VIDEO.DESTRUCTOID   |   JAPANATOR   |   TOMOPOP
Destructoid is obsessive about gaming news.
Home #LittleBigPlanet


Destructoid review: LittleBigPlanet photo

Like this introduction, LittleBigPlanet is about creation. Every time we write an introduction to a review, we have to ask ourselves, “What should I write about?” Often the answer comes in the form of blueberry pie, cookies, history, or occasionally the game itself. The act of creating or molding the perfect introduction is about ingenuity, creativity, and ultimately, a grasp of the written word. LBP is about creating the perfect level within the context of the 2D parameters of the game.

LBP is considerably less pretentious than this introduction. LBP is an odd game, partially because it is loosely defined. Games like Dead Space, Fallout 3, or even Far Cry 2 apply to a specific set of rules defined by a genre. But what is LittleBigPlanet? Is it a social experience? Is it a platformer? Is it a mix of the two? Is it more?

While we can pretend to have the answers, we won’t try to force them. Instead, Jonathan Holmes and I will simply review LittleBigPlanet. Hit the break for it.


LittleBigPlanet (PlayStation 3)
Developed by Media Molecule
Published by Sony Computer Entertainment of America
Released on October 27, 2008

Brad Nicholson

LittleBigPlanet isn’t a prolific platformer, nor is it a social experience beyond the realm of Second Life. It is a mix of the two, where creation is the key component to the game. LBP is defined by the people who play it and create for it -- which is to say, it is quite an immeasurable property. Yet, what Media Molecule (the game’s developer) constructed around the level creation and social apparatus is form-fitting for the game and fulfilling to the player.

The introductory sequence is the perfect example of what Media Molecule achieves with LittleBigPlanet. The game’s avatar, Sackboy, drops from a portal into a barely lit room. The narrator introduces the only gameplay mechanics (running, jumping, swinging) and then the player takes off into a brilliantly realized level introducing developer headshots and names while maneuvering over simplified obstacles in the background and foreground. The point is that Media Molecule just showed players an interactive experience inside of one of the most disregarded portions of a game -- the credits. It is fun, short, highly realized and serves the specific purpose of exploring the controls as well as the mechanisms that fuel the game.

And the best part of the introductory sequence is that it is constructed with the same tools that are provided to the player. In fact, the entire single-player mode is fueled by the introduction’s notion. Players will navigate several different regions of Earth, each brilliantly displayed and visualized according to stylized themes. Players will experience a southwest America with jagged canyons, cacti, and an old West mentality and have the opportunity to explore many more locales including Japan, Africa and many others. The themes are drastically different and the utilization of the platform mechanics is vast.


The only real problem arises with the brevity of the campaign and weightiness of Sackboy. There are eight different regions, with a total of 25 major levels. Players unconcerned with finding hidden prize bubbles full of objects that can be used to customize the ostensibly cute avatar or levels will find the campaign deeply unsatisfactory. For the player eager to collect some of the ingeniously hidden bubbles, the single-player will suffice as an experience unto itself. Levels are composed on three planes representing the foreground, middle, and background of every level. Jumping onto objects into either territory is streamlined to some degree, but occasionally, issues will arise as the game piles in too many objects in close vicinity, causing movement to be impaired significantly. It isn’t game-breaking by any means, but can lead to a great deal of frustration in the later levels when the difficulty really ramps up. In addition to this, the physics of Sackboy’s movements can be confusing. Objects that bounce alter the speed and height of the player’s jump. It is inexact and nearly impossible to gauge -- leading to many deaths. Thankfully, checkpoints allow a multitude of lives.

Other than the simple gameplay elements, LBP makes major use of an in-game menu called the Poppit, which is attached to players’ avatars with a neon string. The menu collects objects that can be applied in the single-player mode (such as stickers that can be applied to cardboard slates to earn more prizes), but are mainly used in level creation. The Poppit allows for placement of the game’s building materials, like wood and cardboard, stickers and decorations, and various other objects created by Media Molecule. It also has a suicide function, which is handy when navigating user-created levels that aren’t realized like the developer-created campaign. The menus are quick to navigate and even quicker to experiment with in the proper context. Cheeky tutorials often accompany the picking of different objects, tweaks, and customization options. The creation portion of the game is laden with these tutorials and it forces players outside of their levels, but they’re handy and, more importantly, entertaining.

