβαινετε με αυτο το παιχνιδι?το συγκεκριμενο παιχνιδι θα το επαιζα μονο αν υπηρχε σε παιχνιδι κινητου.εκτος και αν το παιχνιδι ειναι πολυ περισσοτερο απο οτι δειχνουν τα βιντεο.

TopGunZ
08-01-2008, 10:01
Αντιλαμβάνεσαι ότι μπορείς να χτίσεις ΟΤΙ επίπεδο θέλεις έτσι? Το παιχνίδι θα έχει πληθώρα "υλικών" και μηχανισμών ώστε να φτιάξεις ότι παιχνίδι θέλεις. Μπορείς να φτιάξεις έναν κλώνο Mario, Megaman, Type-R, Pitfall ή ότι άλλο ήθελες να δεις εσύ σε ένα side scroller (shooter, platformer, racer).

NonBorn
08-01-2008, 10:37
LittleBigPlanet producer hints at upcoming public beta, fall release


I think it's safe to say we're all tired of waiting for Sony to release LittleBigPlanet for the PlayStation 3. It was first revealed at last year's Game Developers Conference to squeals of delight from the gaming community and press, and we're just a little over a month away from this year's GDC. We were "promised" a demo in late 2007, but that fell through. So what gives?

At CES, Sony's Jeff Rubenstein stopped by and spoke with LittleBigPlanet's producer Kyle Shubel, who walked him through some of the game's "Create" functions. But that's not the important part, because who the heck cares -- when can we start playing the damned game? Shubel drops some not so subtle hints.

"You'll see more at GDC," he says. "You'll see more heading into the Summer. We're probably going to be doing a public beta, get a few people involved, and try to expand that out as the year goes on, leading up to the fall."

So there you go -- fall. Let's hope he's talking about fall of 2008, eh?Πηγή: http://www.destructoid.com/littlebigplanet-producer-hints-at-upcoming-public-beta-fall-release-63425.phtml

PDS
08-01-2008, 11:35
2 videos για το παιχνιδι απο την εκθεση.
http://www.ps3forums.gr/vb/showpost.php?p=31041&postcount=9

NonBorn
09-01-2008, 04:25
Άλλα 2 videos από τον τίτλο! Must see... Φοβερό παιχνίδι ._

Brand New Level! See Sackboys die and die again. Watch out for that chili!
29484

The ceilings on fire watch out for your fellow Sackboys.
29485

WolfRathmA
09-01-2008, 05:23
Ποπο ρε φιλε ειναι απλα ΤΡΟΜΕΡΟ!! ΚΑΤΑΠΛΗΚΤΙΚΟ! Πολυ γελιο θα πεσει ρε φιλε!

Καλα βλεπω συνεχεια την φαση εκει που του ριχνει σφαλιαρα και πεφτει στη φωτια! Αχαχαχα... εχω λιωσει! :rofl::rofl::rofl:

NonBorn
09-01-2008, 15:18
LittleBigPlanet confirmed for September


Sony has confirmed with us this morning that LittleBigPlanet will be out in September.

An autumn release date for the quirky PS3 game was hinted at yesterday, when producer Kyle Shubel spoke about the 2008 timeline for the title in a demonstration at CES in Las Vegas.

A LittleBigPlanet demo was expected toward the end of 2007 but failed to materialise. A rep from Sony's UK had no further news on a release date for the demo at this time.

In LittleBigPlanet you start off as a small teddy bear-like creature made from wool, and you use your little avatar to construct in-game objects using materials such as wood and cloth.

With a bit more time however you can construct entire levels that can then be ran through in a side-scrolling platformer style.Πηγή: http://www.computerandvideogames.com/article.php?id=178993

klepidas
09-01-2008, 17:35
diladi einai na min vrizeis ti sony me kati tetoia????????den mas elegan gia genari????meta to killzone tha paei gia teli 2010

xrest_eagle
09-01-2008, 23:45
CES 08: LittleBigPlanet Preview (http://www.shacknews.com/featuredarticle.x?id=736#)



As one Sackboy was dressing himself like Elvis, the other donning a hilariously tiny top-hat and monocle, the worst fears of any game demonstrator came true--LittleBigPlanet abruptly froze.
Smith took the time to remind us that the project has a long way to go, and is currently not even ready for an alpha phase. Accordingly, its release has been pushed back to the fall season. Way to smooth over that disruption, Pete.
Some good news to go with the bad--LittleBigPlanet is still looking fantastic.

xrest_eagle
10-01-2008, 21:40
CES 2008: LittleBigPlanet seesaw level on PS3.

YouTube - CES 2008: LittleBigPlanet seesaw level on PS3.

Chill
11-01-2008, 02:42
Ο τίτλος του παιχνιδιού είναι λίγο "κλεμμένος" από τα παλιά (12 χρόνια πριν περίπου :D) αγαπημένα μου little big adventure στο pc.

Exoskeletor
11-01-2008, 02:44
thimate kaneis to big red adventure sthn amiga? :D

TopGunZ
11-01-2008, 09:56
Πω ρε όποτε μου λέει κάποιος για το Little Big Adventure τρελαίνομαι, δεν το πρόλαβα παρά μόνο σε ντέμο, τι παιχνιδάρα!

Στο θέμα μας.....ΒΓΑΛΤΕ ΤΟ ΡΕ!!!

NonBorn
12-01-2008, 16:28
LittleBigPlanet: breaking point for PS3 vs Xbox 360


LittleBigPlanet is one of the biggest and most talked about games of 2008 among all consoles, the Sony Playstation 3 game may be the breaking point for the PS3 vs Xbox 360 debate.

For anyone that does not know much about LittleBigPlanet we have three videos below which give you a massive insight into the game, we have a community trailer, CES 2008: Demonstration and a Character Creation video below.

Many game sites are liking what they see when they review LittleBigPlanet, AMN Games said “Sony has accomplished the inconceivable: they have made their console appear attractive to me” and IGN said “While Sony has published some great games for their system like Uncharted and Ratchet and Clank, neither of those games really seem to have the staying power that LBP is poised to offer.”

LittleBigPlanet will not only be a game, but also a massive community and a way gamers can share their creations with friends, family and the world.

Although the Xbox 360 had a big start, it now looks like the Playstation 3 is turning heads its way.Πηγή: http://www.product-reviews.net/2008/01/12/littlebigplanet-on-sony-playstation-3-breaking-point-for-ps3-vs-xbox-360/

NonBorn
13-01-2008, 01:17
Little Big Planet with PlayStation Portable Connection


In Consumer Electronics Show-08, John Koller, the Marketing Manager of PlayStation Portable, gave an interview to GameTrailers, saying that is a possibility to connect PSP to the wonderful world of Little Big Planet.Πηγή: http://translate.google.com/translate?u=http%3A%2F%2Flusoplay.sapo.pt%2Findex. php%3Fpage%3Dnew%26id%3D2359&langpair=pt%7Cen&hl=pt-PT&ie=UTF-8

desperate_gamer
13-01-2008, 22:43
Θα μας τρελάνουν!! Ποιός ξέρει τι προοπτικές ανοίγονται και με PSP connectivity!!

Το Little Big Planet θα πάει το gaming μπροστά! :D

PDS
15-01-2008, 09:39
29684

NonBorn
15-01-2008, 20:27
Το video από το CES του LBP σε HD
Fresh from CES comes this lovely LittleBigPlanet video. You may have seen it elsewhere but here it is in high quality for you chaps. We have to say that this is looking really, really wonderful.
Link: http://threespeech.com/blog/?p=820

blizard
22-01-2008, 07:07
Μία ωραία συνέντευξη για το παιχνίδι... πραγματικά φαίνεται εντυπωσιακό και εντελώς πρωτοποριακό αυτό που κάνουν με την δημιουργία αντικειμένων και levels από τους χρήστες.

Μακάρι να έρθει επιτέλους, αλλά είναι ένα game που πραγματικά αξίζει να το καθυστερήσουν όσο χρειάζεται ... γιατί αν πετύχουν στα μισά από όσα θέλουν να κάνουν θα είναι κάτι μοναδικό.



LittleBigPlanet Q&A (http://www.gametap.com/home/read/article/3164)
The senior producer talks about user created content and how it’s changing the way the game is played.

Every time we see LittleBigPlanet, we get more and more excited about the potential this deceptive platformer has in terms of bringing user-created content to the forefront of console gaming. We recently spoke with Pete Smith, senior producer at Sony Computer Entertainment, to find out more about how LittleBigPlanet users will be able to play and create together, but also what he expects will happen when the game finally gets into our hands this fall.

GameTap: How did LittleBigPlanet get started?

Pete Smith: The developer, Media Molecule, came to us with this very crude, raw prototype and vision, which was to create a game that tapped into user-created content. That vision was exactly in line with where we wanted to go with gaming. Recently, we’ve been talking a lot about social gaming with gamers wanting to game together, and now we’ve taken social gaming and allowed gamers to be creative together. This very rough prototype was just the game where we could align the developer’s vision--there were only three members on the development team at the time--and our vision. Now, it’s so unrecognizable from what it was, but the core is still there.

Level design tools in the past have been for the minority--there’s always been an issue of people saying, “Yeah, but I don’t want to do level design.” But when people see the way we’re presenting it, they say, “Oh, hang on, I can do that.” At the start, if only a really, really small percentage of people create levels, that’s still going to be loads of levels.
Actually, the percentage of people who are going to create levels is much bigger than we first thought because as we showed in the demo, it’s so easy.

The gameplay is very emergent as well. A level we showed in the past had a football and two oranges--and Sackboys are only eight centimeters tall--but we found six different ways to get across the level and that’s really cool.
It’s not like you say, “I’m going to think about what the problem is,” or that you’re going to put this problem into a level as a challenge for gamers. You’re going to say, “I’m going to throw something in and see what problems it creates,” and that’s true emergent gameplay.

GameTap: Was the primarily 2D structure intended to keep it from being intimidating?

Pete Smith: Absolutely. We wanted to provide a game that, at face value, was very simple. That’s why we built everything from recognizable physical materials as well, so it’s not intimidating. You go into the game and there’s a single block--can [your eight-centimeter Sackboy] pull it? Yes. There’s a massive brick--can you pull that? No. It sounds trivial but it’s really important for people to get that.

We wanted to keep the gameplay simple, but also, the game is quite layered. It’s the same with the creation tools. At the start you think, “Yeah, that’s easy. I get it. It’s just a 2D platformer.” Then you start going, “I can do that and that and that,” which is exactly what we wanted. Just the other day, I was demoing the game and two separate people came over. The first was an older guy and he said, “My daughter will love this.” And the next guy who came over was a hardcore gamer and he said, “When this comes out, I’m going to stop playing Halo.” If we just made a game that was just really easy to play, we wouldn’t have gotten the hardcore gamers, and I think if we made something that has loads and loads of depth, we wouldn’t have gotten the younger, casual market. But we’ve managed to get both, and I think that’s really cool.

GameTap: Speaking of Halo 3, and the Forge specifically, people have come up with ideas that weren’t originally intended for that game. Do you expect the same sort of thing to happen with LittleBigPlanet?

Pete Smith: Definitely--and that’s already happening.
One of the levels that we kind of have behind the scenes is not even a platformer. It’s just on a single screen. People are asking, “Could you do a shooter?” And we’re saying, “If you can build it, you can do it.”
There are so many things you can do and it’s amazing. We’ve got things like pivot points, and you think that it spins things and that’s the only way it can be used. Then you let the designers get their hands on it, and they do the most amazing things.
One week, the team went mad building robots and machines that stomp around and fire things. It’s like, what have you put new into the game to do that? But no, it’s all the same stuff. We’re just using it in a different way.

I think if you look at something like Forza, [Microsoft's racing game], the car customization tools in that are very simple, but the results are quite spectacular.
I think with the tools we’re giving and the fact that it’s a gameplay experience to build things, we’re just going to blow people away who have been doing this stuff. They’ve been doing it well, but we’re just a whole level above that. It’s quite mindblowing when you see what some of the designers are doing.



http://i.gametap.com/web30/eMagazine/emag_lbp_qa_1_ac2a0.jpg
And on the third day, he created butterflies.

GameTap: What do you think are going to be the keys to ensure that the user-creation experience in LittleBigPlanet is successful and that people keep coming back to the game?

Pete Smith: It’s got to be really approachable. The tools have to be easy to use, and that’s why we’ve done everything in a physical sense. It’s like, how do I build a house? It’s not like you’re going through all these menus to build a house. You need some walls. You need some windows. Then, you’re going to choose what it’s made of--is it going to be wood or brick? So, it has to be approachable, but there has to be some depth to it. OK, I know I can make a square, but I want some more tools where I know I can finely hone it.

And at that point, it’s about completing the loop, whereby user-created objects are fed back into the community. The prestige goes with building those really cool objects that get the notoriety and a reputation.
For example, the tree that I built--I can put that as a reward for beating my level. So you go through my level and you get a tree.
You can put my tree in your level, and then someone comes into your level and says, “Hey, that’s a cool tree. Can I have it?” You can’t give them that tree. You can put it in your level, but it’s my tree. I own the copyright, so to speak. So, you can send them to my level. All of a sudden, I’ve got people coming to my level just to win my tree. Word gets around.
The quality of the object I’m giving away in my level is, to a certain extent, going to dictate the popularity of my level, as is the overall quality of my level.
If I make a really cool hat, and you’re wandering around the community wearing my hat, people may ask, “Hey, where did you get that?” You can send them over to my level, and then it grows out from there.But if I spent ages building a really cool item, I don’t want to give it away easily. I want to be kind of exclusive, so I build a really hard level.

We want people to play, create, and share together. The together bit is really important because we want to build a community that’s talking to each other and that’s discussing what the highest rated level is. Maybe a new object comes out that we’ve either supplied through downloadable content or what somebody’s built, and they all say, “We need to go get that.”

GameTap: We saw that a lot of the levels require cooperation from people. Do you still anticipate it being a good single-player experience? Is there going to be an identifier telling you that you need these many players to get through it?

Pete Smith: Predominantly, you’ll be able to do it in single-player, but you might not be able to get the best out of it.
It’s really important that we provide a great single-player experience. There are people out there who aren’t online or just don’t like gaming with other people. The great thing is, even if you’re not online, you can still have a four-player multiplayer game. We don’t want to get so close to it that we forget about the single-player experience because, ultimately, if it’s not fun in single-player, it’s probably not going to be good at all. You can get people making tons of crazy levels, but no one will be playing it .

[B]GameTap: How do you plan on supporting the community in terms of downloadable content or even requests for new tools?

Pete Smith: We’ve started that already with the beta trials and from the QA stress test point of view. We’re listening to the beta users in terms of what would help them be creative. The launch is just the start. We’ll be doing loads and loads of downloadable content as well. Some of that will just be new stuff and some of that will be just helping the community make extra cool stuff.

GameTap: What’s the one thing you’re most anticipating in terms of user-created content?

Pete Smith: I think it’s going to be the surprising things that we just didn’t expect them to do. I think a lot of that will be fundamental and basic, so it’s not going to be like we didn’t expect someone to make a tree that looked that cool. It’s going to be more like, “Oh my god--I didn’t expect them to make that!”

desperate_gamer
23-01-2008, 16:11
Λίγο που διάβασα τη συνέντευξη (τα γαλάζια και λίγο από τα άλλα) έχω να πω ότι αυτό το πράγμα είναι το επόμενο βήμα, τελικά όχι μόνο στο gaming, αλλά και γενικά στην οικιακή ψυχαγωγία.

DIY παιχνίδια. SUPER!

PDS
15-02-2008, 09:42
30640

NonBorn
19-02-2008, 23:17
LittleBigPlanet planning lip-synching voice chat, filters


Just when you thought you knew everything you could about Media Molecule's upcoming world-creator game LittleBigPlanet, we find something else that blows our minds and makes us anticipate the title even more. In the latest Edge magazine (http://img153.imageshack.us/img153/3554/dscf0396xz7.jpg), it's been revealed that in addition to the emotions and such your sackboy (and sackgirl) can perform, there are plans to lip-synch voice chat. That is to say, the characters will move their mouths in roughly the same way you do (even if not, it's still cool). Down the line, expect stuff like voice filters, too. We think that's a pretty stellar move.
Πηγή: http://www.ps3fanboy.com/2008/02/19/littlebigplanet-planning-lip-synching-voice-chat-filters/

NonBorn
25-02-2008, 19:55
Edge Preview: LittleBigPlanet


LittleBigPlanet is now fundamentally complete, in pre-alpha bug-testing and due for a closed beta trial in early summer for some final tweaking. After that, the real work begins – ours. That might seem glib, even a little like an advertising line (something similar will doubtless market the title) but it’s fundamental to any assessment of the game that hopes to play bridesmaid to the next level of user-generated content on home consoles.H συνέχεια...

In fact, previewing LBP might be considered an exercise in futility – it’s a game that can only be accurately assessed months (if not years) after release, rather than months before completion.

