LittleBigPlanet
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| Also known as: | リトルビッグプラネット (ritorubiggupuranetto, JP) | |||||||||||||||||||||
| Developer: | Media Molecule | |||||||||||||||||||||
| Publisher: | Sony Computer Entertainment | |||||||||||||||||||||
| System(s): | PlayStation 3 | |||||||||||||||||||||
| Genre: | Action, Platformer | |||||||||||||||||||||
| Supported players: | 1-4 | |||||||||||||||||||||
| Current version: | 1.30 (Read more...) | |||||||||||||||||||||
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LittleBigPlanet, often abbreviated as LBP1, is a user-supported platforming game developed by Media Molecule and released in 2008 for the PlayStation 3. Marking the first installment in the series, LittleBigPlanet introduced various staple aspects that would return and be expanded upon in the future, such as the create mode, story mode, and an array of online multiplayer features like the community page.
In addition to the base game, various downloadable content was added post-release by various associated studios, including Tarsier Studios, Supermassive Games, and Fireproof Studios.
Many in-depth articles surrounding the game can be found below.
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Overview
Gameplay
LittleBigPlanet is a 2.5D physics platformer and user-generated game. Prior to the termination of all online services, LittleBigPlanet allowed users to create and publish platforming courses (referred to as "levels") for other users to play. LittleBigPlanet also allows for up to four player co-op and, though unavailable following the online shutdown, once supported online multiplayer. LittleBigPlanet features a hand-crafted art style and stars Sackboy, its main protagonist, as a foundation designed not only for interacting with the game world, but also for user customization and personalization. Players can freely add on to Sackboy with a variety of assets awarded by the game during play, as well as other user-generated and downloadable content accessible online.
Aside from its focus on user-generated content, LittleBigPlanet and all subsequent games in the main series feature a "Story" mode. Along with providing a narrative and introducing fundamental game mechanics, the Story mode acts as the main way of obtaining collectibles through Prize Bubbles. These bubbles reward players with Stickers, Decorations, Materials, and other items that expand both character customization and level creation. A summary of LittleBigPlanet's storyline can be found below.
Releases
LittleBigPlanet released worldwide across October and November 2008, with its release delayed after a controversy regarding the lyrics of licensed song Tapha Niang caused copies of the game to be recalled.
Game of the Year Edition
Released on 8 September 2009 in North America, and 16 April 2010 in Europe, LittleBigPlanet Game of the Year Edition is a bundle that includes the base game along with seven downloadable content products; three level kits and four costume packs. This includes the Metal Gear Solid Pack, Metal Gear Solid Costume Pack, Monster Costume Pack, Monster Kit, History Costume Pack, History Kit, and Animal Costume Pack. Packed in is an exclusive "Community Levels" section that includes 18 levels created by chosen community members; each contains a short interview video with their respective creators.
Downloadable version
On 29 June 2010, LittleBigPlanet received a digital download over the PlayStation Network service. During Sony's "Welcome Back" program designed to compensate users for the 2011 PSN hack and subsequent outage, North American and European accounts could opt in to a free downloadable copy of LittleBigPlanet.
Story mode
Alongside its create and community options, LittleBigPlanet features a story mode consisting of developer-made levels meant to guide the player through LittleBigPlanet's game mechanics, tools, and potentials for user content. The mode also provides the player with most of the game's assets, which can be obtained through prize bubble collectibles and scoreboards found at the end of levels.
LittleBigPlanet's story mode begins immediately upon starting a new profile, where players are required to complete the main level path found within the Gardens before gaining access to the rest of the main menu's options. The Gardens teaches players about LittleBigPlanet's core platforming mechanics in a safe environment, while also showcasing the theme's unique aesthetics that can later be used by players when creating their own levels.
After completing the Gardens, players unlock the rest of LittleBigPlanet's features, as well as the Savannah theme which can be accessed from the story mode menu. The Savannah expands on mechanics taught in the Gardens, with a slight increase to the level of difficulty faced through hazards and difficult platforming. The Savannah follows Sackboy as he meets creator curator Zola and reunites a family of meerkats.