LBP is powered by a cardboard construct called the Pod, which is a portal to the different aspects of the game -- level creation, single-player, and social apparatus. It’s fully customizable with stickers, much like everything else in the game, and functions quite well in getting players where they want to be quickly. The Pod’s most important utilization is the scanning of user-created levels uploaded to PlayStation Network. Players can enter in specific search parameters, decided by players, and jump into levels of their choosing. After completion you can decide what the level is worth and “heart” it for safekeeping to get back to the level again without navigating a host of ratings or parameters.



Level creation itself can seem like a daunting task, but Media Molecule breaks it down beautifully. The Poppit allows quick interchanges of items and the only limits are on the creator. Players can easily shape and mold objects to their desire, animate characters with the usage of brains that can be tweaked to do everything possible on the game’s 2D plain, and stickers are vast, colorful, and can be applied to nearly everything. The blank slate that players can begin with provides an ample amount of space to create. The tools are great, but what players create can sometimes be terrible. Thanks to the sorting tools and community presence, these can be disregarded quite easily.

Visually, the game is astounding. The texture work is above and beyond the majority of games on the market and the art is superb. Sackboy’s animations are spot-on (minus some swinging hang-ups) and the game’s visuals lend credence to its upbeat approach. The music does much the same for the tone and the massive amount of effects can lend flavor to any creation.

Playing levels is done cooperatively either locally or via PSN. Joining friends is a snap, load times small, and can be quite the good time. The game supports up to four players at once, but four players are definitely not advised. The camera accommodates cooperative play by panning out spectacularly wide, but four is too crowded. The single-player really pops with two-players, and the game often caters to that with special sections dedicated to having two or more players at once.



One thing needs to be said about the game in relation to the problems with the servers during the initial stages of release. When the network is down, you can’t join your friends, upload levels, or even play created levels. Without a network, LBP is a complete shell of an experience.

As long as the network is stable, LBP is a marvelous accomplishment rife with the fun of creation and exploring others’ created levels. The game is going to continually grow and hopefully evolve as the designers get a better grasp of what is offered in the game. As a product, LBP is amazingly solid with firm foundations outside of minor movement issues. As an experience, LBP is immeasurable and defined by the community. Let’s hope designers keep designing and further the bar as the game grows older.

Score: 9

Jonathan Holmes

I've never before had to review a game like LittleBigPlanet. In fact, to call this title a "game" doesn't even feel right. It's wrong in the same way calling the Internet a "a number of web pages" or New York City "a series of streets and alleyways" is wrong. I mean, how the hell do you review New York City? It's too huge to assess, too varied to attempt to even partially understand. That's LittleBigPlanet in a nutshell; a city of games, all user-created, all varying in quality, all available online, free of charge.

That will mean nothing to you if you are not a PS3 owner who has their system online, as I wasn't the first time I wrote this review. If you are one of them, then you will have an entirely different (and inferior) experience with LittleBigPlanet. For whatever reason, I could not get my PS3 online for the first week I had the game, and as such, expected to be forced to write this review based solely on the game's offline story mode. Like Super Smash Bros. Brawl and Castle Crashers, I expected LittleBigPlanet to be just as fun offline as online. I mean, there are around ten million PS3 owners currently online, but that leaves almost ten million more who are offline, and Sony wouldn't disappoint that many people with a less-than-fantastic offline mode, right?

Wrong.

I couldn't be much more disappointed with offline LittleBigPlanet. The only moments of joy derivable from playing this mode come from looking at it. Despite being the single best-looking polygon-based game I've seen, LittleBigPlanet's story mode is an annoying bore.

The annoying part comes from the game's questionable programming. Here, you can take your pick from any number of irritating flaws; the floaty, imprecise jumping; the glitchy, nearly game-breaking multi-layered play field; or the very buggy collision detection (I found myself trapped inside a inanimate object more than a few times). It's mystifying that the game could be released in this state, especially considering how long it's been in development. Even worse than bugs and bad controls is the fact that the game is boring, the most boring game in the genre I've played since Aero the Acro-bat. Unlike just about every 2D platformer ever, LittleBigPlanet features absolutely no weapons or power-ups. It has only a few enemies (about three every other level) and even fewer bosses, nearly none of whom are memorable. As for the level design (something that saved the power-up and enemy lacking Loco Roco), it ranges from poor to above-average, but it usually settles in somewhere between the two. The game is also far too easy, despite its crappy controls. Most levels will be played once, cleared on the first try, and never played again.