But that would be rather too precious. What can be seen of LBP is the structure being created to contain and inform this experimentation, and it looks to be as comprehensive as anything yet seen in a console title. The Pop-It menu essentially allows you to cut, paste and resize at will with any shape you choose or create, and can be accessed at any time in the game (barring certain sections of the ‘story’ levels where it would obviously render the challenge impotent).

This makes building what looks like a relatively complex object very simple indeed – the game’s producer has a party piece of a tree that can be built in around a minute by simply copying, resizing and stamping a basic shape over and over, before attaching leaves with drawing pins. The flexibility in manipulating, resizing and rotating the basic building bricks seems limitless, and the accessibility of the interface hides the depth behind a sheen of simplicity.

The more conventional side of the game is the ‘LittleBigStory’, with a basic narrative connecting over 50 levels to be played through with one to four players. Those players can be any mix of local and PSN sackboys, and each level only begins when each member is at the starting gate – it seems clear that, when the fundamentals are mastered, LittleBigPlanet’s basic levels put the emphasis on players racing each other to fluff (the basic pick-up for content creation in LittleBigStory) and to the next challenge.

http://www.next-gen.biz/images/stories/EDGEPICS/edg186.h_lbp.c.jpg

The levels also now incorporate hazards that can ‘kill’ your sackboy, but death within the game is countered heavily by frequent respawn doors – it’s rare for all four players to fail at a single obstacle, so dying is more of a temporary inconvenience than an endpoint.

A new level was shown off at the recent CES, with an Indian theme running throughout, manifested most obviously in an LBP version of Ganesh and some bizarre sitar music. The former is as much part of the level’s architecture as it is the background, a recurring feature thus far. And although everything is made out of substances with particular properties, the developers are keen to emphasize that objects are not necessarily made out of what you’d expect – a tree is as likely to be sponge as it is wood.

These story levels also help fully unlock LBP’s content creation. “All the time you’re playing through this mode you’re earning stuff to help you create,” says Pete Smith, LBP’s producer. “So at the start you might have all of the tools but only have sponge and wood and brick in terms of properties you can imbue objects with – then after the first level you might get glass, because we really want to channel people towards the creation side and experimenting.”

The philosophy behind the content creation has stayed pure. LBP isn’t about a huge set of complex tools that each have a niche purpose – it’s about really basic tools that can be combined to form complicated objects. Players can make complex dynamic objects from the shared and simple starting items, and others can then take those objects and build on them.

http://www.next-gen.biz/images/stories/EDGEPICS/edg186.h_lbp.a.jpg

“We’re not going to limit people,” says Smith. “We’re providing basic properties to combine, and the possibilities are pretty limitless. That’s not to say there won’t be quite a few basic tools to play with, and more as they’re needed by the community, but it’s amazing what people can create with just a cog and a piston.”

That emphasis on the community will also dictate the direction of LBP’s DLC. “We’ll be feeding the community our own content just as they supply it themselves – but we’ll be able to create specific stuff,” explains Smith. “The pistons and pulleys, for example, are the kind of thing only we can provide, and based on feedback from the community we can look at what they want and hopefully provide it.”

Beyond that, the tools exist to simply create things without a specific purpose – there is no need for it to have an in-game function or be part of an obstacle course. “I don’t believe that everyone who’s creative will, or will want to, build a level,” adds Smith. “They may just want to make a cool thing, and that’s great.” And in terms of distributing these items, you can simply create a room for people to enter and pick up the item.

Most excitingly, Media Molecule anticipates levels that act as hubs and simply point people in the direction of the best user created content: imagine a room with five doors, each one with a little screenshot and description of what’s through it. Those hubs will then become highly rated themselves and people will gain a reputation as good ‘sifters’, and become as important for the community as the creators themselves.

LBP has always looked like knockabout fun. But the clearer the structure being built around it becomes, and the commitment of Media Molecule and SCE to redefining how a console can work with user-generated content grows, the more obvious it is that LBP has the potential to become something remarkable. At the very least, LBP will be a novelty that is continually freshened. At its very best, it could set a new standard for involving a community in a game – and see an overdue return for Sony to the frontlines of videogame innovation.

http://www.next-gen.biz/images/stories/EDGEPICS/edg186.h_lbp.art.jpg

Πηγή: http://www.next-gen.biz/index.php?option=com_content&task=view&id=9215&Itemid=2

NonBorn
26-02-2008, 22:08
Sony: 'LittleBigPlanet potentially PS3's biggest game'


Speaking at an event for the game in London, Sony's senior product manager Nick Robinson told VideoGamer.com that LittleBigPlanet, which allows users to create and share platform-based levels and objects through PSN, will be a triple-A Blu-ray release and will be a fully priced product.

He said: "LittleBigPlanet is potentially our biggest Blu-ray release of 2008. We definitely see it as a triple-A Blu-ray release and will be a full price product."

Robinson also confirmed that Sony plans an open beta for the game at some point before its release, but said it will focus on the creation and sharing side of the game as opposed to traditional platform levels.Πηγή: http://www.videogamer.com/news/25-02-2008-7612.html

badboyfriend
26-02-2008, 23:46
'Αντε να έρθει να παίξουμε τη megaman πίστα του topgunz :P
Για τέτοια παιχνίδια αξίζει να δώσεις "full price"

Slay
27-02-2008, 01:26
Νεες εικονες
http://www.worthplaying.com/article.php?sid=50030

tasioskis
27-02-2008, 09:58
εξακολουθω να μην πολυκαταλαβαινω το σκοπο του παιχνιδιου, αλλα θα το αγορασω μονο και μονο επειδη εχει γινει μεγαλος ντορος με το ονομα του.

PDS
03-03-2008, 23:50
Εurogamer:LittleBigPlanet First Impressions. (http://www.eurogamer.net/article.php?article_id=93853)

PDS
15-04-2008, 18:38
LittleBigPlanet will be “the most important game ever”, says source (http://www.videogaming247.com/2008/04/15/littlebigplanet-will-be-the-most-important-game-ever-says-source/3706/)

http://www.videogaming247.com/wp-content/uploads/2008/04/littlebigplanet5.jpg

Word from a SCEE press tour for LittleBigPlanet this week says Media Molecule has come up with something very special indeed in LittleBigPlanet.

“It’s going to be the most important game ever,” said an attendee. “It’s just astonishing. “

The press was given two hours hands-on with the PS3 game, including full access to single-player, the level editor and “everything else”.

Our source says the code was still fairly flaky and crashed multiple times during the session – the developer recently said it was entering the alpha stage of development – but that the game itself was looking robust.

“I think it’s literally bug-stomping now,” said our man. “The game is astoundingly smooth.”

LittleBigPlanet has no fixed date at the moment aside from “September”.

pvinis
15-04-2008, 19:52
νεο trailer
16I95EfNMkk

PDS
07-05-2008, 14:19
YouTube - LittleBigPlanet ingame (PlayStation Day)

loοοl:giggle:
θα ειναι απιστευτο αυτο το game.:angry:

PS3άκιας
07-05-2008, 14:25
YouTube - LittleBigPlanet ingame (PlayStation Day) (http://www.youtube.com/watch?v=m1dup3pGhRw)

loοοl:giggle:
θα ειναι απιστευτο αυτο το game.:angry:

στην αρχη νομιζα οτι εδειχνε το killzone 2:rofl:

leone
07-05-2008, 14:27
παρανοια χαχαχαχαχ

Exoskeletor
07-05-2008, 15:41
pragmatika egw den exw ps3 k skeftome na parw poio poly gia ayto to game, eine apisteyto

obione
07-05-2008, 17:31
einai idietero game to litle big planet...gia na doume pws tha paei..

john
17-05-2008, 01:20
http://ps3.ign.com/dor/objects/856680/media-molecule-ps3-game-/videos/lbp_psd-trailer_050908.html

PDS
17-05-2008, 02:41
LittleBigPlanet Progress Report (http://ps3.ign.com/articles/874/874746p1.html)
We play a new level and get confirmation on a U.S. release window.


You're welcome -- and encouraged -- to read this preview, but the fact remains that you'll never understand the jaw-dropping power of LittleBigPlanet until you play it. How do I know this?

Because I just played it for the first time, and I'm legitimately floored.

I was in the audience at GDC 2007 when Phil Harrison introduced the world to Sackboy, and I thought LBP looked like fun but didn't go off the deep end for it. There's been more than a few events since then where LBP and I have shared the same space, but something or some project always kept me from playing it. So, my excitement for the project stayed in the "Gee, whiz. That looks like fun stage."

Today, at Sony's Pre-E3 event, I saw the light.



Folks representing the title started us journalists off at a simple selection screen where three planets float in front of a cardboard box that has a viewing hole cut out of the middle. It looks like a TV or a spaceship window. One planet is the cloth-like material the game is synonymous with and is called CraftEarth. This is where you'll jump into actual levels you've created or downloaded. MyMoon is where you'll be given the keys to the kingdom and allowed to create your own contraptions and worlds. InfoFridge was blank for our demo, but is made up of push pins and corkboard -- when the title goes live, this is where messages will be displayed as kind of a community gathering place.

Thing about this screen is that Sackboy -- or boys depending on how many players you have ready to go -- are just chilling in the box while you browse. When you're ready to move, they'll grab the massive representation of the PS3 controller and wiggle the joysticks for you.

Ours eventually wiggled to a level named Elephant Expedition. With a distinct India flavor, the core structure of the level was constructed out of a shaped, sand-colored facade that's reminiscent of ancient architecture. This is intermixed with tan sofa cushion-looking rectangles that act as platforms and traps. One of the long logs launched our Sackboy into the air, while similar rectangles shot in from the side and tried to crush him.

I played with three other folks, and the objective was to get through the level as quickly and efficiently as possible while collecting colored-orbs. Our total orb count was tracked in the center of pie chart in the left corner, while the pie part tracked how many orbs each of our team's Sackboys had collected. When we modified our characters looks -- tap square and have at it when it comes to eyes, teeth, moustaches, etc. -- the character's representation on the pie chart changed in real time.

Still, what I find most impressive about this title is how simple it is to control while maintaining an incredible depth. I ran through the level tapping X to jump and holding R1 to push and pull objects into position. That's it. Two buttons. With those two buttons, I was moving blocks to make stairs on one side of the level, leaping onto ledges to activate switches so that my team could move on, and even riding a mechanized elephant over some fire spots that would surely kill my Sackboy.

http://ps3media.ign.com/ps3/image/article/874/874746/littlebigplanet-20080516024056993-000.jpg

Sure, when I wanted to change my character or put tiger-striped stickers all over the place I needed to use a third button and navigate a small pop-up menu, but even with all of the options on the screen, it was a breeze to jet through.

We finished the level in front of a cardboard computer screen, our stats popped up, we unlocked some stickers and a little trophy popped up over my head to signify I had collected the most orbs.

It was simple, easy and a blast.

From there, our demo sent us to the moon to see what we could create and how. It started with the content I'm sure you're all familiar with -- you can put him in a dragon suit, you can give him a Cyclops eye, etc. -- but quickly moved to how these individual pieces end up interacting with each other. The game busted out an oh-so-cute skull that's suspended above the ground by this wooden spine. The lower part of the skull's jaw was on a set of ropes and would fall and rise over and over again. Our demoer whipped up a switch and placed it next to the skull, he then paused the action (which brings about this sick VCR tracking art at the top of the screen to let you know something's different) and connected the switch to the ropes via chains.

The action resumed without the skull's mouth moving. One Sackboy climbed onto the jaw, another threw the lever, and the character rose.

Equally as awesome as all of that was endowing your creations with elements. Every platforming level needs deathtraps, and creating them in LBP is easy. Our demo-giver created some sponge rectangles and then clicked his elements option. Fire, ice, electricity and more popped up, he chose electricity, he clicked the sponge and -- ZAP -- we had a way to kill our little buddy.

Seriously, I could talk all day about how amazing this game seems like it's going to be, but you won't know the joys of making your Sackboy hold his breath until he explodes, using the PlayStation Eye to make an in-game sticker, or any of the other cool stuff until the game's global launch in October. Until then, keep it on IGN for the latest news and previews.

PDS
17-05-2008, 03:04
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022224226.jpg
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022226710.jpg
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022229054.jpg
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022231429.jpg
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022233882.jpg
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022236163.jpg
http://ps3media.ign.com/ps3/image/article/874/874741/littlebigplanet-20080516022248429.jpg

atomsk
17-05-2008, 09:54
αχαχ το παιχνίδι τα σπάει, αυτό πάει να πει innovation...ΕΠΙΤΕΛΟΥΣ θα πέξουμε κάτι καινούργιο!

pvinis
17-05-2008, 10:55
34173
34175
34179

michalaros
17-05-2008, 15:32
Για εμενα ειναι πραγματικα το μοναδικο παιχνιδι που αξιζει καθε του ευρο...δημιουργικο,οσο και να παιζεις δεν τελειωνει ποτε και μωλις το πιασουμε στα χερια μας με τις πιστες που θα φτιαχνει ο καθενας θα ειναι πραγματικα ΑΤΕΛΕΙΩΤΟ...επιτελους θα μαζευομαστε σπιτι με την παρεα κ θα παιζουμε κατι καινοτομο και πραγματικα ευχαριστο....και επιτελους βγαινουν παιχνιδια που ειναι πραγματικα next-gen με φυσικη,καινουριες μεθοδους και αληθοφανεια...
(off topic...που ειναι επιτελους το Force unleashed και το Alone in the Dark???TΑ μοναδικα next-gen παιχνιδια....εχω ειλικρινα βαρεθει να παιζω ιδια shoot em up κτλ με απλες παραλαγες και καθολου physics που τοσο διαφημιζουνε ΑΡΚΕΤΟ καιρο τωρα... )

PDS
18-05-2008, 14:53
34204

pictorino
18-05-2008, 15:24
πολύ ξεχωριστό παιχνίδι,αν δεν αναβαλλόταν κι αυτό συνέχεια..(κακό της sony βέβαια μια και αυτό το παιχνίδι με την κατάλληλη προώθηση θα μπορούσε να αντιστρέψει πλήρως την αγορά)
θεωρητικά (και πρακτικά)δεν τελειώνει ποτέ!!με έναν απλό χειρισμό θα είναι πολύ εθιστικό!!

slayeras
19-05-2008, 09:11
Σιγουρη αγορα απο εμενα παντως, μακαρη να μην παρει και αλλη αναβολη

PDS
21-05-2008, 22:42
5 Incredible ‘Little Big Planet’ Details — Including How Enemies Work (http://multiplayerblog.mtv.com/2008/05/21/5-incredible-little-big-planet-details-including-how-enemies-work/)


I don’t mean to brag when I say that I had already played “Little Big Planet” a few times before trying out the malleable PlayStation 3 platformer again last week.

Instead, I mean to convince you that I had good reason to think I knew about the coolest stuff in the game. I’d run through levels. I had used the game’s mighty content editor to create all sorts of wild costumes and level props.

And yet I was floored five times during my brief opportunity to play the game with “LBP” technical director Alex Evans. Here’s what impressed me:

1) How Enemies Work — I kept hearing that each new “LBP” press demo would finally reveal the game’s enemies. But in each demo — including the one I went through last week — they were not in there. I asked Evans about this; what he told me made me realize I had been expecting the wrong thing. The developers at Media Molecule aren’t focusing on giving players pre-made enemies.

Instead, Evans said the game will ship with five or six artificial intelligence brains. He wouldn’t tell me what the AI behaviors would be, but explained that a “LBP” user would be able to apply them to their creations in the game’s editor. Whether or not the AI brains will drive your creations effectively depends on your designs. For example… did you put wheels on the giant attack-llama?



2) Gaming’s Most Impressive Screenshot Tool — You can take in-game screenshots in “Little Big Planet.” Hooray. You can then take those screenshots and apply them to objects. That’s actually… promising. While using the game’s content editor I made a few beams and struts. Then I hopped my character on top of them to pose for a screenshot. I took that shot and applied it as a sticker to one of the beams or struts. I had created an optical illusion, my character standing on top of a beam that looked like an image of him standing atop a beam. Think about how you could use this feature to mess with people: making solid walls look like empty space and fooling them to crash right into them.



3) How “LBP” Music Can Turn Levels Into Rhythm Games — “Little Big Planet” users can place sound objects in the levels they create. The object Evans showed me was a little speaker. We were able to attach it to a block that was resting at the beginning of a level we were making. You can assign music that will play from that speaker when a user’s character walks past it. The music from that speaker can be set to play from any point in the track. I proposed an idea to Evans that he said was 100% do-able: I could line a level with speakers, one set up every few steps — and set them all to play the same song, but queued up from different parts. Doing this, I could make it so that if a player ran through my level at a certain pace, he or she would hear the song play perfectly. Running at the wrong pace would cause the player to hear the song play in a choppy fashion.



4) Just Add Water — The game features an impressive content editor. It integrates all its objects within a certain style of calculated physics. Objects teeter and roll with mathematical precision. But there’s one element that’s not in the game yet — liquids. I can’t flood a level with water and watch how that affects everything I generated. Instant non-purchase? No way. Evans told me liquids are possible: “If people want that, we can do it.”


5) The Gifts That You Can Give — Not only can you use “Little Big Planet” to create any imaginable gaming object that would fit in a 2D playing field, but you can also make the blueprints for any such object. Those blueprints — really, the object itself — can be uploaded to other gamers. Better than that: you can make the blueprints a collectible item in the levels you create. Better still: you can associate such objects with leaderboard requirements. So I can challenge the world to score a certain number of points in a level I’ve made and then automatically reward anyone who achieves that mark with a trophy object that I made myself. I wonder what I could force people to receive if they play my level poorly…

slayeras
20-06-2008, 09:10
LittleBigPlanet dev chats about story mode, adult content, and Sackboy plushies


http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/lbpinterview1.jpg

For the latest episode of the PS Nation podcast, we chatted with Media Molecule founder, Mark Healey. He previously worked on Rag Doll Kung Fu, before moving onto the hotly anticipated PS3 exclusive, LittleBigPlanet. In our 40 minute chat, we covered a number of topics. For example, did you know LittleBigPlanet will have a story mode? Did you know that you'll be able to share "risque" levels privately amongst your friends? Finally, we have confirmation that Sackboy plushies are being made. Yes! Read on.

LittleBigPlanet has been evolving at every show. For example, enemies were introduced in the most recent build. How is Media Molecule staggering these features? What's the schedule and why are certain things only being shown at certain times?
To be honest, because we showed the game at GDC originally, so early on in the development process. Really, we've been showing things as they go into the game. People have been seeing the game evolve. Quite often, people show the game much nearer the end and are very careful about what they show and what they don't show. It's literally as we're designing the game that we're showing things. There wasn't one big master plan. At some point, we decided "we need enemies," so we put enemies. And then it was shown to people.

YouTube video uploading (http://www.ps3fanboy.com/2008/06/04/pixeljunk-eden-will-support-youtube-uploading/) has been discussed for games like PixelJunk Eden and an educational title in Japan. Is it something that's being considered for the game?
We haven't made any plans to do that yet. But, like we've always said. We really want to listen to the community. Really, whatever they're most hungry for, we'll make every effort to feed them with what they're hungry for. Like the fluid, with YouTube -- I'm taking a guess, but those are going to be high up on that list. I don't really know what the logistics are, who you have to talk to at YouTube. If there's a huge desire for it, and it's possible, then I'm sure we'll have a go at doing it.


http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/lbpinterview2.jpg


How were the Killzone Sackboys (http://www.ps3fanboy.com/2008/05/07/cute-stuff-see-the-killzone-sackboys/) introduced into LittleBigPlanet?
Alex, one of our technical directors, he happened to know one of the people at Guerilla. That particular thing came about over a couple of beers. It's a really small world, the games industry, really. We're definitely interested in getting first party game elements into the LittleBigPlanet universe. I don't want to say too much about it, really. As things unfold, we'll definitely make them known. And, I have to be careful ... Brandon (SCEA PR) might snap some legs if I go any further.

What's the breadth of content we can find in the final game, considering it's been taking so long?
"There's a whole game there you can play through ... strung together in the form of a story."

First of all, out of the box, there's going to be a whole heap of example levels. Last time I counted, there were fifty plus. We put a lot of time and effort into those. We wanted to kill a few birds with one stone. A, we wanted to show what's possible with the tools. B, for people that don't want to be creative, there's a whole game there that you can play through, basically. They are strung together in the form of a story. A very loose story, but incredibly funny at certain points. There's elements in those levels that will satisfy a lot of different type of gamers. So yeah, there's definitely going to be enough content to just play.

We've seen levels that scroll from the left to the right. Will levels be able to go from the right to the left?
When you create a level (or scene, as I like to call it), you can place an entrance anywhere you'd like. You've got a huge area you can build your level in ... so yes is the answer to that.

Some people will want to build more risque content for the title. How are filters being implemented and can people get away with putting more ... adult content on the service?
First of all, I can tell you that you can make private levels. You can publish a level and make it locked and give away keys to friends. But, I personally wouldn't put risky content in there. We have a post-grievance system. The way that works is ... pretty much at any point in the game, you can press a button and effectively take a screenshot. That screenshot knows lots of information of where that screenshot came from, what players were there, etc. You can send that screenshot to the powers that be ... If you want to make a private level, give keys to people you trust. You can do that, I suppose.


http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/lbpinterview3.jpg


"Maybe in the future, we'd like to explore other areas outside of games."

Why the name Media Molecule?
I remember we had lots of arguments at the time about what we should call ourselves. I think we settled on that on in the end. Well, all of us here are interested in various forms of media. Music, video, computer games ... and we clustered together to form a molecule. It sort of makes sense in a way. I remember one of the things we talked about is that we didn't want to have the word "Games" in our company name. Maybe in the future, we'd like to explore other areas outside of games. Who knows? It's a name we'd like to go forward with our global empire.

So "LittleBigPlanet: the Movie" confirmed.
Absolutely. Via YouTube, of course. [Ed's note: this is a joke. We think.]

Can we use the Playstation Eye to customize our characters?
Absolutely ... For example, you can wear a cardboard box and put a sticker of yourself there. And presto, you have a little creepy version of yourself walking around in the game. So yes, you can absolutely do that.

Can we expect more quirky music (featured in the trailers) in the game?
Absolutely. We've got some real gems in there. I won't name them now and spoil the surprise. But we've got ... well, I forget the number. We've got several really cool tunes in there from bands that aren't necessarily very well known. In addition to that, we've got a whole set of interactive pieces of music. So, things like the Go Team track are effectively licensed track that you can place into a level if you like and they just play. But we've got some other pieces of music where you can actually tinker with a virtual mixer, so you can alter what they sound like. You can alter the drums, or the bass, or change the vocal parts. You can sequence that and have different mixers throughout the game. Hours of fun just messing with that. I'm not going to say more about that ... but that's very cool. There's some exciting things related to that in store. It's something that's never been done before, I don't think.


http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/02/lbplush.jpg
They're coming.


Are there any plans to sell Sackboy plushies (http://www.ps3fanboy.com/2008/02/06/we-3-this-littlebigplanet-plush/)?
I hope so. I want one. And everyone I know wants one. I think it'd be silly not to really. I don't know what plans have been made to start the process, but I think it's a no-brainer, really. I need one to give one to my newborn child, to start. [Ed's note: check the podcast for more details on that!] So that's got to happen. Do you know anything about that Brandon?
Brandon: It's on the way. Details will be emerging shortly.

Did companies other than Sony try to get LittleBigPlanet?
"It was pitched exclusively to Sony. They said the right things."

Well actually, Sony were the first people we showed it to. They just got it straight away. They loved it, really. They said all the right things, and they really went out of their way to establish us as a new studio. We didn't even feel the need to go to show it to anyone else, really. It was pitched exclusively to Sony. They said the right things, so good Sony!

http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/

personGR
20-06-2008, 11:56
We're definitely interested in getting first party game elements into the LittleBigPlanet universe. I don't want to say too much about it, really. As things unfold, we'll definitely make them known. And, I have to be careful ... Brandon (SCEA PR) might snap some legs if I go any further.


Να δω ένα sackboy στη μορφή του Kratos, τίποτα άλλο δε θέλω... :D

slayeras
20-06-2008, 11:57
Να δω ένα sackboy στη μορφή του Kratos, τίποτα άλλο δε θέλω... :D
Sackboy με octocamo ομως? :innocent::D:D

gepe13
20-06-2008, 11:59
Can we use the Playstation Eye to customize our characters?
Absolutely ... For example, you can wear a cardboard box and put a sticker of yourself there. And presto, you have a little creepy version of yourself walking around in the game. So yes, you can absolutely do that.

εγω θελω να δω ενα level με ολες τις φατσες απο τα παιδια του forum

WolfRathmA
23-06-2008, 04:11
Can we use the Playstation Eye to customize our characters?
Absolutely ... For example, you can wear a cardboard box and put a sticker of yourself there. And presto, you have a little creepy version of yourself walking around in the game. So yes, you can absolutely do that.

εγω θελω να δω ενα level με ολες τις φατσες απο τα παιδια του forum

Χαχα.. καλο ;)

Αντε να το δουμε και αυτο! Κορυφη θα ειναι! αναμονη για 3 μηνες ακομα...

PDS
23-06-2008, 14:44
Νέες πληροφορίες για το LittleBigPlanet (http://www.gameover.gr/default.php?pid=6&cat_id=11&cat=PS3&art_id=5294)


Σε συνέντευξη που παραχώρησε ο ιδρυτής της Media Molecule Mark Healey στη ιστοσελίδα PS3fanboy, έδωσε νέες πληροφορίες σχετικά με το περιεχόμενο του φιλόδοξου LittleBigPlanet. Σύμφωνα με τα λεγόμενά του, θα υπάρχουν παραπάνω από 50 επίπεδα, τα οποία θα συνδέονται μεταξύ τους με μία ιστορία που, όπως είπε, μπορεί να μην έχει βάθος αλλά θα είναι ιδιαίτερα αστεία. Συνέχισε λέγοντας ότι θα υπάρχει η δυνατότητα να φτιάχνουμε επίπεδα, τα οποία θα είναι “κλειδωμένα”, προκειμένου να μπορούν να τα κατεβάζουν αποκλειστικά οι παίκτες που θα γνωρίζουν τον κωδικό.

Χωρίς να δώσει πολλές λεπτομέρειες, φάνηκε από τα λεγόμενά του πως επίπεδα με προκλητικό περιεχόμενο θα μπορούν να εντοπιστούν μέσω «φωτογραφιών» που θα μπορεί να τραβήξουν οι παίκτες από οποιοδήποτε επίπεδο. Τέλος, έγινε γνωστό πως θα υποστηρίζεται η χρήση της κάμερας του PlayStation 3 (PLAYSTATION EYE), επιτρέποντας την εισαγωγή των δικών μας χαρακτηριστικών. Υπομονή λοιπόν μέχρι τον Οκτώβριο οπότε και αναμένεται να κυκλοφορήσει για το σύστημα της Sony.

slayeras
27-06-2008, 09:19
LittleBigPlanet dev: Harrison's influence was "pivotal"

Posted on June 26th, 2008 at 08:00 EDT
Media Molecule Co-Founder Alex Evans has said that Phil Harrison’s influence during the conceptual stages of the studio’s forthcoming LittleBigPlanet was “completely key and pivotal.”

Speaking with Gamesindustry.biz, (http://www.gamesindustry.biz/articles/harrison-s-influence-was-pivotal-says-evans) Evans stated, "Obviously that then transitioned into Sony, and especially the team at Liverpool, and Michael Denny - I don't want to downplay their roles as well. But certainly with Phil, at the very beginning, the amazing thing was that he got it.”

Evans went on to describe how the team struggled to put the game into words before the project actually took shape, and initially felt that publishers would not grasp the idea, “let alone champion it.”

"But the interesting thing with Phil was that when we pitched to him, we actually played down what became the Game 3.0 things that he talked about,” he explained.

"We pitched much more of a platform game, the physics and so on, and he was very instrumental in telling us to think about what it would mean to have user-generated content - to think about what that means for the community."

"I think that was his influence on the game early on, and I think it was hugely useful to have that degree of focus in the right place, and the right time."

Despite Harrison’s recent move to Infograms, Evans stated that Sony is fully supportive of the title, and feels there will be a continuation of “good patterns" that were established during the development process.

LittleBigPlanet is due out exclusively on PlayStation 3 later this year.




http://www.psu.com/LittleBigPlanet-dev--Harrisons-influence-was-+quot;pivotal+quot;-News--a0004077-p0.php

slayeras
03-07-2008, 14:27
Trophies confirmed for LittleBigPlanet

By James Orry (http://www.videogamer.com/staff.html) - 02/07/2008 - 5:05pm GMT
Details of the first Trophy revealed by Media Molecule co-founder.

http://static.videogamer.com/videogamer/images/ps3/little_big_planet/news/8708_1_e09dc67dcb.jpg (http://www.videogamer.com/ps3/little_big_planet/screenshot-26.html)
Speaking to EuroGamer (http://www.eurogamer.net/article.php?article_id=164853) during a live interview in which readers were invited to send in questions, Media Molecule co-founder and technical director, David Smith, has revealed that LittleBigPlanet will feature Trophy support.
"We've been having a lot of fun working out what trophies most fit our game. Because we have this catchphrase of 'Play, Create, Share', the trophies (and indeed some of the other scoring systems) reflect this," said Smith.
Smith went on to reveal what players will have to do in order to earn one of the game's trophies. Gamers will need to somehow make their "sackperson be thrown at some huge velocity," with Smith noting that a user created machine will be needed.
http://www.videogamer.com/news/02-07-2008-8708.html

NonBorn
16-07-2008, 12:44
36531

slayeras
16-07-2008, 12:54
Αγορα απο την πρωτη μερα κυκλοφοριας χωρις τον παραμικρο ενδοιασμο

ΤΑ ΣΠΑΕΙΙΙΙ!!!!!!!

Vassilius
16-07-2008, 14:50
Αν κάποιος πάρει το ps3 για ένα και μόνο παιχνίδι, αυτό είναι το Little big planet.

NonBorn
16-07-2008, 14:58
http://images.gamersyde.com/gallery/public/8953/1221_0001.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0002.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0003.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0004.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0005.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0006.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0007.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0008.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0009.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0010.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0011.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0012.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0013.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0014.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0015.jpg
http://images.gamersyde.com/gallery/public/8953/1221_0016.jpg

atomsk
16-07-2008, 21:37
ΤΟ ΘΕΛΩ ΤΩΡΑ!!!! :(:(:(:(:(:(:(:(

Avenger_Seraphim
16-07-2008, 21:46
Ποσα παιχνιδια θα εχουμε να αγορασουμε μετα το καλοκαιρι >_< Και αυτο φυσικα ειναι must buy...Και η παρουσιαση στην αρχη που εγινε με το LBP ηταν ολα τα λεφτα...

fatalGR
16-07-2008, 21:50
Μπα,δεν τους παίρνει άλλο,αρκετά πια..Νομίζω το αργότερο μέχρι τέλη Οκτωβρίου θα βγει κι αυτό :)

klepidas
16-07-2008, 21:52
μπα μάλλον παει για 2009

fatalGR
16-07-2008, 21:54
Πλάκα κάνεις....

Avenger_Seraphim
16-07-2008, 21:55
Για οκτωβριο 2008 ακουσα και εγω στην Ε3 οτι θα κυκλοφορήσει...?

NonBorn
16-07-2008, 21:58
μπα μάλλον παει για 2009

Αποκλειστικές πληροφορίες από τον klepida... Ενώ χτες ο Τρετον είπε ότι θα έρθει τον Οκτώμβρη του 2008 ο klepidas έμαθε από έγκυρη πηγή ότι παίρνει αναβολή για το 2009....:witsend::witsend::witsend:

fatalGR
16-07-2008, 22:21
lol,είχε συνέντευξη στο gamespot, αυτού που μας έδειχνε διάφορα μέσω του LBP στην Ε3.Έδειξε νέες πίστες,μιλάμε έμεινα,τα σπάει το game!!

klepidas
16-07-2008, 23:27
Αποκλειστικές πληροφορίες από τον klepida... Ενώ χτες ο Τρετον είπε ότι θα έρθει τον Οκτώμβρη του 2008 ο klepidas έμαθε από έγκυρη πηγή ότι παίρνει αναβολή για το 2009....:witsend::witsend::witsend:

ρώτησα 4 μαγαζιά και μου το είπαν όλα οτι υπάρχει περίπτωαη αναβολής για αρχές 2009

atomsk
16-07-2008, 23:29
Πλαισιο, Ε-shop, Papasotiriou και τον Μήτσο στην γωνία; Ξέρεις, τον πειρατή. :rofl:

klepidas
16-07-2008, 23:31
gamemania,i-play,videogamesplus

atomsk
16-07-2008, 23:33
ok αυτοί ξέρουν καλύτερα απο τον Μήτσο και τους devs του παιχνιδιού :jiggy:

desperate_gamer
16-07-2008, 23:33
Ναι και ξέρουν τα μαγαζιά καλύτερα από τον άνθρωπο που φτιάχνει το παιχνίδι...

klepidas
16-07-2008, 23:34
ίσως όχι καλύτερα απο τους devs αλλά σιγουρα καλύτερα απο εσένα atomsk

atomsk
16-07-2008, 23:35
μάλλον δεν είδες την παρουσίαση της sony εχτές

desperate_gamer
16-07-2008, 23:35
Ναι αλλά όταν οι devs λένε Οκτώβριοοο... Εγώ τι να υποθέσω; Ότι θα πάρει αναβολή για 2009;;

klepidas
16-07-2008, 23:36
Μα εγώ δεν σας είπα τι θα γίνει 100% αλλά τι λένε

atomsk
16-07-2008, 23:43
και εμείς σου λέμε τι λένε οι dev που όσο να'ναι ο λόγος τους έχει περισσότερη βαρύτητα απο τα μαγαζιά. Tώρα αν πάλι λένε μπαρούφες τι να πω...

nikon
17-07-2008, 09:07
G4 Exclusive Hands On: LittleBigPlanet


http://www.g4tv.com/e32008/videos/27098/Exclusive_Hands_On_LittleBigPlanet.html

NonBorn
17-07-2008, 12:04
Aν η εικόνα (http://image.com.com/gamespot/images/2008/196/938583_20080715_screen001.jpg) είναι χίλιες λέξεις τότε αυτό εδώ τι είναι???

http://i35.tinypic.com/mlm3oz.gif

fatalGR
17-07-2008, 12:07
Από multi είναι?Γιατί, βλέπω τρία ανθρωπάκια :P

slayeras
17-07-2008, 12:07
Ρε μπορει να κλεισει το thread αυτο μεχρι να κυκλοφορισει το παιχνιδι?, θελω να παιξω
Η μαλλον οχι....μπορει να κυκλοφορισει ΤΩΡΑ το Little Big Planet?????????????????:please2:

slayeras
17-07-2008, 12:42
My LittleBig Game

We are now getting close to finishing LittleBigPlanet – it’s due for release in October so that doesn’t leave us much time. At the moment we’re basically making proper seat of the pants last minute changes and panicking about everything. There’s a lot of pressure to live up to but the game’s looking really good and it’s shaping into something that I know we’re going to be proud of here at Media Molecule, which is great because when we first pitched it we weren’t even quite sure of what we were going to create...

Editor’s Note: Quick interruption. If you’re a developer reading Mark's Edge Keynote, and you’d liked to tell your own story on the front page of Edge-Online, contact the editor or hassle your PR. Keynotes is an open platform for game industry professionals. Okay, back to Mark...

...We were working in a very ghetto office, just a handful of us in a fairly awful building that had no air conditioning and was about to be demolished. When we originally pitched LittleBigPlanet we just had this vague idea that we wanted to create something console-friendly that used a lot of user created content. We had a small demo of a 2D physics platforming type thing using very simple box graphics but it was already quite fun to play.

To be honest we didn’t know exactly what we were going to do with it or how it was going to turn out. It’s still difficult to describe. We’ve definitely had trouble coming up with a clean elevator pitch if you like but I think maybe that’s because it doesn’t neatly fit into an existing genre.

I’m sure the press will come up with something that describes it perfectly in one sentence and then we can just use that. A few different directors at Media Molecule would probably describe it in a different way but for me it’s definitely a creative tool. That’s the shortest description I can think of.

http://www.edge-online.com/files/LBP222.jpg

It’s a creative tool that lets users make very cute, very fun experiences for other people to play with. You can add optional gameplay if you like. There were a number of occasions when we wondered if anyone was ever going to really get it or like it, but things changed once the game was revealed at GDC 2007.

Leading up to GDC we were aware that Sony expected us to show the game, but it wasn’t until quite near the actual date that we knew it was going to be revealed as part of Phil Harrison’s keynote. It was only when we actually turned up in San Francisco and saw the stage that had been made with all the props and things, that it really hit us that Sony were very, very much behind the game, much more then we had previously thought.

That moment was a real milestone. I think it really confirmed to the whole team that we were working on something very cool and the reaction the game received really gave us a big boost. It also turned the pressure on us right up because we realized that we had a major task on our hands.

Almost a year and a half later and we’re approaching that October release date. Some people have wondered how we’ve gotten as far as we have with such a small team (there’s 28 of us). Well, an element of luck can't be denied, and Sony has been incredibly supportive and tried not to be too demanding of us, but to be honest we’ve just worked really hard and we have some incredibly clever people here.

I really think that a team of about 30 people is a sweet spot in games development, at least for the way that we work anyway, which could be described as a little organic. By this I mean that we didn't have a concrete plan from the beginning and the experience would have been a nightmare with a larger team. I think we picked our battles well - we would have been silly to try and make a content heavy game like GTA for example. In fact, one of the reasons we chose to do a game that’s kind of reliant on user created content was that we had a small team and were limited on how much content we could make ourselves, so in that respect it was perfect.

http://www.edge-online.com/files/LBP.jpg

Some people have asked me how LBP should be judged, whether it is a game that can only accurately be assessed months (or perhaps years) after release, rather than by reviewers who’ve had a week with a copy prior to launch. Well, I know it has the potential to mature like a fine wine and I can't wait to see what people make with the tools over time, but I think it will stand the test of being judged straight out of the box. A message that definitely needs to be put across to consumers to make the game seem less intimidating is that, even if you don’t want to create anything at all in LBP, there are still many hours of entertainment there to be had playing the levels that we’ve supplied in the story mode just as you’d expect from any game. Through these levels we hope to channel players that are more wary into the creation process.

I hope LBP will bridge the gap between casual and hardcore gamers and appeal to as wide an audience as possible. I’ve spoken to lots of people about this, ranging from my girlfriend, who doesn’t play games, to friends of mine that are the most hardcore gamers you could ever imagine, and across the spectrum they’ve had really positive experiences with the game, so there’s definitely something there that appeals to a wide range of people.

Ultimately though, with something like LittleBigPlanet fostering an online community around the game will be the lifeblood that makes or breaks it, so we will be putting huge amounts of effort into keeping people excited. We have a whole pile of cool little add on bits and bobs planned to release after the game launches, none of which I am allowed to announce right now unfortunately.

We’ve iterated, chopped and changed things all over the show too. For example, just recently we pulled a few things (including a whole set of levels we made) out of the game due to the time pressure of getting something in the hands of the community this year, knowing full well that we would put them back in later.

In the end some degree of commercial success would be nice because that would enable us to carry on doing cool and ambitious things, and critical acclaim is nice for the ego, but what I think is most important for the team is that we’re making a game that we’re really passionate about and that we really enjoy playing. If nobody else likes it then at least we’ll have created something that we like, and if other people do like it it’s a bonus. I think that’s probably the wrong way to think about it but I’ve never ever made a game in the past that has tried to please a certain demographic or something like that. Based on the above criteria I feel we’ve already succeeded - and I'm sure the rest of the team at Media Molecule feel the same way.
http://www.edge-online.com/blogs/my-littlebig-game

klepidas
17-07-2008, 16:45
My LittleBig Game


DGE Blog post from Mark Healey, LBP developer:

We are now getting close to finishing LittleBigPlanet – it's due for release in October so that doesn't leave us much time. At the moment we're basically making proper seat of the pants last minute changes and panicking about everything. There's a lot of pressure to live up to but the game's looking really good and it's shaping into something that I know we're going to be proud of here at Media Molecule, which is great because when we first pitched it we weren't even quite sure of what we were going to create...

:ohyes:


http://www.n4g.com/events_e32008/News-171370.aspx

desperate_gamer
17-07-2008, 17:19
Άστο καλό... Και τα μαγαζιά τι απέγιναν; Ψέμματα λέγαν;;;!!!

klepidas
17-07-2008, 17:23
σταματα ρε εσυ τη προβλημα έχεις δεν είπα πως ήταν απόλυτα σωστά

greekteo
17-07-2008, 17:29
Αυτο σχετικα με την αναβολη για 2009 ηταν ακυρο:p.. Βασικα μερικα μαγαζια αν ρωτησεις για το Little Big Planet θα σου πουν "Αυτο τι ειναι? τρωγεται?" Οποτε καλυτερα να εμπιστευομαστε επισημα site;)

Οκτωβριος 2008 επισημη ημερομηνια κυκλοφοριας του παιχνιδιου!

TopGunZ
17-07-2008, 17:29
Ρε κλεπ...ώρες ώρες.... καταλαβαίνω τον ενθουσιασμό σου, αλλά μη βιάζεσαι. Δούλεψε το λίγο...μην προτρέχει η γλώσσα της διανοίας... Δεν είδες την παρουσίαση? Απλά αγγλικά ήταν όχι κονγκολέζικα. Άλλη φορά πρόσεχε γιατί δίνεις δικαιώματα να σε παίρνουνε φαλάγγι και από πάνω όταν σε διορθώνουν γίνεσαι κι εριστικός. Το ξέρεις ότι το λέω φιλικά...

klepidas
17-07-2008, 17:41
Μα δεν παει έτσι όλοι οι στραβοί και ανάποδοι σε αυτό το φόρυμ μαζεύτικαν δεν είπα τίποτα κακό μια λάθος πρόβλεψη με πηγές έστω και κακιές που να τους έβριζα κιόλας όλοι εξυπνάκιδες

TopGunZ
17-07-2008, 19:56
Μα δεν παει έτσι όλοι οι στραβοί και ανάποδοι σε αυτό το φόρυμ μαζεύτικαν δεν είπα τίποτα κακό μια λάθος πρόβλεψη με πηγές έστω και κακιές που να τους έβριζα κιόλας όλοι εξυπνάκιδες

Μα αυτό προσπαθώ να σου πω με πιο ήπιο τρόπο. Είπες χοντρή λαλακία -> σε κράζουν. Δε σου φταίνε. Αν αύριο βγω και πω ότι ένας στο Media Markt μου είπε πως περιμένει το MGS4 για 360 σε ένα μήνα, τι θα μου σούρνανε? Απλά σκέψου λίγο πριν ποστάρεις. Μην δίνεις δικαιώματα και να μαθαίνεις από τα λάθη σου, μην κατηγορείς τους άλλους.


Τέσπα....


Θέλω πίστες:
Spiderman
Megaman
Smurfs
FF7

:hungry:

three_brothers1
17-07-2008, 21:42
re t sfazeste gia auto t game?toso kalo eine k t perimenete?

klepidas
17-07-2008, 21:43
Απαξιο να απαντησω στον αν ειναι φοβερο είναι απλά ΘΕΙΚΌ

badboyfriend
17-07-2008, 22:56
Εγώ απαλιάκμονα.

EDIT για να μην είμαι τελείως offtopic :P: Περιμένω να το βγάλουν στο game.co.uk για να το προπαραγγείλω.

geodlord7
17-07-2008, 23:06
Εγώ απαλιάκμονα.

Τι ειν' τουτο παλι??:confused::confused:

X-NEC
18-07-2008, 03:54
Περιμένω να το βγάλουν στο game.co.uk για να το προπαραγγείλω.

Το έχουν ήδη... link (http://www.game.co.uk/PS3/Action/Adventure/~r335934/Little-Big-Planet/) ;)
Αν θέλεις όμως περίμενε και το Βlah... :)

badboyfriend
18-07-2008, 05:45
Το έχουν ήδη... link (http://www.game.co.uk/PS3/Action/Adventure/%7Er335934/Little-Big-Planet/) ;)
Αν θέλεις όμως περίμενε και το Βlah... :)
Thanx :) Σήμερα πρέπει να το έβαλε, χθες δεν υπήρχε! Μπα, πάντα από game παίρνω..

antonis
18-07-2008, 08:18
LittleBigPlanet
E3 2008: Boss Battle
36988

TopGunZ
18-07-2008, 11:05
Τι ειν' τουτο παλι??:confused::confused:

Πετυχημένο λογοπαίγνιο.

atomsk
18-07-2008, 13:41
To internet θα γεμίσει sack boys τον οκτόμβριο :bgrin2:

slayeras
18-07-2008, 13:50
YouTube - Little Big Planet E3 08 - *Save the Princess*

YouTube - E3 08 little big planet gameplay


χαχαχαχα κοιταξτε το sackboy με περικεφαλαια και στολη αλλα λεωνιδας.....
αυτο το παιχνιδακι θα προσφερει πολυ γελιο :D:D:D:D:D:D:D:D:D:D:D


cant wait

desperate_gamer
18-07-2008, 13:52
Aντώνη, ΦΑΝΤΑΣΤΙΚΟ βίντεο!! Υπέροχο!!!

Μακάρι να μπορούσα να σου δώσω rep!

slayeras
18-07-2008, 15:05
http://img50.imageshack.us/img50/4053/0610081420762746qn8.jpg

Μαλλον πρεπει να σταματησω να ψαχνω πληροφοριες για το Lbp, δειτε εδω, sackboy αλα Kratos.... :D :D, με little blades of chaos παρακαλω :cheers:

TopGunZ
18-07-2008, 15:06
XAXAXA TEΛΕΙΟ!!!!

modecris
19-07-2008, 03:25
Official Little Big Planet site now live

http://www.littlebigplanet.com/

klepidas
19-07-2008, 22:20
WGrSAFtHQjA&eurl

klepidas
19-07-2008, 22:23
LittleBigPlanet: why jump when you can fight?


LittleBigPlanet is a strikingly deceiving title. The press have come to adore MediaMolecule's gorgeous work of contemporary gaming art, which somehow has interested the casual gamer and hardcore gamer. Behind the veil of cuteness is a game that has far more variety than one might expect.

The level we played was quite unlike the levels shown in demos up to this point, those had linear platforming-only action. In this particular level, I had to work together with two other players on the show floor to defeat a boss character: a giant paper cut-out character throwing bombs down at us. Using the game's robust physics engine, we had to work as a team to move a bouncy pad under the hurled balls to rebound them back up towards the boss.
http://media.arstechnica.com/journals/thumbs.media/ars_littlebigplan.jpg
Just as we got into a good groove, though, the entire ground started to move and tilt. It turns out we were standing on a big moving platform. The platform began to rise and tilted from side to side, sending us into disarray. We quickly had to reorganize in order to both lift and tilt the bouncy pad to defeat the enemy.

The developers on-site made a point of saying that these kind of variable encounters with combat were limitless. In fact, the general play of the game can change significantly from level to level: platforming levels are easily created, but so too are racing levels, boss levels, combat levels, and more. LittleBigPlanet, a PlayStation 3 exclusive, is quickly becoming more than just the attractive and customizable platformer it once appeared to be. Keep your eyes out for more coverage as the game's October release approaches.
Buzz up!


http://arstechnica.com/journals/thumbs.ars/2008/07/17/littlebigplanet-far-more-than-meets-the-eye

klepidas
19-07-2008, 22:26
E3 2008: LittleBigPlanet hands-on


Coming into E3, LittleBigPlanet sat high on my list of most anticipated games for the show. After Sony's LBP "Breakout Event" and some hands-on time with the game, I can say with certainty that the hype is well-deserved.

LittleBigPlanet is an action platformer from developer Media Molecule that aims to take the "web 2.0" mentality and apply it to videogames via a piece of software centered around the player community and their interaction with one another.

The core gameplay is reminiscent of traditional platform games such as Donkey Kong Country, but with significant improvements for the current generation of consoles. Essentially 2 1/2-D, it is a side-scroller with just enough depth to the play field to greatly increase the possibilities for varied navigation of the game's environments. Physics play a huge part in the gameplay and level design, with nearly every structure being affected by weight, force, and momentum. Up to four players work cooperatively and in opposition to one another to complete levels that run vertically, horizontally, and every which way in between.

While the basic mechanics of LittleBigPlanet's play mode are enough to get gamers excited, it is the extensive customization and community features that push the title to the next level of "give me now."
http://www.gamernode.com/upload/manager////Eddie/Previews/LBP/lbp21216363101.jpg
Create mode gives players the power to build levels that rival those created by the game's developers. Any LittleBigPlanet user can adjust everything from the visual and audio components to the structural and procedural elements of the level. The background, color scheme, lighting, music, sound effects, platform construction, object motion patterns, and more are all determined by the person manning the controller. Manipulatable gadgets and event triggers can be dropped into the levels for players to activate during play mode, and a variety of AI brains can be inserted into enemy machines to dictate those structures' behavior.

After creating a masterpiece in level design, or even a single object or sticker, the content can be "copyrighted," "hearted," sent to friends, or uploaded to the general pool of community submissions, where every other LittleBigPlanet user will then have access to it. Even photos taken in-game will automatically tag the PlayStation Network IDs of all characters in the photo.

The community portion of the game does not use traditional online lobbies, but operates on a social network-like tagging and search system. User-created levels are searchable by the tags left by other players, by author, by popularity, or by freshness to the servers. If you'd rather not be bothered with searching, the game will automatically present a collection of levels you might enjoy based on past "hearts," played levels, tags, etc., so you can jump right into the game from your pod, the game's hub area.
http://www.gamernode.com/upload/manager////Eddie/Previews/LBP/lbp31216363581.jpg
The extent to which a player contributes (sharing, tagging, commenting, and exploring new content) adds points to that person's overall LittleBigPlanet ranking, distinguishing him or her as an upstanding member of the LBP community. Trophies will also be a part of the game, providing added incentives and rewards to players.

Finally, Media Molecule technical director Alex Evans talked about the game's story mode, which is expected to last longer than 15 hours and feature huge boss characters with multiple forms, each requiring different strategies to conquer.

LittleBigPlanet is sure to impress gamers when it hits the PlayStation 3 this October. The combination of gaming, social networking, content creation, sharing, and the "two-point-oh" movement is going to leave a massive footprint on the gaming landscape. If you don't have a PS3 by the time this game comes out, here's your reason to finally buy one.

http://www.gamernode.com/previews/7151-e3-2008-littlebigplanet-hands-on/index.html

klepidas
20-07-2008, 00:43
WhatIfGaming E3 08′: LittleBigPlanet Beta Coming This September (http://whatifgaming.com/whatifgaming-e3-08-littlebigplanet-beta-coming-this-september)


That’s right. This September, most likely near the 1st week, LittleBigPlanet will definitely have the beta launch ready for fans eagerly awaiting the wondrous dreaming spectacle of the infinitely large world that makes it up.

