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#1 |
Moderator
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![]() www.littlebigplanet.com Genre: Creative PlatformerSony Computer Entertainment Europe presents a Cambridge Studio and Media Molecule game. Only On PlayStation. ![]() Players: Single-Player Extras: LittleBigPlanet PS3 Connectivity Rating: ESRB Everyone, PEGI 7 Released on UMD and the PlayStation Store: SCEE – OUT NOW | SCEA – OUT NOW (UMD) OVERVIEW LittleBigPlanet, the PlayStation 3 hit that won various Game of the Year Awards last year and is credited with defining the “creative gaming” genre, is coming to the PSP for the first time. Developed by Sony Computer Entertainment's Cambridge Studio in close collaboration with the award-winning Media Molecule team, LittleBigPlanet PSP allows player to bring the beloved Sackboy with them on the go. LittleBigPlanet PSP is a world of endless possibilities where imagination and creativity is king. In this stylish and stitched-together 3D craft material world, there is fun to be had for all ages, tastes and player types. On this portable LittleBigPlanet there are over 30 new developer-created levels through 7 new themed locations to explore and Play. Players will also find a huge host of materials, tools and stickers to Create objects or even levels that suit their style. And, pivotal to the creative LittleBigPlanet community, players will be able to publish their creations online to Share with others via PlayStation Network. Levels and objects can then be ranked so the best of the best rise to the top. PLAY, CREATE & SHARE The LittleBigPlanet experience starts with players customizing Sackboy, the loveable main character on LittleBigPlanet. From there, players Play and learn about Sackboy's powers to interact physically with the surrounding environment while navigating through over 30 vibrant themed environments. Players make their way across these worldly levels, avoiding obstacles, solving puzzles and collecting items that can be used to make their own creations. To Create, players use the simple “Popit” menu system to access all of Sackboy's materials, stickers, tools to bring their imaginations to life. Here, players have the power to build and move around any object in the game's colorful landscape. All materials and objects have realistic physical properties and will behave accordingly. With a robust tool set at their disposal, the sky is the limit. Once the object or level is completed, players can publish and Share their creative works with the community via the PlayStation Network. Of course, they can download and explore other players' creations as well. LittleBigPlanet continues to bring its revolutionary concept and the most accessible design tools to the videogame industry, this time in a portable form with LittleBigPlanet PSP. On this LittleBigPlanet, the world is full of infinite possibilities, where imagination becomes reality and the powers of creation are firmly in the players' hands. FEATURES
Last edited by Shin-Ra; 11-19-2009 at 11:47 PM. |
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#8 |
Blu-ray Guru
Jan 2008
Dallas/Ft. Worth, TX
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#11 |
Blu-ray Guru
Jan 2008
Dallas/Ft. Worth, TX
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I harbor a deep desperate hope that the levels themselves are designed with the same basic tools - so that from a create and share perspective the PSP version is really just a portable copy of the current one.
(Though I'm guessing that's probably just a crazy fantasy. ![]() |
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#13 |
Expert Member
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#16 |
Blu-ray Duke
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Did you get a chance to see/demo GT:Mobile?!? If so, can you give me your impressions? What about the Go? Is it comfortable to use?
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#17 | |
Expert Member
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![]() Quote:
I got to play GT on both the regular PSP and the Go. I can tell you that is much better holding the Go while playing this game for sure! GT looks very nice on the system, it was a bit difficult to control the cars at first, but I got the hang of it really quick. I didn't get to mess around much with the game since they had a demo that would just let you select a race. I played using 3rd view not inside car view. Everything GT that you have seen before is in the game, as much as I can tell they took everything that was on the previous installations and ported the game to PSP. Runs very smooth!! no lag and loading times were not very long on the Go. They also had a Motostorm on the Go, game was fun also! Whole post is off topic ![]() Here's a pic of their LBP PSP display! ![]() |
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#20 |
Super Moderator
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![]() LittleBigPlanet PSP Interview James Shepherd, Cambridge Studio's Development Director chats to eu.playstation.com about bringing Sackboy and his colourful world to PSP. How have you gone about adapting LittleBigPlanet from a PLAYSTATION 3 game to a handheld experience on PSP? We've worked closely with Media Molecule, and followed the principles laid down in the PS3 version of Play, Create, Share. Everything we can build in a level players can build, every piece of gameplay we can make, the players could make. Given some of the levels we've come up with, there should be no limits to the kind of levels players can produce. The only extra creative freedom we have is that we get to choose the music. What sort of changes have you had to make to the control system when developing for the PSP system's layout? We have only had to make minimal changes to the control system to get it working on a PSP. The core move set for Sackboy has been carried from the PS3 to the PSP intact and has fitted well into the PSP system's control layout. Analogue movement has been retained although the user will also have the option to play the game through the directional buttons. Elements of Sackboy's movement have been refined for the PSP to give him a more precise feel which is more forgiving when viewed on a smaller screen. The PS3 system's gesturing moves for Sackboy have been streamlined due to the absence of dual sticks and motion controller input with Sackboy's emotion becoming much more automated. How do you think the experience of playing LittleBigPlanet on PSP and on the move differs from that of playing it at home? You'll be playing in shorter bursts and perhaps have a more intimate relationship with the levels you create. We're looking forward to see whether there are differences in the type of levels that the community makes once they have the ability to make them, on the train, in the park or on their lunch hour etc. LittleBigPlanet is an extremely download-centric based game on PS3, will this aspect of it transcend on to the PSP version? Absolutely, we felt that the critical thing about LBP was that anyone can build levels and upload them for everyone else to play. Stephen Fry is back again on voiceover duties. What is it like working with him? He's a very funny man; does he ad-lib any lines when he's in the recording booth? He is a very funny man, but I must admit that most of his ad-libs couldn't be repeated here! Oh, and he was very adept at correcting our grammar on the fly as he was reading the script - annoyingly clever, in an ever so nice way. With PSP being played so much on the go, does the pace at which people can create levels with the level editor reflect this? The pace of creation should be very similar, but the very nature of the PSP being handheld and used anywhere means that you're not tied to doing it all in one place at the same time and you could do some on the bus in the morning, when the teacher or boss isn't looking during the day, or whenever takes your fancy. What are the new worlds that players will be able to play through in the game? Well, we're hoping that the public will do the same as they have on the PS3 and create a vast array of new worlds, but in terms of the places we're including I can say that you start Down Under. Were any of the levels in the game inspired by anything that fans might have created since LittleBigPlanet launched on PS3? With around a million player-created levels I'm sure we'll discover that there were some accidental inspirations, but we've honestly tried to do something new with each level and in fact the main inspiration was simply that they clearly demonstrate some of the amazing functionality within the game and set an incredible quality standard for us to try and beat. So when you deconstruct our levels you'll see that we've really pushed the Create aspect of the game to the absolute limits. In fact a few of our design decisions were based around the idea, "Well no one's managed to do this very well yet so let's try and do it." What sort of fan feedback have you had in terms of what people have been asking for from a PSP version of LittleBigPlanet? Haha! Everyone wants everything! Most of the comments have been along the lines of "Ooh, can we have everything that's in the PS3 version but can we have more of it". We've tried to make sure that all the functionality is there and that we've added new flavours of gaming experience in the levels we provide. Will the PSP version be cross compatible with PS3? We're still finalising details on this but our intention is that when you hook up your PSP and PS3 we'll unlock some special items. We're hoping that the wealth of new materials will allow people to go off and be inspired all over again. What sort of experience do you hope players and fans of LittleBigPlanet will get out of its PSP debut? We're hoping that the fun, excitement and wonderment that people felt when experiencing LBP on the PS3 is translated to the PSP. What new levels are an entire new audience of people going to come up with on a new platform? Most of all we feel that LBP on PSP will transform the way people use the connectivity of the PSP, uploading, downloading, swapping via Ad Hoc - sharing is key. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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