If this review was just for LittleBigPlanet's offline story mode, I'd give it a 6.0. It really is that forgettable. I was all ready to say, "Every PS3 owner should play this game once just to look at it, but after that one look, you'll never need to play it again," but that was before I got my PS3 back online. That's when everything changed.

The game's controls are still piss-poor, and many of the online levels are just as boring as the ones on the game disc, but that's hardly the point. Some of the levels here are well-designed, some are not, but the amazing thing is how little that matters. I've found that level design means nothing next to the amount of personality a LittleBigPlanet level has, and thanks to the game's amazing level creator, the amount of personality users can cram into their levels appears to be limitless.

Put bluntly, you can make anything in LittleBigPlanet; the only boundaries are in your own mind. For instance, in my first hour of online play, I had already experienced a level that was nothing more than a musical conveyor belt that played Air Man's theme from Mega Man 2; a 2D version of Metal Gear Solid 4; a remake of the first level of Gradius; and a Batman:The Animated Series-inspired level that featured real illustrations from the TV show (not to mention a kick-ass Batmobile replica). It really felt like the first time I surfed the Internet. Anything and everything was possible in sea of information. I could imagine spending days, even weeks, just sifting through all the content already out there on LittleBigPlanet.



Now don't take me for a wide-eyed, UCC (user-created content) virgin. This isn't the first time I've played a game that featured great UCC. I've played some fantastic user-created levels made from Mega Man: Powered Up on the PSP, as well as with Blast Works on the Wii, but those two fantastic titles did nothing to prepare me for LittleBigPlanet. Comparing them would be like comparing two tiny elementary schools to massive university. The size difference is just that astounding. If elementary school is all you know, college is going to blow your mind.

That's not to say that I'd recommend LittleBigPlanet to everybody. As varied as LittleBigPlanet can be, it always remains limited to its 2D gameplay, and that doesn't suit everybody (especially amongst PS3 owners). The game may also turn off die-hard fans of 2D platformers, as its below-average controls and lack of power-up system are as baffling as they are disappointing. Basically, the "game" part of LittleBigPlanet isn't that great: a real 6.0. On the flip-side of all that is LittleBigPlanet's amazing level creation tools and enormous amount of quality online UCC, which both come together to offer a separate (and superior) experience: a genuine 10.0 purchase.

So, like I asked at the beginning of this review, how do you review the New York City of videogames? How do you review LittleBigPlanet? I'm just guessing here, but I think all you can do is add up what you know, the good and the bad, and find the average. So, 6.0 (for offline play) plus 10.0 (for online play) divided by two equals...

Score: 8.0

Overall Score: 8.5 (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)


LAUNCH GALLERY (9 IMAGES)
Photo Photo Photo Photo Photo Photo Photo Photo Photo
 

Continue reading: More Reviews stories





91 comments | showing # 1 to 50
prev
next 50 comments

Justice's Avatar - Comment posted on 11/04/2008 20:46
Justice
Glad to hear you folks like it, I need to check this out on my mates PS3, I've been wanting to try it for a while!
BFeld13's Avatar - Comment posted on 11/04/2008 20:52
BFeld13
Shitstorm commence in 3...2...1...
KMCC's Avatar - Comment posted on 11/04/2008 20:54
KMCC
Excellent.

I really like it, but I would definitely say the appeal for me is the creation aspect as well. Doubtless, this is a very important, um, "game"? I'm really looking forward to seeing how far people can push it.
Sueng's Avatar - Comment posted on 11/04/2008 20:56
Sueng
This is a very fair review.
TheBigFeel's Avatar - Comment posted on 11/04/2008 20:56
TheBigFeel
Yeah, and jump only works 33% of the time....
RonBurgandy2010's Avatar - Comment posted on 11/04/2008 20:58
RonBurgandy2010
I didn't care for the beta too much.
TheStripe's Avatar - Comment posted on 11/04/2008 20:59
TheStripe
Just picked it up. Mr. Holmes made me nervous. Controls make or break games for me.
eternalplayer2345's Avatar - Comment posted on 11/04/2008 21:01
eternalplayer2345
Yay a score, I can agree with a felt like the beta gave me a good enough look at the game and I always thought it was great but it felt useless without online. I was also intimidated because I couldn't make anything creative in the short time I had with it.
TheBigFeel's Avatar - Comment posted on 11/04/2008 21:04
TheBigFeel
I was hoping to read Rev weigh in with a review from the artsy fartsy side. What's your final verdict, Anthony?
Blind assassin's Avatar - Comment posted on 11/04/2008 21:05
Blind assassin
A tad surprising but once a game breaks past an 8 - 8.2 rating it's just a matter of how awesome the game is rather than whether or not it's worth owning.
Tristero's Avatar - Comment posted on 11/04/2008 21:05
Tristero
@ Jonathan:

