Nega-review: LittleBigPlanet

"Momentum is another issue. ... the physics don't feel right, so it takes more tries than necessary to complete the objective." (1) "Player acceleration (and perhaps deceleration) isn't as quick as it could be ... likewise, in-air direction change can be a little iffy at times ... making your character occasionally over or under-respond to what you want him to do." (3) "Combined with the vague, slow and over-zealously auto-corrected movement between the game's three planes of depth, it's a problem." (2)
To put it mildly, "the controls were a little fickle when it came to moving your character among the three planes of perspective." (8) "The three-tier system the levels use, allowing Sackboy to move in and out of the screen.... can cause real problems, ending in annoying and occasionally infuriating death." (6) "It works fine except when the game decides to shift you to another plane, which often kills Sackboy." (1) "There are instances where it doesn't do what you want it to do, and these points stick out like a sore thumb, especially when it means your death." (3) "I ... found myself getting ... frustrated as Sackboy found himself on the wrong plane, repeatedly, sometimes resulting in his untimely demise." (7)
"This is made all the worse by what can only be described as a terrible checkpoint system." (6) "Three lives just aren't enough for some of the harder sections, and if you lose them all, it's back to the start of the level. ... this inflexible system creates half a dozen choke points of almost unbearable, teeth-grinding irritation that simply didn't need to be there." (2) "It tests your patience to near breaking point." (6)
Gallery: LittleBigPlanet
"Most of the [built-in Story Mode] levels are short" (1) and "it won't take you long to beat the 20 or so levels." (6) "The quality isn't totally consistent -- the game drags a little in the finicky and generic Mexican section, about halfway through." (2) "We ... wish developer Media Molecule spent more time on the actual story. Although we ran into numerous characters, they lack personality ... it makes Story Mode feel like a simple world tour instead of a Mario or Sonic the Hedgehog style adventure." (1) "The story doesn't really make a whole lot of sense throughout the game... [it] just sort of ends and then encourages you to go and make your own levels." (3)
As for the multiplayer mode, "we actually found it to be a little overcrowded at times." (4) "We found that the sections that required millimeter perfect jumps to be nigh-on unplayable with friends, down to the way the camera shifts about and has a tendency to focus on the wrong part of the action." (6) "When four of you occupy the same space it's often harder to negotiate platforming sections, and keep track of which Sackboy you're controlling. Some sections, even, are near impossible for all four of you to survive." (4)

"The promise that anyone could create something simple and fun and personal with LittleBigPlanet hasn't come true." (2) "Designing levels takes a lot of patience and a simple understanding of physics, especially if you intend to make something good. Figuring out how to make switches, trap doors and other complex devices takes lots of thought, thus pushing what should be a game for all ages into the teenage/adult category." (1) "As much as Sony might market LittleBigPlanet as a game for everyone, this aspect isn't going to get much love from your non-gaming partner, mother or little sister." (6) A hefty percentage of the game's player base will find half of its features exhausting." (5) "It can all be a little overwhelming and slightly intimidating." (9)
"The level creation tools have been made almost entirely for the hardcore to get hold of." (6) "It is simply the case that many players just won't want to put in the hours necessary to make passable content of their own." (7) "This isn't a tool for everyone. If you have no artistic flair you're not going to be able to create great levels - and Media Molecule has excluded features like using digital camera snaps ... and user-generated audio that would have pleased more casual creators." (6) "The creation, as it stands, isn't going to involve the majority of players of the game. ... It locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable." (2)

"Few players will reach the upper limits of the Create meter," (5) because "it's still really quite hard to make things." (2) "Since the level is always active when not paused, you can find yourself having to pick up and reset pieces of your level." (3) "The editor badly needs some kind of overview feature to let you zip between the parts of larger creations," (5) " the three planes of action add a fiddly layer of organizational complexity in themselves," (2) and "the absence of mouse support is keenly felt at times." (5)
As for the content created by other players, "most of it sucks (sorry, it does)." (1) "The levels uploaded to the beta servers are principally instant-gratification affairs," (5) and "in reality, deep and rewarding gameplay will only feature in a tiny percentage of levels." (2) "A large number [of the levels] will be terrible and you'll only finish a handful." (6) "I'm also a little worried that the online network will be filled with a bunch of crap levels and you'll have to dig through a mountain of garbage to find the one level that's actually worth playing." (8)
Welcome back, Sackboys and Sackgirls, to the Joystiq Nega-review. As always, this review takes the small negative bits from a variety of overly positive reviews and combines them into an overly devastating whole. This isn't meant as a serious critical look at a game, but rather as a counterpoint to what might seem like overly-effusive game for a game that isn't perfect (and no game is).