Alex Evans, Co-Founder, Media Molecule: We’re ready for it, and this game just has to get out October. Mark (Healey) is having a boy soon and this bad boy has to be done before then.

WhatIfGaming: So, no delay…nothing? Solid for October 2008 on Blu-ray disc only?

AE: Yes. There will be no delay and it will be ready then.

WhatIfGaming: So, the beta will take place September?

AE: You got it. Absolutely.

WhatIfGaming: So, is it for underground members only or will there be a site for selection or something?

AE: It will be a public beta, but limited at the same time. We will disclose that info when we’re ready.

We would like to thank Alex Evans for taking the time to speak with us about LittleBigPlanet.

redismagik
20-07-2008, 00:57
tora eida ta videakia aytou tou game .nomizo gia mena oti prokite gia ena game polli prototipo kai katapliktiko .

klepidas
20-07-2008, 13:25
LittleBigPlanet: New Gameplay Footage (no audio) (http://ps3.ign.com/dor/objects/856680/media-molecule-ps3-game-/videos/little_big_planet_noaudio.html)

Exoskeletor
20-07-2008, 13:45
guys uparxei periptosh na exoume k kana oplo opos kana spathaki or something?

klepidas
20-07-2008, 13:55
Λογικά κάτι θα έχουμε αλλά όχι πολύ πολύπλοκο αφού θα υπάρχουν εχθροι αλλιώς θα προσπαθούμε να τους ρκτοπίσουμε με διάφορα ακροβατικά..φάση θα έχει

john
20-07-2008, 22:46
http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/07/ps3printsmoney.jpg (http://uk.playstation.com/games-media/news/articles/detail/item111520/)

What's a better incentive to create a level in LittleBigPlanet than good, hard cold cash? According to recent comments by David Reeves, president of SCEE, that's what's planned for the upcoming community-driven platformer. "What we're trying to do with LittleBigPlanet is almost iTunes meets eBay in the sense that once an individual or a developer has qualified by producing certain levels or certain add-ons, they will then be able in the future to exchange these and make money out of them," Reeves notes. "Eventually, it's feasible that you might well see the first LittleBigPlanet millionaire!"

It appears that how much creators can charge for content is also user-determined. "Even if you charge less than one euro, it doesn't take many downloads if you've got a really strong LittleBigPlanet level for people to be able to make money. It's a great way for people to show others what they can do." This may give aspiring level designers a chance to not only show off their creativity, but turn their skills into profit.




αντε μπας και σταματησουμε τις δουλιες μας :p



http://www.ps3fanboy.com/2008/07/20/littlebigplanet-allows-users-to-charge-for-created-content/

Exoskeletor
20-07-2008, 22:54
endiaferon.. etoimasthte na agorasete ths dimiourgies mou, an k fantazome prota prepei na bro ena ps3 :D

pvinis
21-07-2008, 00:26
γαμωτο... ειναι το ενα πραγμα που δεν ηθελα να συμβει με το LBP.. γιατι αν εμεις μπορουμε να χρεωνουμε, οταν βγει το πρωτο pack με εξτρα levels... θα κανει 10 ευρω.. και θα το αγορασουμε... και μετα αντε να το μαζεψεις το θεμα....

geodlord7
21-07-2008, 01:00
Kαλο απο τη μια και κακο απο την αλλη.

Μπορει καποιος που ειναι τρομερα δημιουργικος να βγαλει τρελο χρημα!!!!

Αλλα απο την αλλη για καλα levels θα πρεπει να πληρωνουμε:D

klepidas
21-07-2008, 03:29
Ban στον Wolf ανεπίτρεπτο μοντικο επαναληπτικο λάθος

http://www.ps3forums.gr/vb/showpost.php?p=90871&postcount=163

redismagik
21-07-2008, 08:43
psaxnontas gia videakia apo ayto to game ,pisteuo olo ki perisotero oti tha kanei to megalo mpam ayto to game.tha kanei apisteutous filous.......

slayeras
21-07-2008, 14:32
click για εικονες

http://image.com.com/gamespot/images/2008/127/938583_20080507_screen008.jpg

http://image.com.com/gamespot/images/2008/197/938583_20080716_screen017.jpg

http://image.com.com/gamespot/images/2008/127/938583_20080507_screen009.jpg

http://image.com.com/gamespot/images/2007/136/938583_20070516_screen010.jpg

http://image.com.com/gamespot/images/2007/136/938583_20070516_screen012.jpg

NonBorn
22-07-2008, 00:01
LittleBigPlanet release date: October 24? (http://www.joystiq.com/2008/07/21/target-cards-reveal-possible-littlebigplanet-release-date/)



http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/lbp.jpg



Target is offering up pre-sale cards for LittleBigPlanet that claim an October 21st release date for this eagerly awaited game. We've known it would be coming (hopefully, keep your cute little fingers crossed) in October (http://www.joystiq.com/2008/05/06/littlebigplanet-slated-for-october/) of this year, and hopefully this date won't be changing. Plus we're still itching to get our hands on a demo before then so we can practice our sponge-collecting skills.

There's still no definitive word if Sony will be offering this up for download as well as the retail Blu-ray version. In this Gamespot video (http://uk.gamespot.com/video/938583/6174874/littlebigplanet-stage-demo) at about three minutes in, they say "We're hoping to have it on the Playstation Network Store as well." Maybe Sony's planning on releasing a trimmed-down version of the game for download, and opening up the full game to retail customers, similar to what EA has done by putting out the Spore Creature Creator as a free download in advance of the full Spore game coming later? Either way, October can't get here fast enough. Free candy and LittleBigPlanet? Sold.

desperate_gamer
22-07-2008, 00:18
LittleBigPlanet DLC to be free at launch
Posted on July 21st, 2008 at 13:54 EDT


Tongues began wagging yesterday after David Reeves suggested that LittleBigPlanet owners could earn money from their creations. He described it as an "iTunes meets eBay" system and even went as far as predicting that someone could become a millionaire through the game.

However, Sony Europe today reassured LBP fans that user-created content will in fact be free.

"SCEE and Media Molecule can guarantee that all consumer-generated content will be free at launch. We know how important this is to the LBP community and what we want most is for people to enjoy playing, creating and sharing their content."

"Obviously, we're also excited about the future and David was talking about how user-generated content could potentially evolve in the long term. Any decisions that are taken to evolve LBP in the future, will include the community and focus purely on enhancing the user experience."

Thankfully we won't be forced to dig further into our pockets come October, when LittleBigPlanet is released, but the confusion does raise an interesting issue. Just as regular YouTube content providers can make money through ad revenue, will we see PS3 owners making money from user-created content on future titles?

http://www.psu.com/LittleBigPlanet-DLC-to-be-free-at-launch--a0004305-p0.php

Φίου! Άρα δεν χρειάζεται να ανησυχούμε. Αλλά ένα επιπεδάκι γεμάτο διαφημίσεις δεν θα ήταν άσχημα, να βγάζαμε κανα χαρτζιλικάκι :frog:

nikon
22-07-2008, 08:31
37307

slayeras
22-07-2008, 08:39
LittleBigPlanet detailed: 50 levels, no ingame music, and more

http://m2.n4g.com/8/News/173000/173007_1_hs.jpg French video game site (javascript:void(0)) LivePlay3 writes:

Scheduled for October 2008, the final version of Little Big Planet reveals more about its content.

Understand first that there will be fifty levels to go with boss at the end of some of them. At the level of difficulty, the developers promise that everyone can play this long-awaited title, while specifying that that will be many more challenges identified for gamers.

It will obviously be possible to die, but the introduction of numerous checkpoints should afford not too take the lead. I've talked about boss earlier, well aware that some will be very difficult if not impossible to beat if you play personal. Indeed, with your mutual friends will sometimes be necessary.

Latest information, you can not listen to your own music in Little Big Planet , developers have preferred to create many music tracks to make the action even more immersive"


http://www.n4g.com/ps3/News-173007.aspx

slayeras
23-07-2008, 08:42
LittleBigPlanet EU Beta selection now taking emails.

http://m2.n4g.com/8/News/173000/173917_1_hs.jpg Over at Media molecule's contact page a paragraph reads:

Beta Trials:
If you are interested in being involved with any beta trials, you'll need to join Sonys Beta Trial Programme. You can get in touch with them directly by emailing:

betatrial@eu.playstation.com

This looks to be only open to European users so far.
Read Full Story >> (http://www.n4g.com/ClickOut.aspx?ObjID=173917)

http://www.n4g.com/ps3/News-173917.aspx

Τρεχατε ποδαρακια μου :D

klepidas
23-07-2008, 11:55
Ρε είσαι σίγουρος κοίτα τι μου απάωτησαν


Hi,

Thank you for your interest in the EU Beta Tests for PLAYSTATION&#174;3. Unfortunately we are not recruiting additional beta testers at this point in time. Should we start recruiting again, we shall announce this on the EU PlayStation.com Forums.

Please visit the following link for more information regarding the Beta Tests:
http://community.eu.playstation.com/playstationeu/board/message?board.id=138&thread.id=8118

If you are a resident in the United States, please visit the PlayStation.com Forums at http://boardsus.playstation.com/playstation for the US Beta Tests.

Thank you again for your interest.

The Beta Test Team.

Sony Computer Entertainment Europe
http://www.eu.playstation.com

pvinis
23-07-2008, 12:31
κι εμενα τα ιδια... ισως ηταν ανοιχτο για τους πρωτους 100 ξερω γω....

john
23-07-2008, 17:30
εμενα γιατι δεν εχουν απαντησει ακομα?
δεν μπηκαν καν στο κοπο να απαντησουν λεει :rofl::rofl::rofl:

NonBorn
23-07-2008, 18:54
Boxart...

http://ps3life.nl/data/upload/4_XY_w7f-M1216826938.jpg

desperate_gamer
23-07-2008, 19:00
Υπέροχο και επιβλητικό boxart. Ευχαριστούμε!

WolfRathmA
24-07-2008, 02:41
Λενε οτι μπορει να ειναι και αυτο το box art...

http://ps3life.nl/data/upload/2_5VUHV9_f1216830172.jpg

kostasb13
24-07-2008, 02:58
Σιγουρα το πιο υποσχομενο και ενδιαφερον exclusive της sony και ενα παιχνιδι που εχει ολα τα φοντα να γραψει ιστορια

jorgedept
24-07-2008, 14:09
εγώ θέλω τον Sackboy στο HOME αντί για ανθρώπινη φιγούρα!!!

desperate_gamer
24-07-2008, 14:11
Α, το τελευταίο του Wolf είναι ακόμα καλύτερο. Μάλλον θα έχουμε ευρωπαϊκό και αμερικάνικο boxart. Χμμμ...

X-NEC
24-07-2008, 19:48
Tο πρώτο έχει ομορφότερο logo και το δεύτερο ομορφότερο φόντο. Και μένα το δεύτερο μου αρέσει, το πρώτο λίγο σκούρο μου φαίνεται...

redismagik
24-07-2008, 20:08
emena t proto mou arase kalitera.opos ki na xei omos to periexomeno einai ayto pou metraei!

greekteo
24-07-2008, 20:13
Το πρωτο boxart ειναι το καλυτερο απο ολα!!

και ετσι θα ηταν ωραιο!

http://www.filehive.com/files/080724/14548_little_big_planet-v2.png

slayeras
25-07-2008, 15:11
LittleBigPlanet started off as a music game

By Jeriaska . July 24, 2008 . 2:17pm
http://sgc.b5media.com/www.siliconera.com/wordpress/wp-content/uploads/2008/07/littlebigplanet_1.jpg

The original idea behind LittleBigPlanet, the largely user-generated platforming title from Media Molecule, was to give musicians a chance to jam with each other online over the Playstation Network. As it turned out, using the Playstation 3 as a conduit for collaborative improvisation and rehearsal was a trickier problem than expected. Luckily, a whole lot of new concepts arose out of the experiment, including the collaborative gameplay features that now figure as the title's central focus.

There still are interactive elements to the music in LittleBigPlanet. At E3, Sony Computer Entertainment producer Leo Cubbins offered us a first look at the the interactive music tracks found in the game. He demonstrated that you can plunk down a box on the floor of the gaming level you are generating and attach a boom box to the front. After that you can adjust the trigger radius, so that as you get closer in proximity to the speakers the volume increases. There is also a mixer (shown in the screenshot below) with options to adjust the bass, drums and other instruments.

The trigger radius control allows players to place tracks strategically at various locations in their stages to create a musical transition that unfolds as players wind their way through the level's various areas. Conceivably you could have moody music playing in a difficult part of the stage, which gives way to a light and bouncy tune as the challenges are overcome. Alternatively, you could have jungle-themed music playing in an area dense with foliage that fades into and urban groove once the underbrush is cleared and building facades fill the view.

http://sgc.b5media.com/www.siliconera.com/wordpress/wp-content/uploads/2008/07/littlebigplanet_21.jpg

Due to licensing issues, there are no plans at this time for players to be able to import their own songs into the game. LittleBigPlanet comes with a collection of tracks, each from different artists, including The Go Team (http://www.thegoteam.co.uk/flash/News.html), DJ Krush (http://www.sus81.jp/djkrush/#), Cafe Tacuba (http://www.cafetacuba.com.mx/), and Daniel Pemberton (http://www.danielpemberton.com/). At the moment you cannot adjust the settings on these particular songs, though later on agreements might be made with the artists for versions that you could mix. In the above screenshot you can see there are different categories for music, interactive music and sound effects, which will determine how much control players are allowed over manipulating the song.

http://sgc.b5media.com/www.siliconera.com/wordpress/wp-content/uploads/2008/07/littlebigplanet_3.jpg

The early stages of Media Molecule's upcoming title were influenced by listening to Brighton-based band The Go Team, featured in many of the trailers. The developers, whose previous title was a rhythm action fighting/ party game called Rag Doll Kung-Fu (http://www.ragdollkungfu.com/), say they want to continue collaborating with like-minded musicians. Most of the group performs, says Cubbins, a drummer himself. Mark Healey plays guitar and a bit of tabla, Alex Evans knows a couple string instruments, they even have an awesome rock guitarist on the team. "We keep threatening to jam together," he says.

Media Molecule will have a little more downtime to rehearse when LittleBigPlanet goes on sale this October.


http://www.siliconera.com/2008/07/24/littlebigplanet-started-off-as-a-music-game/

WolfRathmA
27-07-2008, 08:19
PSU: LittleBigPlanet Hands-on (http://www.n4g.com/News-175793.aspx)


PSU writes: LittleBigPlanet, developed by Media Molecule, is hands down the exclusive game of the year for the PlayStation 3. This game stole the entire show for me as it was the lone title I went in excited to not only play, but to grab a closed door session with. The behind the scenes demonstration was conducted by technical director Alex Evans. I had the privilege of sitting next to N'Gai Croal for this full hour of Sackboy fun, so you could imagine how much Sony fanboyism was flooding over the room from the first row with the two of us combined."

WolfRathmA
28-07-2008, 02:43
http://www.gamingonly.nl/images/screenshots/1217174001/01.jpg

http://www.gamingonly.nl/images/screenshots/1217174001/02.jpg

http://www.gamingonly.nl/images/screenshots/1217174001/03.jpg

http://www.gamingonly.nl/images/screenshots/1217174001/04.jpg

http://www.gamingonly.nl/images/screenshots/1217174001/05.jpg

slayeras
28-07-2008, 09:19
LittleBigPlanet Hands-on

Posted on July 26th, 2008 at 14:37 EDT
LittleBigPlanet, developed by Media Molecule, is hands down the exclusive game of the year for the PlayStation 3. This game stole the entire show for me as it was the lone title I went in excited to not only play, but to grab a closed door session with. The behind the scenes demonstration was conducted by technical director Alex Evans. I had the privilege of sitting next to N’Gai Croal for this full hour of Sackboy fun, so you could imagine how much Sony fanboyism was flooding over the room from the first row with the two of us combined.

Evans began the demonstration by jumping into user-created levels, which resulted in him explaining how the level 'world' truly operates. LBP will feature a full 360 degree world that you can traverse in order to find the level or map you’d like to play. When you find a level, you can actually see if anybody else is playing that particular level as well. A question that popped up was, “Does this mean if we play a level online with someone already in it, they’ll be there too?” To be honest, Evans never clearly answered the question, so I’m not 100% sure if you’ll be able to play a level with only your friends or if you'll be forced to peruse the world with other users that you don’t know. I imagine both will be potential possibilities.
http://www.psu.com/media/articles/LBP-screen-3.jpg
The community universe that Evans showed us was actually very much like a YouTube subscriber’s profile. You’re able to ‘heart’ certain maps which will save them to your favorites. The system is set up so that as you begin to heart levels, the software will be able to take the specifics within the levels and create recommendations from other users that may be offering similarly styled worlds. This will make it far easier to find more maps that you’ll enjoy rather than trudging through creation after creation to find one that you'll actually be glad you stepped into. While I’m on the subject, you’ll also be given 'activity levels' for everything you do. So, if you’re a guy who plays levels that nobody else has tried yet, you may be known as an “explorer."

Within this community aspect, you’ll actually have the chance to search for levels that have yet to be explored, levels that have been hearted the most and so on. You’ll also be able to tag levels with keywords. It is through these abilities that you’ll be able to get the most out of your LBP experience. From what we were shown, it should work pretty well.

To continue on the path of community-driven content, I’d like to discuss some of the cooler aspects of actually creating your own levels. Evans mentioned to us that some genius had created a level with nothing but boxes running along the floor. Each box had a certain sound effect equipped to it that would take effect when the box was weighted down. A vehicle was placed at the beginning of the level that your Sackboy would hop in to and ride to the very end. Of course, by now you’ve figured out what makes that so cool - the boxes actually played a tune as you rode through the level. Slowing or speeding up the vehicle allowed you to change the tempo of the song. It's been said so many times but I'll say it again - the possibilities within LittleBigPlanet are endless.
http://www.psu.com/media/articles/LBP-screen-1.jpg
After this explanation, Evans dove into the level creator and showed how easy it was to set up these boxes with triggered sound effects. He also demonstrated how easy it was to set them on fire, which in turn lit his Sackboy ablaze. Poor Sackboy. For those of you who are artistically challenged like myself, you’ll be able to use other people’s creations within your world, as long as they’re not copyrighted that is. Within the level creator pop-up menu, there is a section of user-created content where you can sift through pre-made vehicles, trees, gadgets and so on. The ones within the demo had all been uploaded by beta users who allowed other users to utilize them. Creationists will have the option to upload these for the community either with community either with a copyright or without one, which leads me to believe that yes, you will eventually see purchasable user-generated content.

A brilliant part about the level creator is the ability to play through your level as you create it. This definitely makes it easier to fine-tune every aspect without having to save, load, play, quit, reload level editor, tweak, rinse and repeat. Without question, ease of use is something that will determine how many individuals put time and effort into this aspect of the game. Luckily, the creation process is a lot more user-friendly than I originally expected it to be.

After the demonstration, it was time to jump into some hands-on time with Alex Evans and a former PSU journalist, Usman Ihtsham. Now, I won’t lie, I spent a good portion of my hands-on time chasing Usman down and slapping his Sackboy across the screen with my own, mostly because it was absolutely hilarious to watch his Sackboy go flying through the air. After I laid the law down a handful of times, the level was fully loaded and it was time to show this map who was in charge. First, I had to dress up my Sackboy. When my amazing fashion creation was fully materialized, Sackboy had on a Fargo-like hat, some shades, a floatie tube around his waist, a mustache and the ugliest Gladiator outfit possible. He was a warrior to be reckoned with and, just to express his new found dominance, he pranced over to Usman’s Sackboy and slapped him to the floor once more. http://www.psu.com/media/articles/LBP-screen-4.jpg
I then took off through the level trying to collect as many energy orbs as I could, because let’s face it, I’m a hoarder of collectables. While doing so, I accidentally ran into an electrically charged enemy and my Sackboy met a painful demise. I grieved for a brief moment, but then Sackboy popped back to life and I was given another opportunity to send this electric baddie into oblivion – which I proceeded to do with glee. I then had to grab onto a swinging ball to fly across a gap in the world to reach the other side. I’d like to mention here that if you tap R1 a thousand times, you’re not going to get a reaction each time to grab something - you have to wait until the first grab attempt is over before you can perform a second. This kind of sucks, because if you miss the ball on your initial attempt, you have to wait for it to come back to you to try again. It does add to the physical behavior of your actual arms however, as it’s hard to grab twice simultaneously in real-life unless you’re some sort of super-human.

Once across this platform, it was time to slide across some ice on top of what looked like a sled. As we approached the end of the ice, there was a small wall in the ground that caused the sled to halt and it actually sent us seatbelt-less Sackboys soaring through the air into a giant pit of energy balls. I incredibly impressed at how the sequence of events took place. The small pops of the energy balls just added to the kid-like glee that was building up from spending some quality time with the game.
http://www.psu.com/media/articles/LBP-screen-2.jpg
After hoarding as many energy balls as I could, it was time to race to the finish line like the marathon runner that Sackboy is. Of course, Alex beat us all across the line. I didn’t mind though, showing my sportsmanship by once again slapping Usman’s Sackboy to the ground.

Unfortunately, once the level was over, my hands-on time came to an end. The game had honestly left such an impression on me that I was in a sad state when I was forced to detach myself. Media Molecule showed me that this innovative title wasn’t all talk with little action, but a fully delivered masterpiece that will undoubtedly make it into the homes of millions of people. I left the room satisfied and in dire need of a time machine. October, here we come.


http://www.psu.com/LittleBigPlanet-Hands-on--a0004347-p1.php

klepidas
29-07-2008, 02:22
Little Big Planet Sackboy Papercraft (http://www.mediamolecule.com/blog/2008/07/10/sackboy-papercraft/)

slayeras
29-07-2008, 11:14
Tons (Yes, Tons) Of LittleBigPlanet Info (http://kotaku.com/5030312/tons-yes-tons-of-littlebigplanet-info)

http://kotaku.com/assets/images/kotaku/2008/07/lbp_comiccon_web.jpgWe're excited about LittleBigPlanet. And maybe you are, too. LBP-centric site LittleBigPlanet Central is obviously jazzed as well and got a total of one hour and thirty minutes hands on with the game at this year's
Comic Con (http://kotaku.com/tag/comic-con/), taking copious notes of things it noticed. Let's dive in:
Character Customization
• There is a Tron suit you can wear in the game, along with a killzone helmet and mask.
• Not only that, but there are about 25 different materials and designs that you can choose to have your sackboy made out of, including 3 types of camo.
• There are held items that you can choose from, such as a wooden sword and a magic wand (a stick with a star on the top). You can’t use them as weapons, but when you slap while holding an item you hit them with said item.

Level Editor
• For those of you that don’t know, you can switch back and forth between flying and running around by pressing *down* on the d-pad.
• When everyone has a menu open, the menus auto-adjust to the top left, top right, bottom left, and bottom right corners to keep the screen clear.
• LBP comes with a nice 10 premade vehicles or so(I drove a lowrider!), but as with everything else you can edit them as you like.
• Logs burn. You can make a log, or anything out of wood, really, and set it on fire. We made a floor full of burning logs and then we drove a monster truck over them.
• There are “triggers” that you can place to have events happen right when you want them to. For example, you can make it so halfway through swinging on a rope across a gap, the rope snaps and you fall down to another area.
• Anything you can think of, you can make. Just be careful when making a “Sonic” level or a “Mario” level, because that won’t fly on the servers. Name it something generic that won’t warrant deletion.
• If you want to make carpet, you can. All you have to do is take a picture of some carpet, apply the sticker to something thin and soft(sponge, for example), and save the item.
• If you made a kickass vehicle, you can make that vehicle collectible through your level. For example, you could reward players who made it past a particularly difficult portion of your level with a buggy you made, which they could use at any time throughout making their levels. This applies to items, such as carpet, as well.
• The size of your crater on the moon corresponds directly with the amount of items you can place on a level. This way you can have a minigame taking up a small crater, while a full, hour long level would take up one of the largest craters.
The Construction Yard
• This is the level I got a chance to play three times.
• Eric (the producer) was really stressing the term “Coopetition”, which is cooperating so you can compete for the collectible items and points. For example, there was a lever that would slide a girder across a gap. It requires two people(at least) to complete. One would move the girder across using a lever, the other would grab the chunk of sponge at the other side, which the first player would now bring back with the same lever. That sponge was required to reach a certain height, so you could collect more goodies. In my case, I stood on the sponge with a friend while another guy dragged it across, and right before we got there I slapped my friend off so I could have the stuff to myself. That, essentially, is coopetition.
• The developers love to hide goodies that you have to find later. I didn’t notice all the stuff I could eventually collect until the third playthrough. If you’ve ever played Portal, and you know that usually there is more than one way to beat a level, the same applies here. The more difficult task you accomplish, the more collectibles they reward you with.
• At any point, you can bring up a sticker which is basically a live image recorded from your PS Eye. When you stick the image on a surface, it takes a picture at that moment, so you can tack yourself onto the walls in a level(or whatever else you feel like doing).
Emoting
• Emoting is awesome. Using the d-pad, you can select three different degrees of sadness, anger, happiness, and fear. For example, you press up to smile, press it again to smile big, and press it again to be ecstatic with your tongue hanging out.
• If you hold R2, the right stick becomes a controller for your right hand. The same goes for L2, the left stick, and the left hand.
• The sixaxis controls which direction your head is facing, and it was surprisingly intuitive.
• If you click and hold L3, the sixaxis controls your hips instead of your head.
• Using a combination of these, I made my guy do a pretty kickass hula dance. I forced him to do it, though, so he was pretty scared at the time.http://kotaku.com/5030312/tons-yes-tons-of-littlebigplanet-info

slayeras
29-07-2008, 11:41
YouTube - LittleBigPlanet Tutorial level


:angry::angry::angry::angry:

slayeras
30-07-2008, 11:08
Server space in LittleBigPlanet to be limited


Ace designers to be rewarded with more online space to strut their stuff.



Written by: gameplayer staff | 7/30/2008 11:05:40 AM













http://www.gameplayer.com.au/CMSTemplates/GamePlayerASPX/gallery/080730-lbp/images/Img1.jpg
Sackboy is movin' on up...

http://www.gameplayer.com.au/gp_documents/styles/img/loading.gif



We’ve just learned that each user’s server space in LittleBigPlanet will be limited. Yes, you’ll be able to create your own amazing levels, and upload them for gamers around the world to share. But no, this space will not be unlimited. At a certain point, you’ll have to pick an old level to delete before you can upload a new one.

But don’t despair — the developers at Media Molecule have a solution.

If their scheme works, users who upload the most popular levels will be rewarded with more space. It’s common sense, really — when lurking on YouTube, do you look for the videos with five stars, or with one?

On the other hand, if you wanted to play Devil’s Advocate, you could accuse Sony of some subtle social engineering here. After all, server space is so cheap these days that it’s effectively free. Just think of GMail, and Flikr, and all those sites that let you upload files that are hundreds of megabytes in size — for free.

So it’s not an issue of cost — it’s an issue of quality.

Sony wants to create a sense of value for those who’ve bought their game. By rewarding the best LittleBigPlanet players with more online space — and by restricting those who, well, suck — they can make this dream a reality. Or at least, that’s the plan.

After all, genius is like gravity — sometimes you just need a little push to get going.

http://www.gameplayer.com.au/gp_documents/080730-lbp.aspx?catid=News

desperate_gamer
30-07-2008, 14:05
Φανταστική κίνηση! Amen to that!

slayeras
30-07-2008, 14:40
LittleBigPlanet: Building Essentials


The need-to-know of building blocks and functions. Aussie report.


by Patrick Kolan (http://ps3.ign.com/email.html)

<a href=&quot;http://clk.atdmt.com/AVE/go/105684913/direct;wi.300;hi.250/01/NeRdyk,bejausIilqsk&quot; target=&quot;_blank&quot;><img border=&quot;0&quot; src=&quot;http://view.atdmt.com/AVE/view/105684913/direct;wi.300;hi.250/01/NeRdyk,bejausIilqsk&quot; /></a>http://de.ign.com/event.ng/Type=count&ClientType=2&AdID=102644&FlightID=92846&TargetID=7845&EntityDefResetFlag=0&Segments=1,255,264,348,1931,2092,2747,2863,3494,39 75,3982,4170,4178,4602,4603,4608,4611,4678,4723,48 34,4840,4917,4951,5015,5036,5188,5194,5195,5718,59 06,6102,6382,6398,6483,6654,6666,6671,6701,7396,77 52,8009,8170,8587,8814,9208,9209,9598,9894,10230,1 0327,10564,10820,11071,11364,11382,11384,11754,117 71,12248,12291,12292,12293,12294,12599,12789,12793 ,12817,12865,12895,13283,13412&Targets=6556,7012,15888,6781,6505,10895,12611,1392 8,15769,15774,15812,15870,16325,6507,11347,7085,78 98,7845,15884,10619,14728&Values=25,30,46,50,60,72,83,100,110,150,167,218,22 5,227,236,240,268,465,827,1187,1270,1481,1503,1591 ,2661,2679,2721,3006,3482,3887,3932,4056,4295,4799 ,6744,8051,8137,8243,9113&RawValues=&random=NeRdyk,bejausIilqsk
Australia, July 29, 2008 -
The building space is utterly enormous. There are limits imposed on the height and overall length of the level you're designing, but the barriers are massively high up and far away. Similarly, you have a long red thermometer that runs up the left side of the screen. This tracks the limits of the PS3's ability to process all of the objects you're adding to the level and is affected by how much original content you're inserting, such as photos from the PSEye.

Being a 2.5D platformer at heart, 'planes' are essential to understanding early on. Three are interactive, while seven are available in total to decorate your world. An eighth is reserved for Hover Mode. Once you're ready to start placing objects into the environment, you need to decide how wide the building blocks are going to be, and on which plane you're going to place it. Planes and object width can be adjusted with the shoulder buttons. The overall impact on your levels is obvious; create barriers or small caves, characters can pass behind or around objects too.

Objects themselves are comprised of a good number of what the game calls 'basic materials'. These include all the raw elements that comprise the single-player game, specifically cardboard, metal, sponge, stone, wood, glass, rubber and the immovable and gravity-free dark matter. These, as well as more than 2000 other objects, are selectable through the Popit menu's Tools option. You can flick between vertically scrolling screens filled with a huge variety of these level-making essentials. All have their own real-world physical properties – something you've no doubt heard and seen in action in video form. Thankfully, it's just as much fun to toy around with the physics as you'd imagine.

Part of LittleBigPlanet's genius lies in how flexible the tools themselves are. Any object can be scaled from tiny to utterly mammoth, cut into pieces, remove chunks cookie-cutter style with shapes, link them together and jam them all over the place.

We also delved into the basics of programming in functions within levels. You can, within an hour or two, create fairly complex cause and effect relationships between switches, inanimate structures and even spatially placed sensors. These can be visible or invisible, have varied fields of effect and can trigger blocks to swing, shift, dissolve, drop, catch on fire, electrify and more.


http://ps3media.ign.com/ps3/image/article/895/895019/littlebigplanet_1217381870.jpg (http://au.media.ps3.ign.com/media/856/856680/imgs_1.html)D.I.Y. Pitfall. Finally.


The potential for creating impossible death-traps is clear; we spent a fair few minutes recreating The Simpsons' Springfield Gorge jump, complete with a mammoth drop and plenty of jagged points upon which to smash our unfortunate Sackboy. The level of customisation actually borders on something like a pre-packaged 3D animation and game design suite. You have all the freedom to create anything you want with the same exact feature set that the developer had. It's almost an open-source approach to console design work; we're curious if there will be some LBP-compatible content included in other Sony-published games in the future.

When you couple this kind of depth and flexibility with the collectibles-factor, Media Molecule is cleverly only starting you off with a fraction of the components and stickers to play with. In order to unlock the rest, you need to play through the game's 50-odd single player levels designed by the developer. Inside of these, small orbs that contain unique components are scattered throughout. Clearly, thorough play will be required to unlock everything, and some areas are entirely off-limits until you've unlocked certain stickers and shapes.

To top it all off, the design mode is also compatible with multiple users at once, on one screen or over PSN. On one screen, the perspective shifts and pulls away to keep the whole level in view as well as possible. In practice, the build we played wasn't quite up to the task and the camera seemed reluctant to pull away. Hopefully that's something that will be addressed in time for release.

It should come as no surprise that a game of this complexity still has its share of small quirks and bugs to iron out. There were times when we wanted to rewind back a step (effectively undoing a move), but the rewind function either wouldn't work or didn't indicate how far back you were jumping in time. We also found that switching between menus on the Popit was a little fiddly at times. Hopefully, there will be some provisions for more shortcuts or customisation with controls in the final release. Other than those quibbles, LBP is looking like a winner and we can't wait for the final version.

http://ps3.ign.com/articles/895/895019p1.html
Υπαρχει και βιντεο στο link

klepidas
01-08-2008, 16:05
LittleBigPlanet: Price and Date revealed (Japan)


Announced for October in Europe and the USA, but without specific day, LittleBigPlanet has reached its official date for Japan: October 30, 2008, priced at 5,980 yen (36 €).


:D:DΜου αρέσει η τιμή

http://www.n4g.com/gaming/News-178022.aspx

three_brothers1
03-08-2008, 09:56
LittleBigPlanet: Price and Date revealed (Japan)



:D:DΜου αρέσει η τιμή

http://www.n4g.com/gaming/News-178022.aspx
σιγα μην εχει μονο 36 ρε κλεπιδα.....

Stevepredator
03-08-2008, 14:58
Και γιατί να μην έχει?Καλά άμα ψάξεις Ελλάδα θα το βρείς 70 αλλά από Αγγλία θα σου κοστίσει γύρω στα 40 λογικά

klepidas
03-08-2008, 16:33
Τι λέτε ρε παιδιά το παιχνίδι προορίζετε/ζόταν και για το playstation store άρα αποκλίετε να κάνει πάνο απο 40ευρώ και στα καταστήματα της ελλάδας θα έρθει 50 ευρώ ή το περισσότερο 60

geodlord7
03-08-2008, 17:15
Τι λέτε ρε παιδιά το παιχνίδι προορίζετε/ζόταν και για το playstation store άρα αποκλίετε να κάνει πάνο απο 40ευρώ και στα καταστήματα της ελλάδας θα έρθει 50 ευρώ ή το περισσότερο 60

http://www.game.co.uk/PS3/Action/Adventure/~r335934/Little-Big-Planet/?s=Little+Big+Planet

http://www.play.com/Games/PlayStation3/4-/3433970/-/Product.html?searchstring=little+big+planet&searchsource=0

http://www.videogamesplus.ca/product_info.php?currency=EUR&osCsid=8aca25f0d672bc7274c587c36185afc4&products_id=14364

To παιχνιδι θα στοιχιζει οσο και τα υπολοιπα παιχνιδια.

55 στην αγγλια, 70 στην ελλαδα και 37 στην αμερικη.

X-NEC
03-08-2008, 18:40
Εγώ θα έλεγα 48 ευρώ από το Game.co.uk με 5 λίρες voucher! :innocent:

desperate_gamer
03-08-2008, 18:42
Εγώ θα έλεγα 48 ευρώ από το Game.co.uk με 5 λίρες voucher! :innocent:

Θα 'θελες, λήξαν τα vouchers τώρα. Έχουν βγει μόνο για 3 λίρες πια. :frog::frog:

X-NEC
03-08-2008, 18:45
50,5 ευρώ τοτε... Αλλα όλο και κάτι θα βγάλουν...

Stevepredator
04-08-2008, 10:02
Θα κάνουν price drops kανά 2 με 3 ευρό τα αγγλικά καταστήματα έτσι γίνεται πάντα

slayeras
04-08-2008, 12:41
LBP dev hints at another big reveal

Media Molecule co-founder Alex Evans wants to do another big "reveal" for LittleBigPlanet - and reckons the game has plenty left to surprise us with.
Chatting to Eurogamer last week Evans said, "I really want to be able to do another [Game Developer Conference 2007] reveal. A lot of people say to me that when we first did that Sony GDC reveal of LittleBigPlanet, that was a big shock - people didn't see it coming. I want to do another LittleBigPlanet reveal that people don't see coming.
"It's still LittleBigPlanet, but people will be saying, 'I thought it was this - now you're telling me it's this as well?!' That excites me hugely."
You certainly can't accuse the studio of thinking small, and Alex makes no apologies for that."I started Media Molecule with my friends to go balls-out, to see what's the biggest thing we can do," he enthused. "I would love there to be a LittleBigPlanet universe of content. With a game like this, the number of directions and the breadth that you could take in, while keeping it in a self-contained universe, is insane."
As to those people finding the wait for LittleBigPlanet all too long, Alex points out that the game has actually been developed in double-quick time - and if it feels like it's been around for ages, that's because they've been open with everyone about what they're doing from the outset.
"The big thing thing there is that we've got into a real habit of throwing stuff out earlier, testing it and showing it earlier," he explained. "A lot of people ask, 'When will LittleBigPlanet be done, for god's sake?'. This is the quickest game I've ever worked on! To me, this is an in-and-out, job done sort of thing.
"I think the reason is because we showed it when it was less than a year old. If you go around and ask developers working on a new platform with a new IP whether they'd show it when it was less than a year old, those people would be like, fu** off!"
"We've got used to this idea of really baring our soul to everyone as much as possible," concluded Alex. That's going to be great for them in the future, though, he reckons. "It means that we can react to the community," he explained.
LittleBigPlanet is due out exclusively for PlayStation 3 this October

CLICK (http://www.eurogamer.net/article.php?article_id=204431)

slayeras
04-08-2008, 13:00
"Loads of plans" for LittleBigPlanet DLC


Developer Media Molecule has "a rather scarily long list of great ideas for ways to support the community" after LittleBigPlanet launches - but is waiting to see what people want first.
"We've got loads of plans, we're going to support it massively," studio founder Alex Evans told Eurogamer. "Content packs, new objects, new game modes... All of this stuff could be done. What we're basically waiting to see is what the demand is for.
"We can do all of that stuff - we will do all of that stuff - but what order we do it in, and how much weight we throw behind any of the different ideas that different people have got, is totally down to what the community does," he continued.
"That really excites me, because if people are loving the costumes, we can crank them out. If people are loving the levels and master classes... We've got a slightly scarily long list of great ideas for ways to support the community, and it's just a matter of prioritising at this stage."
As to what users will be paying for that content - if anything - Media Molecule hasn't made up its mind yet, but there'll definitely be some freebies in the mix.
"All options are open," Evans informed us. "I can definitely say that there will be content that's available to people free of charge - I'm just not saying exactly what that content is going to be right now.
"I can also say that if there's any way we can reward the community, we'll go there. If people are clamouring for big chunks of content, it would make total sense for us to do it. We're just exploring all options at this point. Sequels? Why not! DLC? Yeah, why not! Paid-for content? Why not!"
http://www.eurogamer.net/article.php?article_id=204434

obione
04-08-2008, 16:17
oti kai na pw giauto ton titlo einai ligo...to game to paizeis monos me tin gunaika sou me ta mikra sou ta paidia genika foverh idea kai nomizw oti tetoies idees prepei oloi mas na tis stirizoume....gia to kalo mas..lol

X-NEC
05-08-2008, 17:07
LittleBigPlanet Preview Video (http://www.g4tv.com/xplay/videos/27575/LittleBigPlanet_Preview.html)

pictorino
05-08-2008, 20:04
θα είναι πάντως ατελείωτο και πρωτόυπο άρα καλή αγορά

slayeras
06-08-2008, 10:59
LittleBigPlanet: Pre-order Goodness (http://blog.us.playstation.com/2008/08/05/littlebigplanet-pre-order-goodness/)

+ Posted by Mark Valledor // Marketing Manager, SCEA (http://blog.us.playstation.com/?author=4024)
Hey all,
We’ve been working with our North American retailers to promote the release of LittleBigPlanet (http://www.us.playstation.com/PS3/Games/LittleBigPlanet) in October 2008. And now that the “planning dust” has settled, we wanted to share early details of our pre-order campaign for you to decide which item you’d like. Stay tuned (http://blog.us.playstation.com/tag/littlebigplanet/) for much more detail on which retailer will have what pre-order item and when to go to your favorite retailer to reserve your copy.
Here’s the master list:
The Official “LittleBigPlanet Creator” MiniGuide by Brady Games - This exclusive digital guide is a primer for LittleBIGPlanet’s CREATE tools and provides users with a quick tutorial to begin developing their own levels.”
http://farm4.static.flickr.com/3083/2736928536_5037a5cbdb_m.jpg (http://www.flickr.com/photos/playstationblog/2736928536/)
LittleBigStickerBook - For those of you who love to customize - this item is for you! This exclusive sticker book contains some of our favorite LBP imagery for you to apply your own ‘mash-up’ to your favorite possessions. Or take something else you own and make it your favorite!
http://farm4.static.flickr.com/3069/2736482512_08906aab9e_o.jpg (http://www.flickr.com/photos/playstationblog/2736482512/)
LittleBigPouch - Keep your LBP game safe and protected from the elements with this exclusive burlap pouch. Its so unique and stylish, it would make a SackMother proud.
http://farm4.static.flickr.com/3152/2735835441_6d138a0178.jpg (http://www.flickr.com/photos/playstationblog/2735835441/)

Exclusive Nariko SackGirl - SackBoy’s beware! Nariko SackGirl has been known to keep other SackBoys (and SackGirls) in check. This exclusive downloadable costume features our favorite heroine (http://www.us.playstation.com/Search?search&s=Nariko) on the PS3.
http://farm3.static.flickr.com/2160/2735648321_37c366006a.jpg (http://www.flickr.com/photos/playstationblog/2735648321/)
Exclusive Kratos SackBoy - Nuff’ said. Yes…the forum rumors were true - but the biggest question remains “why didn’t this guy smile (http://www.flickr.com/photos/playstationblog/2735649337/in/photostream/)?” Seriously, this is another exclusive downloadable costume that will elevate your SackBoy status to godlike proportions.
http://farm4.static.flickr.com/3292/2736484334_103ec3b4bf.jpg (http://www.flickr.com/photos/playstationblog/2736484334/)
Keep an eye out for more LittleBigNews in a few days…
:D:D
http://blog.us.playstation.com/2008/08/05/littlebigplanet-pre-order-goodness/
(http://www.n4g.com/ps3/News-180114.aspx)

klepidas
06-08-2008, 11:20
^^Το περίμενα ελπίζω να ισχύει και για το πλαίσιο αυτό:D

Stavtag
06-08-2008, 11:35
Wooohooo!!! Το περίμενα! This thing will get massive! Έχουν να βγάλουν merchandiiiiize...χιχιχι

desperate_gamer
06-08-2008, 14:01
^^Το περίμενα ελπίζω να ισχύει και για το πλαίσιο αυτό:D

Standard όμως! :p

slayeras
07-08-2008, 08:48
Don't Let Sackboy's Cute Face Fool You, LBP Is Hard (http://kotaku.com/5033986/dont-let-sackboys-cute-face-fool-you-lbp-is-hard)

http://kotaku.com/assets/images/kotaku/2008/08/mmupdate-thumb.JPG



At this point, I’ve seen and heard enough about LittleBigPlanet that I feel as though the game isn’t even real and that it’s never actually coming out. Thankfully, Sony brought along their first-party titles for us New Yorkers to try out and I can confirm that the game does in fact exist and will be coming out this fall. But after finally getting my hands on it, I think I’m going to have to turn down my hype meter just a bit.
When I got my hands on the controller and got booted up to the LittleBigPlanet title screen, the first thing I wanted to do was to make stuff. I think I’ve seen enough the gameplay from finished levels to know how it’ll work when it’s put together, but I felt since I didn’t have a whole lot of time, I wanted to dig deeper in the creation tools.
Without any real tutorial of the controls, I just started messing around. The first thing I popped in the environment was a sombrero. OK, easy. But the Sony rep and I decided we wanted to give the sombrero wheels and drive it off a ramp. Now this is when things started to get a little harder.
I think something that’s being overlooked with this game is the learning curve. I found it to be very overwhelming.
If you wanted to build a sombrero car, you have to attach it to a piece of wood (or something flat). But since the sombrero is two blocks long in width, you have to make sure your surface is just as long or it won’t let you do it. And if you’re not completely familiar with the system like I was, it’s easy to get stuck and frustrated when something doesn’t work.
So we finally got the hat on the piece of wood and I put some wheels on. But then since the hat is light, we had to make sure it’s glued down or it will blow off. Then we had to add two motors (one for each wheel) and manually go in and alter the settings to adjust the speed of the car.
I don’t know how long it took for me to build that sombrero car, but it took a lot longer than I thought it would, and it didn’t even look like something I wanted to save and share with my friends. We never did get a chance to drive it off a ramp both because I had to go, and the ramp itself wasn’t even done. :(
We also tried to attach one wheel to a can of tuna, which was dubbed the “Tuna Cycle,” but it didn’t work.
Granted, this was my first time with the game, but isn’t this supposed to be accessible? I had an easier time with SOCOM from earlier in the day. The Sony rep did mention there would be a full tutorial of the controls in the final version, which is probably the one feature I’m most excited about.


www.kotaku.com

desperate_gamer
07-08-2008, 18:10
Αυτό το είχα σκεφτεί κι εγώ. Το level customization σίγουρα δεν θα προσφέρεται για κάτι πρόχειρο και θα θέλει πολύ αφοσίωση για να φτιάξεις έστω και ένα χαζό level-άκι.

Αλλά έχει και campaign για τους ατάλαντους, οπότε... :D

slayeras
08-08-2008, 08:40
LittleBigPlanet Launches Little Big News Site (http://kotaku.com/5034586/littlebigplanet-launches-little-big-news-site)

http://kotaku.com/assets/images/kotaku/2008/08/LBPnews.jpg

LittleBigPlanet developer Media Molecule (http://kotaku.com/tag/media-molecule/) has announced it's launched a LittleBigPlanet.com News Site. Think of it as LBP Dojo!! According to the announcement:
With October right around the corner, we wanted to let you know we've launched the LittleBigPlanet News Site on LittleBigPlanet.com.
Bookmark us and get the latest word on LittleBigPlanet goodness direct from Media Molecule, Sony Computer Entertainment, or the fans. If you're in the mood to join the discussion, register and make yourself heard and be the first to hear what lies ahead with daily updates including announcements, developer interviews, video trailers, and artwork exclusive only on LittleBigPlanet.com.
Click over to the game's official site for more details.
LittleBigPlanet News (http://littlebigplanet.us.playstation.com/)http://kotaku.com/5034586/littlebigplanet-launches-little-big-news-site

tasioskis
08-08-2008, 09:58
καπου διαβασα οτι θα βγει και σε pc .... ισχυει???????

personGR
08-08-2008, 12:58
καπου διαβασα οτι θα βγει και σε pc .... ισχυει???????

Δεν βρίσκω λόγο γιατί να μην το κάνει, αλλά και πάλι, τίποτα δεν έχει ανακοινωθεί/επιβεβαιωθεί ακόμα...

nikon
08-08-2008, 13:04
Δεν βρίσκω λόγο γιατί να μην το κάνει, αλλά και πάλι, τίποτα δεν έχει ανακοινωθεί/επιβεβαιωθεί ακόμα...
Μην το λες.....

http://kotaku.com/5034088/

georgios
08-08-2008, 13:06
ida sxetika posts. vasika mia fotografia exi vgi apo kuti pc. sigura pseutiki tha ne

posoi tha kanete preorder?

modecris
08-08-2008, 13:37
Similar to the SOCOM live webpage, LittleBigPlanet now has it's own blog on the official Playstation website.

http://littlebigplanet.us.playstation.com/

slayeras
09-08-2008, 03:06
LittleBigNewsSite Announcement

3 (http://www.n4g.com/ps3/NewsCom-181584.aspx?CT=1#Comments)
http://m2.n4g.com/8/News/181000/181584_1_hs.jpg Mark Valleder, on the Playstation.blog writes: "First off … thanks for the great comments on our first official LittleBigPlanet post on the blog. We love when the PlayStation community shows its passion for gaming and hope it carries over to LBP. We know you guys have a lot of questions … and over time (please be patient) we'll get to answering them so you know everything about the game. "How" you ask?"

http://www.n4g.com/ps3/News-181584.aspx

slayeras
09-08-2008, 03:07
καπου διαβασα οτι θα βγει και σε pc .... ισχυει???????


LBP Not Coming To PC After All (http://thatgamingsite.com/2008/08/lbp-not-coming-to-pc-after-all/)

Aug 8th, 2008 by Ankido Khoshaba (http://thatgamingsite.com/author/agent-x/)


http://thatgamingsite.com/wp-content/uploads/2008/08/littlebigplanet03resized-thumb1.jpg (http://thatgamingsite.com/wp-content/uploads/2008/08/littlebigplanet03resized1.jpg)
It appears that LBP is not coming to PC after all. The news that was released yesterday on Kotaku about the game (http://javascript%3Cb%3E%3C/b%3E:void%280%29) was all a fake yep that’s right all fake also the game (http://javascript%3Cb%3E%3C/b%3E:void%280%29) cover you saw from Kotaku was just made up by someone who didn’t know what he was doing so he decided to laugh (http://javascript%3Cb%3E%3C/b%3E:void%280%29) at people well who’s the one that’s laughing (http://javascript%3Cb%3E%3C/b%3E:void%280%29) now. Even if the game does come out on PC we should hear it from the developers (http://ads.clicksor.com/go.php?nid=1&cpx=cpc&uid=2016532677&pid=94152&sid=138600&kw=developers&curl=http%3A%2F%2Fmeta.7search.com%2Fclick%2Fclick .aspx%3Fx%3DtFcQVSdBgbTwyC3QkXqz1Q%253d%253d_DT2bG QNWkv12VPkLJlYc8PXHUMiQahbT9zYHiCByXBYq8C50UARnFfS %252bAXY800CfxwVjfYcDFSNwLpK8jd7HEDoBPt%252fC01Q0w lDZTrgNSecMcRt14KwIzqFoacI0TeS57jjCb%252fnHMXRXftY 4MIVPiH%252b3wFUm3OkFijdSokBf1kc%253d) not from some random person.

http://thatgamingsite.com/2008/08/lbp-not-coming-to-pc-after-all/

desperate_gamer
10-08-2008, 00:02
http://www.amazon.com/gp/mpd/permalink/m30HNEB106XMWL

Νέο trailer-άκι, αποκλειστικά για το Amazon!!! Δείχνει καινούργιο footage. Απολαύστε το.

slayeras
10-08-2008, 00:08
Πολυ ωραιο video :angry::angry:

Omega
10-08-2008, 00:13
Το βιντεο ειναι ΤΡΕΛΛΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑ...ΔΩΣΤΕ ΤΩΡΑ LBP!!!!:fryingpan::fryingpan::fryingpan:

slayeras
11-08-2008, 00:20
http://gamer.blorge.com/wp-content/uploads/2008/08/littlebigplanetlogo.jpg

LittleBigPlanet, or LBP as it is referred to by lazy people, is a game that blew everyone away when it was first demoed by Phil Harrison at GDC 2007. It has since been delayed a couple of times, but now that an October release date has all but been confirmed, it’s time to take a serious look at the game and its chances of being a killer app for the Sony PS3.
LBP (I’m lazy) was announced in March 2007, at a time when the PS3 had wholly failed to live up to its billing as the most advanced games console ever made. The situation has got better, with some great games having been released in the last 18 months, but I still feel the Playstation 3 needs a massive, exclusive, killer game to finally make people want to buy the console over its main rivals the Xbox 360 and Wii.
LittleBigPlanet (http://en.wikipedia.org/wiki/LittleBigPlanet) could be that game. It’s like a cross between Super Mario and Line Rider (http://tech.blorge.com/Structure:%20/2008/07/06/line-rider-updated-goodbye-adobe-flash-hello-microsoft-silverlight/), only with more customisation options and a whole lot more fun. It also looks absolutely divine, being probably the best looking game I have ever seen on any platform. The graphics are what first grab you, and are what made most people fawn over the game when they first saw footage of it. But is there more to it than good looks?
At it’s heart, the game is a platformer, with your Sackboy character running, jumping, pushing, and generally manipulating the background objects to get through the level. But it’s also so much more than that. It all feels very open ended, with numerous customisation option meaning the gameplay is almost unlimited. And that’s before you even venture online and start playing with the user-created content and multiplayer options.
So can this long-awaited game be the killer app that the PS3 is crying out for? At the moment, no-one is really winning the console war, with all 3 consoles doing well (http://gamer.blorge.com/2008/08/03/stop-the-fanboy-wars-theres-room-for-ps3-xbox-360-wii-fans/) in their own right. The Wii has the casual market seemingly sewn up, the Xbox 360 has all the hardcore FPS fans loyal to the last, and the PS3 is trying to straddle the whole entertainment hub gamut.
What LittleBigPlanet could do, and it’s a big ask, is unite all sets of gamers and entice them all to the PS3. It’s a game you can only get on the Playstation 3, it’s innovative, it will appeal to both casual and hardcore gamers, of all age groups, and more than that it’s fun. This game could become the standard for this generation when it is released.
An open beta of the game begins in September, with the full release pencilled in for October. This one should be worth waiting for.
http://gamer.blorge.com/2008/08/09/littlebigplanet-a-killer-app-for-the-ps3-at-last/

WolfRathmA
11-08-2008, 07:42
LittleBigPlanet event in Tokyo (http://www.gamekyo.com/news28531_littlebigplanet-evenement-a-tokyo.html)



http://www.gamekyo.com/Webmasters/Images/57091420080810_180325_1_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180325_2_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180325_3_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180325_4_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180326_5_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180326_6_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180326_7_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180327_8_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180327_9_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180327_10_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180327_11_big.jpg

http://www.gamekyo.com/Webmasters/Images/57091420080810_180327_12_big.jpg

nikon
11-08-2008, 08:40
I played Little Big Planet today, pics & impressions.

http://ps3forums.com/showthread.php?t=158662


Όχι εγώ......:(

john
12-08-2008, 15:47
Thinking of Sackboys, huh? Well, here’s six things you might not know about LBP that might just brighten up your lunch hour.
http://www.thesixthaxis.com/wp-content/uploads/2008/08/lbp.jpg
Adding Text To Your Levels
Everyone knows that Media Molecule want you to use your PlayStation Eye to add your own specific content into your levels, so how do you create blocks of text? Well, there are alphabetical stickers you can use, but these will be cumbersome for larger works, so what’s the alternative? Obviously, you can write onto a bit of paper with a marker and photograph that with the Eye, but SCE have hinted (http://community.eu.playstation.com/playstationeu/board/message?board.id=b_EN_GAMES_general_lbp&message.id=2074#M2074) that there are a number of ways you can get new stickers in the game which might be helpful in creating text and that we can expect to hear more about those soon. Note that you will be able to enter plain text via the ‘magic mouth’ pop-ups, ie. for objectives, mission rules etc.
The Thermometer
The in-game thermometer is a gauge of how many items you can place in your levels, but if you’re worried about it filling up too quickly note that you’re not tied to using the same size levels all the time, and the size of the level dictates the size of the thermometer, see? Want to create mini-games? Use the smaller levels, and get more space for your objects.
Stickers On Your Sackboy
Worried that you’ll have to re-create your Sackboy each time once you’ve plastered him with Stickers? Don’t be, as your creations are saved (http://community.eu.playstation.com/playstationeu/board/message?board.id=b_EN_GAMES_general_lbp&message.id=2648#M2648) for future plays. Interestingly, there’s the opportunity to attack other players when in multiplayer with your own Stickers, but there’s an option through the Popit window to wash your Sackboy’s outfit clean of anything you didn’t put on there yourself.
LittleBigDemo
If all the hype around LBP hasn’t convinced you to get your pre-order in already, you might be wondering about a playable demo to push you over the edge. Well, unfortunately this isn’t going to happen (http://community.eu.playstation.com/playstationeu/board/message?board.id=b_EN_GAMES_general_lbp&message.id=2636#M2636) before the game is released, but it’s potentially possible after the game has hit the shelves. According to SCE, this is because the game is simply too big to adequately portray via a demo, and there technically isn’t time to produce multiple demos to get across the various aspects of the game properly.
Still Exclusive To PS3?
Of course. SCE have iterated that the game will only appear on the PS3 (http://community.eu.playstation.com/playstationeu/board/message?board.id=b_EN_GAMES_general_lbp&message.id=2645#M2645), and in Europe at least will be on Blu-ray. There’s no PC version and nothing planned (as far as we know) for the PSP.
Future Plans
Once the game is out that doesn’t mean that Media Molecule are going to sit back and drink tea on a small island for the rest of their lives. Whilst there won’t be YouTube support in the game at launch, according to SCE (http://community.eu.playstation.com/playstationeu/board/message?board.id=b_EN_GAMES_general_lbp&message.id=2630#M2630), support for LittleBigPlanet is planned “well beyond its original release” and that most of the additional features will come about as a result of “feedback players have given or suggestions raised”. This really is your game and it’s clear that the developers and SCE are 100% behind making sure we all get the most of out it.
We recommend keeping an eye on the official EU PlayStation LBP forums (http://community.eu.playstation.com/playstationeu/board?board.id=b_EN_GAMES_general_lbp) for information on this game, as they now have a very active SCE member in amongst the community answering your questions and providing us with details like the above.



http://www.thesixthaxis.com/2008/08/12/lbp-6-cool-things/

slayeras
13-08-2008, 02:15
(http://kotaku.com/5036122/where-should-you-pre+order-little-big-planet)http://cache.gawker.com/assets/images/9/2008/08/thumb160x_kratosscack_01.jpg (http://kotaku.com/5036122/where-should-you-pre+order-little-big-planet) LittleBigPlanet (http://kotaku.com/tag/LittleBigPlanet/) Where Should You Pre-Order Little Big Planet? (http://kotaku.com/5036122/where-should-you-pre+order-little-big-planet)

While we told you about the awesome LittleBigPlanet pre-order goodies (http://kotaku.com/5033546/kratos-nariko-come-to-littlebigplanet-pre+orderers) last week. we didn't tell you that you aren't getting all of them in one big chunk. Now, what you get with your pre-order depends on where you place your pre-order, as evidenced by the latest posting on the official LittleBigPlanet news site. Today two retailers - Amazon and GameStop - launch their pre-order programs, and both offer a different LBP goodie for you to choose from.
Folks who pre-order from GameStop get the exclusive Kratos in-game model, which is actually a costume in four parts - skin, goatee, blades, and clothing. Meanwhile, Amazon.com pre-orders come with the exclusive "LittleBigPlanet Creator" digital miniguide from Brady Games, possibly indicating that someone at Amazon lost a bet. So it looks like GameStop is on top so far, but they've still got the Nariko SackGirl pre-order location to reveal, and that could be a deal-breaker for me.


http://kotaku.com/5036122/where-should-you-pre+order-little-big-planet

freak
13-08-2008, 15:51
Μπορει καποιος με μια δυο προτασεις να μου εξηγησει τι ακριβως ειναι το Littlebig planet? Βλεπω trailers αλλα δεν κατλαβαινω......Θα ειναι platform? Στυλ reyman η καμια σχεση?

georgios
13-08-2008, 15:55
platform coop 4aplo. tha pezun poli oi pistes me grifus omos pu prepi na sinergastis gia na tus lisis

tha pezi ke mono vevea

i megali fasi ine oti oi iroes ke ta skinika ine ftiagmena apo ilika pu iparxun pragmatika(ksilo,sidero, xarti, ifasma). ke boris na pezis me auta poli

X-NEC
13-08-2008, 16:13
Και φυσικά μπορείς να δημιουργήσεις δικες σου πιστες και να τις παίξουν και άλλοι αν δεν κάνω λάθος...

freak
13-08-2008, 16:36
Αν γινεται και online θα ειναι πολυ τζαμι, αλλα γιατι αυτοι στο Sony λενε οτι θα γινει system seller? Σιγα, platform θα ειναι...Για ποιο λογο να γινει bundle ενα platform game? Μπορει ο 20χρονος να παρει PS3 για το Littlebig? Δε νομιζω....διασκεδαστικο θα ειναι αλλα οχι system seller κατα τη γνωμη μου

NonBorn
13-08-2008, 16:37
Αν γινεται και online θα ειναι πολυ τζαμι, αλλα γιατι αυτοι στο Sony λενε οτι θα γινει system seller? Σιγα, platform θα ειναι...Για ποιο λογο να γινει bundle ενα platform game? Μπορει ο 20χρονος να παρει PS3 για το Littlebig? Δε νομιζω....διασκεδαστικο θα ειναι αλλα οχι system seller κατα τη γνωμη μου

Θα δούμε... Δν είναι μόνο το playing... Αλλά και το creating που αναμέννεται να τραβήξει κόσμο!

georgios
13-08-2008, 18:22
Μπορει ο 20χρονος να παρει PS3 για το Littlebig? Δε νομιζω....διασκεδαστικο θα ειναι αλλα οχι system seller κατα τη γνωμη μου
oi 20axronoi pleon den ine i pliopsifia ton gamers
theli na pari kosmo apo to wii pu pezun tetia games san treloi

marzel19
13-08-2008, 18:31
Η Sony με το marketing για τον συγκεκριμένο τίτλο δείχνει πως του έχει δώσει μεγάλο βάρος. Ίσως από μόνος του ο τίτλος να μην είναι η αφορμή για την αγορά ενός PS3 αλλά του επιτρέπει να ανοιχθεί σε ένα πιο casual κοινό (μην ξεχνάμε ότι η Sony πάντα ήθελε την πίτα ολόκληρη και σε αντίθεση με τον ανταγωνισμό ο οποίος έχει διαλέξει στρατόπεδο θέλει να έχει και τους casual αλλά και τους hardcore gamers). Η Sony φέτος θέλει να ανοιχθεί παντού οπότε δεν θα διστάσει να βγάλει bundles και για το LBP και για το Resistance 2.
Όσο για το εάν το platforming και γενικά το casual πουλάει (ακόμα και στην ομάδα των 20χρονων) να θυμίσω πως κάποια κονσόλα αυτή την στιγμή έχει ξεπεράσει τα 30m πουλώντας...mario!

georgios
13-08-2008, 19:34
to casual pulai.

vevea ego tha exo enan alo provlimatismo. an ine to platforming casual. malon hardcore game theorite to mario galaxy. theli akrivias xirismus ke poles ores gia na to teliosis. ke ales toses na to eksereunisis

gia na dume pos tha pane ta pramata me to little big planet. sigura me toso promotion kati tha kani

i alithia ine pos casual kino opos ginekes ke ilikiomenoi den pezun platform

desperate_gamer
13-08-2008, 19:40
Νομίζω είναι πολύ κυνικό να λέμε το Little Big Planet ότι είναι απλό platform και ότι απευθύνεται στα 5χρονα και τους γέρους που παίζουν Wii Sports (κι αυτή η πρόταση ήταν κυνική από μόνη της :giggle: Τhank you very much).

Το Little Big Planet φαίνεται μια τελείως ξεχωριστή εμπειρία. Πέρα από το χαριτωμένο platforming, μπορείς να φτιάξεις δικά σου levels. Εξ ολοκλήρου. Να βάλεις μέσα δώρα για τους καλούς παίκτες, να κάνεις τόσα άλλα πράγματα. Το Little Big Planet μπορεί να γίνει σαν hobby σου. Όπως για άλλους είναι η ζωγραφική ή η φωτογραφία. Νομίζω ότι αυτό το κομμάτι ξεπερνάει τα όρια του platforming και του casual κοινού (ένας casual ποτέ δεν θα καθόταν να μελετήσει πώς να φτιάξει μια σωστή πίστα).

Και αν έχετε ακόμα απορίες για τη δύναμη που έχει το user-created content, δείτε λίγο την μαζικότατη απήχηση που έχουν παιχνίδια σαν το Sims 2, το Second Life, το Spore και οτιδήποτε άλλο αφήνει στον παίκτη την ευκαιρεία να δημιουργήσει.

slayeras
13-08-2008, 19:54
Νομίζω είναι πολύ κυνικό να λέμε το Little Big Planet ότι είναι απλό platform και ότι απευθύνεται στα 5χρονα και τους γέρους που παίζουν Wii Sports (κι αυτή η πρόταση ήταν κυνική από μόνη της :giggle: Τhank you very much).

Το Little Big Planet φαίνεται μια τελείως ξεχωριστή εμπειρία. Πέρα από το χαριτωμένο platforming, μπορείς να φτιάξεις δικά σου levels. Εξ ολοκλήρου. Να βάλεις μέσα δώρα για τους καλούς παίκτες, να κάνεις τόσα άλλα πράγματα. Το Little Big Planet μπορεί να γίνει σαν hobby σου. Όπως για άλλους είναι η ζωγραφική ή η φωτογραφία. Νομίζω ότι αυτό το κομμάτι ξεπερνάει τα όρια του platforming και του casual κοινού (ένας casual ποτέ δεν θα καθόταν να μελετήσει πώς να φτιάξει μια σωστή πίστα).

Και αν έχετε ακόμα απορίες για τη δύναμη που έχει το user-created content, δείτε λίγο την μαζικότατη απήχηση που έχουν παιχνίδια σαν το Sims 2, το Second Life, το Spore και οτιδήποτε άλλο αφήνει στον παίκτη την ευκαιρεία να δημιουργήσει.
Συμφωνο απολυτα :)

slayeras
13-08-2008, 20:00
Media Molecule reveals UK LittleBigPlanet boxart


http://www.threespeech.com/blog/wp-content/uploads/2008/06/LittleBigPlanet_PEGI_WM0001.jpg

desperate_gamer
13-08-2008, 20:01
Αααα! Αυτό είναι το καλύτερο όλων πιστεύω!!! YEAH!

marzel19
13-08-2008, 20:24
Μετά από αυτό πώς να μην πουληθούν PS3. Και τσελεμεντές να ήταν (που το LBP θα το κάνει και αυτό έτσι όπως πάει) με τέτοιο boxart θα σκίσει!:giggle:

georgios
13-08-2008, 21:23
pedia, to level creation den ine gia olus. poloi den tha to xrisimopiisun katholu. enas pu tha peksi mono ke solo idika ena platform tha di

desperate_gamer
13-08-2008, 21:33
Ε ναι, αλλά τότε κάποιος μπορεί να πάρει το Metal Gear Solid και να παίζει μόνο Metal Gear Online πετώντας την αξία του παιχνιδιού στα σκουπίδια... Αν δεν ξέρεις για ποιό λόγο παίρνεις ένα παιχνίδι, τότε δεν σου φταίει το παιχνίδι.

georgios
13-08-2008, 21:44
posoi tha parun to pexnidi gia na ftiaxnun levels?

ine simantiko ena pexnidi pu sevete ton eauto tu na exi ena kalo singel player. ektos an lansarete san apoklistika online multiplayer

as mas pune ke oi ipolipoi. gia pio logo tha to parun

geodlord7
13-08-2008, 21:47
Eγω θα το παρω για την ολη εμπειρια αλλα και για να φτιαχνω levels και να παιζω φιλων μου:)

nikon
13-08-2008, 21:49
posoi tha parun to pexnidi gia na ftiaxnun levels?

ine simantiko ena pexnidi pu sevete ton eauto tu na exi ena kalo singel player. ektos an lansarete san apoklistika online multiplayer

as mas pune ke oi ipolipoi. gia pio logo tha to parun
Γιατί απλά φαίνεται ότι θα είναι πολύ όμορφο και πολύ διασκεδαστικό.