question, did you play with controller or keyboard? because controller is unplayable
Benefactor's Avatar - Comment posted on 11/04/2008 21:11
Benefactor
I agree with the offline component being pretty meh. I still love this game, but if there's any part of the game I don't want to play, it's the single player campaign.
Danmartigan's Avatar - Comment posted on 11/04/2008 21:13
Danmartigan
I'm glad a few of you mentioned the sloppy/floaty controls.. they seem awful. And for a platformer, that's a deal breaker.
DanMazkin's Avatar - Comment posted on 11/04/2008 21:14
DanMazkin
makes me wish i had a ps3.
Zombutler's Avatar - Comment posted on 11/04/2008 21:21
Zombutler
Wait, are you guys playing with controller? Because controller is unplayable.
danthemagnum's Avatar - Comment posted on 11/04/2008 21:21
danthemagnum
Now, while I'm super excited to play this game that jump is making me VERY questionable. I hate really floaty jumps, they give me terrible nightmares of the Bart vs. The Space Mutants days.
HarassmentPanda's Avatar - Comment posted on 11/04/2008 21:22
HarassmentPanda
There's an election going on. You guys are crazy!
taterchimp's Avatar - Comment posted on 11/04/2008 21:23
taterchimp
Im glad this isnt 11/10. Its a level creator and nothing really more, but level creators never do well. Its all hype. Considering that most PS3 owners are the "hardcore" crowd as well the hype made no sense. Hooray for a score I trust!
Loki Power's Avatar - Comment posted on 11/04/2008 21:34
Loki Power
"considerably less pretentious" ERRGGH! There's that word again!
necrozen's Avatar - Comment posted on 11/04/2008 21:39
necrozen
God. Gotta get this election out of my brain. Too damn nervous! So close to change!----

Good review. I don't think everyone has to think LBP is the greatest game ever made. It isn't. But it is damn fun and it has a lot of depth, especially for platformer lovers.

I think my girlfriend put it best. See, while I've been digging stuff like MGS4 and resistance 2, her gaming has waned. Then Saturday night we had a small party, 5 people. Broke out the LBP and OH MY GOD! We were all laughing and having a good time! Even the odd man out without a controller! We kept playing the vehicle levels and all the crazy shit that happened - you just never knew the outcome. Anyway the next day she was telling me how LBP made her like gaming again and reminded her how fun it could be. I thought that was a big compliment.

If you haven't played it that way, get 4 people in a room together and go out and explore those crazy vehicle levels people have made, both coop and racing. So much random shit happens! You'll be cracking up laughing!

Great review for a great game!
Fing Dr Yang's Avatar - Comment posted on 11/04/2008 21:41
Fing Dr Yang
Sorry can't be bothered to pick it up. Not with the shitstorm of games coming out right now. I'm not going to buy something that has to be biult by the comunity until I'm shure the community is goning to do anything worth while.
Ffordesoon's Avatar - Comment posted on 11/04/2008 21:50
Ffordesoon
Could not disagree more about the controls. I don't think I've felt better controls all year. The campaign is also one of the best things I've played in a while. I believe it's an easy ten out of ten.

Not trying to be one of those "OMG U GAVE LESS THAN 11/10 EPIC FAIL" annoying fanboys; just offering a contrary opinion.
coffeesash's Avatar - Comment posted on 11/04/2008 21:51
coffeesash
I called it in the 'edgy' competition, I was nearly right with my 7 ;)
dmgi's Avatar - Comment posted on 11/04/2008 22:00
dmgi
Good review, although I never really had expectations for the single player it was still sort of disappointing even with my lack of expectations. I would have regarded it higher if it was possible to dissect the levels and see how they did certain stuff.
DinnertimeNinja's Avatar - Comment posted on 11/04/2008 22:03
DinnertimeNinja
Personally, I'm not much of an online man.

If this game was nothing more than the single player experience with the ability to have 4 player games on the same system, I'd be more than satisfied with it.

I'm hopelessly addicted and I haven't even put more than 15 minutes into the online stuff (I'll put more into it in the near future).

This game has more personality and charm than any other I've played before it.

Also, I've had basically zero problems with the controls. And this is coming from a fighting game enthusiast who prefers strict timing and precise controls.

I haven't met a single person (gamer or non) who didn't smile profusely upon first seeing/playing this game. It's one of the first games my girlfriend has ever been interested in playing and it's system is so well designed that playing with someone who doesn't really know what they're doing isn't really frustrating at all.
GummyTumor's Avatar - Comment posted on 11/04/2008 22:04
GummyTumor
The floaty jump can really get under your skin. There's one level in the Japan themed area that drove me insane, there's no correct timing or precision to get you to jump the same way twice.

I eventually got through the level, but I shouldn't of had to go through that torture! I know I read a post somewhere that said that even the games developers were unhappy with the controls and they hope to eventually fix it with a patch.

I'm sick of this current mentality that they can just release a game with sloppy controls and then promise to fix it later.
David Quinn Carder's Avatar - Comment posted on 11/04/2008 22:06
David Quinn Carder
I love that you guys are honest (keep it up), and but I have to disagree (especially with Jon's review). I haven't had so much fun playing a multiplayer game since . . . well, since the Halo 1 days, really. The single-player is done entirely with the level creator, so it's like running through cool art projects and all the while, it's tons of fun. If you played alone, the gameplay would be mediocre, but with two or three friends, crazy things happen, and mistakes are always funny. If you don't have fun playing this with some friends, get better friends! I think four-player would be good too, but my friend has a 60-inch screen and that certainly helps with the zooming out. I don't know how this game would fare on an SDTV.

Basically we played the campaign for an hour or so and had a blast. Then we went online and tried broken levels, ridiculous levels, and just plain fun levels (hooray for vehicles!). A level doesn't have to be well-designed to be fun, and that's a testament to the physics engine. It's simple to control, but there are so many possibilities because everything is dynamic. The multi-plane thing needs to be fixed but it's a minor hindrance and not something I would even mention except that it might confuse little kids (speaking of which, let's add a kid-friendly tag so I can find good levels for my little siblings).

The graphics are the best I've seen. The music is great and very customizable. The online interface is fantastic. My only complaints are nitpicky things about the interface and controls, and those will probably be hammered out.

The floatiness . . . yeah, that is kind of pet-peeve of mine. Gravity is like Halo 1. But it works well in the game and while it'd be nice if it was tightened up and sped up a bit, it's almost a non-issue for me.

And there is infinite replay value, which puts it way ahead of most games which I think are better to just rent from Gamefly. This is a game to own. Anyone who thinks it's somewhat limited isn't thinking outside the box enough . . . have you seen that Gradius level? Surely MM will add more objects and functions as time wears on.

I am extremely picky about games. My friends roll their eyes when they can tell I'm about to give my little review, which even for the best games of the year is inevitably lower than their scores. But I give Little Big Planet 5 out of 5. It's not perfect (nothing is), but to complain would be insane. We need more companies with this much talent, attention to detail, taste, and originality.

If you don't have friend to play with, it may not be worth it, which sucks . . . but that's just what the game is. I don't think this game was ever marketed as a single-player game, and I'm surprised the campaign (which I found to be entertaining and inspiring) is having such a big impact on some reviews. This is a multi-player game . . . ideally, four friends on a couch (and it's girlfriend-friendly). It's been a long, long time since a game has made me this happy.

Have fun!
grafkhun's Avatar - Comment posted on 11/04/2008 22:13
grafkhun
The level editor is worth it to me, wish I had a PS3, not enough moneiz though. Splendid reviews mates.
GrayFox's Avatar - Comment posted on 11/04/2008 22:45
GrayFox
This game looks like a lot of fun, but unfortunately it's just not a system-seller for me.

Now I wait for the new Team Ico game.
SantanaClaus89's Avatar - Comment posted on 11/04/2008 22:51
SantanaClaus89
This review is highly unprofessional.

Everyone on forums thinks the game is great and controls just fine.

Waaah waaah waaah
Mxyzptlk's Avatar - Comment posted on 11/04/2008 23:03
Mxyzptlk
I wish one of my local friends had a PS3, I'm dying to try this game out. Thanks for the reviews!
Magesx's Avatar - Comment posted on 11/04/2008 23:03
Magesx
I would disagree with Johnathon's review of the offline, since I'm having a blast with it, regardless of its problems. All around, keep it up.
Corak's Avatar - Comment posted on 11/04/2008 23:34
Corak
I'm having a blast with the game. Its not flawless, no game is, but its damn fun. Slapping a friend into the abyss who just made a difficult jump is much fun. I'm playing through the single player campaign still, trying to get what I can and just having fun not sitting down and playing through it in one day. I haven't even touched the level creator yet. Its not the first game to offer user created content, yes this is true, but I haven't seen any game that made it this easy and almost limitless to what you can do, that Gradius level is just a small example of what you'll be seeing. The amount of content that can and will come out for this game is staggering. In a gaming market dominated by big blockbuster shooters, 2 colors throughout the entire game, and a grizzled warmonger solider type, a game like this doesn't come around that often and its a very welcome change.
Chad Concelmo's Avatar - Comment posted on 11/04/2008 23:41
Chad Concelmo
Great reviews, guys! I personally would have given it a 10, but I respect everything you said. Bottom line: BUY THIS REVOLUTIONARY GAME! :)
BattyAdroit's Avatar - Comment posted on 11/04/2008 23:50
BattyAdroit
There are no issues with the controls. Unless a ps1/nintendo64 were your first forays into gaming.

Old school gamers should have zero issues with it.
SephirothX's Avatar - Comment posted on 11/05/2008 01:07
SephirothX
Agreed with Batty. Seriously, the people complaining about the controls are stupid. There are many platformers out there with controls that are exceptionally bad. Go play Super Mario Bros. 2, then you'll know a bad platformer.
Sharpless's Avatar - Comment posted on 11/05/2008 01:09
Sharpless
Are you playing it with a controller? Because sousaphone is unplayable. Will patch.
nebones's Avatar - Comment posted on 11/05/2008 01:11
nebones
IT'S SHIT CAUSE IT'S NOT ON 360
kusarigama's Avatar - Comment posted on 11/05/2008 01:32
kusarigama
I agree partially on the control thing, but after a while I got real used to it. I think the problem is we're all so used to playing platformers with a different approach to jumping (press harding for a higher jump and whatnot) that it just seems foreign. I do disagree with the offline aspect, though. I've found most of the levels to be a blast, especially with friends. And this is the first game that's ever got me interested in getting 100% in every level, which is really saying something.

Good review, though.
xe-cute's Avatar - Comment posted on 11/05/2008 01:57
xe-cute
I spit in your general direction and leave you for N4G.


51 other reviews graded it higher than yours on Metacritic, only one scored it lower at 80 and that was *cough* VARIETY *cough* whos review means fuck all.

http://www.metacritic.com/games/platforms/ps3/littlebigplanet


Shame on you Destrcutoid. Lets hope Obama really does means Change here.
TheBigFeel's Avatar - Comment posted on 11/05/2008 02:10
TheBigFeel
@SephirothX
Did you seriously just say Super Mario Bros. 2 has bad controls or did am I dense and missing the irony?
xe-cute's Avatar - Comment posted on 11/05/2008 02:15
xe-cute
P.S. You gave a f*cking 9 to DEAD SPACE, that is just another crappy no different, uninteligent and clueless FPS DOOM Rip-off game.


I stopped playing it half way through as it is so ridiculously repetitive and BORING.


I'll be playing LBP for a lot longer.
ZenHK's Avatar - Comment posted on 11/05/2008 02:17
ZenHK
Although i disagree somewhat with this review's particularly overzealous offline panning, I feel like an 8.5 is justified.

The fact that the online aspect of this game garner a 10 whilst offline suffers a measly 6 feels a little extreme. In a game like BF:BC, where the gaming experience alters dramatically, that sort of comment makes total sense. With LBP the only difference is user created content. Are user created levels a 4mark selling point? really?
That point aside, i agree wholeheartedly with all else... regardless of the slightly obscure methods of reaching the 8.5 it seems a very appropriate score. Enjoyed the review, enjoying the game more. both on and offline.
TheBigFeel's Avatar - Comment posted on 11/05/2008 02:17
TheBigFeel
I cans type! Dih Duh Durrrr...
munkee's Avatar - Comment posted on 11/05/2008 02:57
munkee
reviewers state their own opinion. nothing more.
BahamutZero's Avatar - Comment posted on 11/05/2008 03:47
BahamutZero
brad nicholson and holmes reviewing one of the biggest games of the year. it's like tweedledum and tweedledee. it's like putting in your 5th string quarterbacks with two minutes left in the superbowl. it's like breaking pavarotti's legs so you can send out the understudies.
BahamutZero's Avatar - Comment posted on 11/05/2008 03:49
BahamutZero
even if they understood what was fun (they don't) they couldn't express it write it in a coherent sentence with a tray full of meth and a gun to their heads
Takeshi's Avatar - Comment posted on 11/05/2008 04:28
Takeshi
6.0 for off-line play and a 10.0 for on-line? You gotta be kidding me.

"...it always remains limited to its 2D gameplay, and that doesn't suit everybody (especially amongst PS3 owners)."

WTF? Where did you get that from?
Daxelman's Avatar - Comment posted on 11/05/2008 05:21
Daxelman
The didn't fix the Plane issue or jumping?

Crap.
CALkulon's Avatar - Comment posted on 11/05/2008 05:45
CALkulon
@Jonathan:

Taking the average of 6 and 10 is a bit of a cop out IMO. Surely there has to be more emphasis on the online component rather than the offline? I mean, look at Gears of War. The offline single player campaign is pretty much wank, it received all of the plaudits for its online. Saying that there are plenty of offline players simply doesn't rub well with me, when you buy a game you have to be aware of what you're buying, same with anything else. You wouldn't buy Gears to play offline only, would you?

Interesting review, certainly.
prev next 50 comments

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 



see all
Splinter Cell: Conviction - GameStop Promo
BlazBlue: Continuum Shift
No More Heroes 2: Desperate Struggle - Euro
EVE Online: Tryannis
Majin & The Forsaken Kingdom
Naughty Bear - Aliens Spoof
Transformers War For Cybertron: Matt Tieger
Need For Speed World: Marc De Vellis
Fullmetal Alchemist: To the Promised Day
Destructoid 4th Anniversary Party
Try our new video site: vToid.com





Fragile Dreams: Farewell Ruins of the Moon
by Jim Sterling
Heavy Rain Chronicles, Chapter 1: The Taxidermist
Final Fantasy XIII
Pokemon HeartGold / SoulSilver
Calling
Sonic and Sega All-Stars Racing
God of War III
Mega Man 10
Battlefield: Bad Company 2



Why you need to be excited about SpyParty
by Anthony Burch
Plain Sight
Need for Speed World: Race
A mindbending with Poto & Cabenga
Pocket Creatures
Easy Piano
inXile's Hunted
Resident Evil : Zombie Infection (iPhone)
Star Wars: The Old Republic
Frobot




Call for entries

New posts Expand all

New to the c-blogs? Read the survival guide
- The Dtoid Army is 60647 strong -







What classic IP should Sega resurrect?
The hidden truth behind game reviews
Counterpoint: God of War III is too long, boring
The joys of being a videogame reviewer
Gather around old man Niero: Destructoid turns four
The most immature thing we've ever done: The Name Game
Get me results: How to solve the JRPG Grind






tips@destructoid.com
Nick Chester
Editor-in-Chief
Niero
Founder, El Jefe
Jim Sterling
Reviews Editor
Hamza Aziz
Community Manager
Dale North
News Editor
Rey Gutierrez
Destructoid Video EIC
Anthony Burch
Features Editor
Brad Nicholson
Managing Editor
Tom Fronczak Colette Bennett
Ashley Davis Ben Perlee
Conrad
Zimmerman
Chad Concelmo
Jonathan Holmes Jonathan Ross
Brad Rice Jordan Devore
Joseph Leray Matthew Razak
Josh Tolentino
Samit Sarkar
Hollie Bennett Daniel Lingen
Mikey Turvey
   








 
 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator
Despingation?




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006