The Wedding is the third story mode theme unlocked upon completing the main path of the Savannah. The theme prominently uses LittleBigPlanet's global lighting features in its later levels, adding additional challenge. The Wedding's narrative sees Sackboy mend a misunderstanding between newlywed skeletons Frida and Don Lu. Completing the Wedding unlocks the Canyons, which introduces different types of explosives and how they interact with players and the environment. The Canyons follows creator curator Uncle Jalapeño and Sackboy as they pursue corrupt lawman Sheriff Zapata into the Canyons' ancient temples.
The Metropolis is the fifth story mode theme, where Sackboy and creator curator Mags The Mechanic feud with delinquent Ze Dude around the city's locales. The Islands is the sixth story mode theme, and makes frequent use of quick platforming in its levels. The theme follows Sackboy as he trains under Grandmaster Sensei to reclaim her castle and defeat the Terrible Oni. The Temples is the seventh and penultimate story mode theme, where Sackboy travels through the titular temples to meet the Great Magician. The Great Magician warns Sackboy of the Collector - a creator curator responsible for stealing away LittleBigPlanet's creations and hoarding them in the Wilderness.
The Wilderness is the final theme of LittleBigPlanet's story mode, and includes difficult and unforgiving platforming in its levels. Sackboy ventures into the Collector's compound to free the trapped creations and defeat their captor. After his defeat, the Collector reveals that his motivations were out of envy and loneliness; he is welcomed into the community by the rest of LittleBigPlanet's curators.
Development
Prior to LittleBigPlanet's conception, former Lionhead Studios employees Alex Evans, David Smith, Mark Healey, and Kareem Ettouney founded Media Molecule in January 2006. Before that point, Mark Healey had lead development on the physics fighting game Rag Doll Kung Fu in 2005, of which some aspects carried over to preliminary development on LittleBigPlanet. Building on a physics platformer design, Media Molecule began work on a project titled Flathead, which was later retitled to Craftworld around the time it was publicly showcased.
The demo consisted of a 2D side-scrolling platformer constructed from vector graphics, where the player controlled a geometric character dubbed Mr. Yellowhead. Through player input via a PlayStation controller, Mr. Yellowhead could interact with physics obstacles to solve puzzles and traverse the environment.[1] The demo caught the attention of Sony, who agreed to fund the project's further development; ideas about incorporating user-generated content into the game picked up around this point, which Sony encouraged.
Through 2006, LittleBigPlanet's art-style took on its hand-crafted aesthetic, with code dating as far back as Flathead and the Craftworld demo serving as the base of the in-house engine Media Molecule would pioneer for the project moving forward. Mr. Yellowhead was phased out in favor of Sackboy (also referred to as the Craftling early on), though his mechanics were largely retained for the new protagonist. By late 2006, Media Molecule had solidified much of LittleBigPlanet's visual identity, which would be first seen at GDC 2007 early the following year. The demo showcased at GDC 2007 included many staple features developed for the game up to that point, including multi-player with up to four players, physics platforming, create tools, and the "Play, Create, Share" tagline.
LittleBigPlanet would continue to be marketed through 2007 into 2008, where the game was eventually released worldwide after minor delays. LittleBigPlanet was slated to continue to receive post-launch downloadable content and other work, though much of this was cut in late 2008 and pushed to the previously unanticipated sequel title, LittleBigPlanet 2. Meanwhile, separate LittleBigPlanet projects for the PlayStation Portable handheld were handed off to Studio Liverpool and, later, SCE Studio Cambridge; the prior project became defunct.
Through LittleBigPlanet's roughly two-year-long development, a significant portion of content went unused or was cut due to time constraints. While much of this went unknown past the game's release, sparse cases such as pre-release footage showcasing themes missing from retail builds aroused suspicion about the extent of the game's cutting room floor.
Gallery
External links
- LittleBigPlanet on Media Molecule's website (archive)
- Official website on LittleBigPlanet.com (archive)
References
- ↑ The Making of Little Big Planet - (WIRED) Youtube.com
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