The most interesting part of this Nega-review, in my view, is the complexity of the level creator. Many reviewers downgraded the editor for being too hard to use while, in almost the same breath, they praised its flexibility and wide-ranging of content for experts to unlock. While some reviewers noted this contradiction, others were seemingly oblivious, wanting an editor that was both simple and deep. Just goes to show you what happens when you raise expectations for a game too high before its release.
Sources
(1) GameDaily
(2) EuroGamer
(3) IGN
(4) CVG
(5) Kikizo
(6) VideoGamer
(7) Play.tm
(8) GamePro
(9) TotalVideoGames










Reader Comments (Page 1 of 4)
DrBatch @ Oct 15th 2008 2:08PM
Blasphemy!
CTC XBL-supapaypamawio PSN-ctclaw @ Oct 15th 2008 2:15PM
They have some pretty good points. I'm hoping we see some sort of control over gravity and physics in an update.
SuperGayParade @ Oct 15th 2008 2:46PM
Almost all the control, depth, coop, and checkpoint complaints are complaints about the LEVEL DESIGN. Those can be solved.
And *lol* at the editor being too deep. It's as deep as you want to make it.
Jack @ Oct 15th 2008 3:08PM
For me, its more the plane issue for me. But MM said that they're very open to control patches and already themselves iterated slight disappointment with the planes. Imagine if they would have went with their original plan of making near infinite planes?
Regarding the jumping,there was this one level in the beta that required some pinpoint timing with some gap jumping. It required you to run full speed then immediately slow down to do a small tap jump and then a full powered jump to make the final gap. My girlfriend and I died so many times, but we had fun doing it. Figuring out the timing and stuff was fun. And we had fun doing it together. Its tough, but fair, imo.
D_Average @ Oct 15th 2008 3:14PM
Considering the game has been in development forever, I'm pretty skeptical we'll see a control patch any time soon.
That won't keep me from buying it day one though.
BananaBoat @ Oct 15th 2008 6:04PM
The unresponsive controls are the only real problem with LBP that I had during the beta.
Well...I also don't really love it that there are 3 layers to put things on (more layers would have been better...much better...or the option to only have one and make a mario bros style level). Gets a little hard to remember which layer you put your stuff on after awhile.
Can't wait to buy the game though
Marty @ Oct 15th 2008 2:08PM
Fanboy fury in 3... 2... 1...
Fanboy @ Oct 15th 2008 2:26PM
Hey Marty....STFU!!
-hows that for fury?
Morisato @ Oct 15th 2008 2:27PM
Well... Time to cancel my preorder...
Kodros @ Oct 15th 2008 2:31PM
Morisato - You are really an idiot if you cancel a pre-order based on a NEGA-REVIEW.
Morisato @ Oct 15th 2008 2:32PM
Sorry... let me clarify...
Time to cancel my preorder at gamestop and use my BB gift card to preorder there.
Vegnagun bwf @ Oct 15th 2008 2:37PM
Kratos > Nariko. Don't do it you ridiculous person.
Morisato @ Oct 15th 2008 2:52PM
Kratos + Nariko > Kratos alone... lol
Mogster @ Oct 15th 2008 3:18PM
Kodros is an idiot. And so is everybody else who voted Morisato down. Don't you guys understand a little thing called SARCASM?
Kodros @ Oct 15th 2008 3:23PM
"Don't you guys understand a little thing called SARCASM?"
Since when does sarcasm come across well on the Internet?
Deeznuts420 @ Oct 15th 2008 4:05PM
/sarcasm
Vegnagun bwf @ Oct 15th 2008 4:10PM
There is no such thing as sarcasm on the internet.
Ridgecity @ Oct 15th 2008 2:08PM
Ouch, it almost sounds like the game is crap...
DiL @ Oct 15th 2008 2:23PM
click on the sources and you'll see that all of them love it
Kodros @ Oct 15th 2008 2:27PM
Every Nega-Review makes the game sound like crap. I guess you don't understand the point of Nega-Reviews.
waves @ Oct 15th 2008 2:38PM
I agree with most of the points made in the post, except for some of the bits about level creation. In spite of all the drawbacks I still came away far more excited for this game than before I played it. It's gone from a 'looks cool' to a 'must buy' and has cast away any thoughts I was having of selling my PS3 in the near future.
The 3 planes thing is the biggest problem. I noticed it a little in the pre-packaged levels, but it really comes into play in some of the user created levels. It's going to make in necessary for the creators to do more extensive testing than they might have patience for. The real problems occur when you jump and the controls push or pull you on the z-axis. Also it can be hard to tell which of the 3 planes an object or platform is on. It's usually not to hard to figure out what's going on, but every once in a while you get sucked back into a hole in the wall that's too small for you to jump high enough to pop back out of.
I think the critiques of the level design are nit picking a bit. Making an accessible level creation tool is difficult enough on a computer, but what they've done on a console is an admirable feat that no other game has come close to achieving.
I'm really not sure how you could make the level creation tools easier to use than they are. Yes things get complicated when you are trying to build complicated devices. Go figure.
I think some of these issues will be worked out as the more crafty individuals create basic tools (like trap doors, switches, etc) and then share them with the community.
As for a majority of the community levels being crap, that's true. But it's no different from any game/website that allows user created content. A majority of the videos on YouTube are crap, a majority of the bands on MySpace are crap, a majority of the forge creations in Halo 3 are crap. But with the right tools the good stuff rises to the top.
waves @ Oct 15th 2008 2:44PM
The start of the third paragraph should read:
"I think the critiques of the level designer"
Also: does the comment system remember anyone's login info? The box is always checked, and yet it never remembers me. Even when I've just made a comment and I want to make another without leaving the page or site.
Jnas @ Oct 15th 2008 2:10PM
Has there been a meta-review for this game yet? Isn't it supposed to be meta-review then nega-review? This just seems like an attempt to create fanboy wars.
squirtforce @ Oct 15th 2008 2:16PM
http://www.metacritic.com/games/platforms/ps3/littlebigplanet
What's funny is if you compare the user ratings to the critic's ratings. People LOVE to hate stuff that's not even out yet!
Underlines @ Oct 15th 2008 2:44PM
If you look at the user reviews for fallout 3, the PS3 version has a 5.7 while the 360 has a 9.0. So like squirtface said, "People Love to hate stuff that's not even out yet!" and apparently 360 fanboys have another outlet to spew some hate as well.
waves @ Oct 15th 2008 2:55PM
People are so weird. I have both systems and will be getting fallout for the 360 (unless the PS3 version is noticeably better). But seriously 360 fanboys. Your system is doing just fine, there's no reason to crap on the poor ol' PS3.
Jack @ Oct 15th 2008 3:12PM
Offtopic statment coming in:
I'm sorry, but I have to ask. Squirt force, I'm curious, where'd you get your name from? I have an idea but I think I'm going to keep it to myself so I don't embarrass myself.
Haggard @ Oct 15th 2008 3:15PM
The other irony is that if the PS3 died and there was no competition for the 360, Microsoft would start charging $100 per game and not even try to make them good.
Scarfudge @ Oct 15th 2008 3:48PM
they should let Soulja Boy do this one and call it the Nigga-Review
Titanium_Orchid @ Oct 15th 2008 4:08PM
uh-ohh...
squirtforce @ Oct 15th 2008 4:17PM
@ Jack
I stole the name from a Leisuretown comic called Q.A. Confidential:
http://leisuretown.com/library/qac/10.jpg
I also like "Shit keeps falling!" but it was too long...
I recommend reading that whole comic, if you haven't already! Some REAL gold in there.
Solomon73 @ Oct 15th 2008 2:10PM
So it is the polar opposite to my experience in the beta. This must be a joke...
Ridgecity @ Oct 15th 2008 2:12PM
Seven reviews agree on the points, they must be playing another game than the one you got... maybe you have 1.1...
898 @ Oct 15th 2008 2:13PM
After playing the beta my enthusiasm went way down to I'll get it eventually when it drops in price level.
I know it will be great when great designers make great levels but I can't justify $60 now to sit on it waiting for someone else to make the game enjoyable for me.
Kodros @ Oct 15th 2008 2:30PM
I don't understand your comment. The game comes with a lot of great levels designed by MM. Whats all this "waiting for someone else to make the game enjoyable for me." talk?
SoulBlade @ Oct 15th 2008 2:13PM
If they made a "Posi-review" or whatever you'd want to call it, the points made in it would most likely outweigh anything stated in this Nega-review. I never played it, but based on everyone's feedback from the beta and the full reviews, this game is a keeper.
OMGOMG @ Oct 15th 2008 2:13PM
So, I can't see the reviews right now, but is LBP a great game or not??
cc123 @ Oct 15th 2008 2:15PM
http://www.metacritic.com/games/platforms/ps3/littlebigplanet
At 96 on Metacritic.
Jnas @ Oct 15th 2008 2:16PM
GamePlayer - 10
GamePro - 5 Stars (Editors' Choice)
Gamereactor - 10
Official PlayStation Magazine - 10 (Gold Award)
TotalVideoGames - 10
IGN UK - 9.7 (Editors' