
The levels we played were quite varied. Players will navigate a globe, littered with icons that represent where each level was created. Already, we saw a map that featured dozens of levels -- an overwhelming amount of content has already been crafted during the game's painfully long development. The adventure mode is where the game will teach players the essentials of LittleBigPlanet: each level will demonstrate the possibilities of the game's incredible engine. Massive mechanical beasts, complex physics-based puzzles, and a number of fun playable gizmos can be found within each level. At the completion of these levels, players will unlock more and more things to use in their own creations.
We were surprised by how challenging each level can be. One level had us being chased by a contraption that threatened to steamroll us into oblivion. If the obstacles placed in front of us weren't enough of a hindrance, the creature shot out fiery balls of charcoal at the characters -- a single touch would char them to death. Yes, your critters can die -- and they'll die quite often!

It was a pleasant surprise to see how challenging, yet still accessible, the designed levels of LittleBigPlanet are. While we all wait patiently for the creation tools to become readily available, it's clear that the team at Media Molecule is trying to create as much original content as possible before shipping the game. Rest assured, it seems like the final retail product will be a rather substantial single and multiplayer offering -- even for those uninterested in creating and sharing their own levels. The limited amount of time we had with LittleBigPlanet has us begging for more. Let's hope a beta or demo comes to satiate us soon.

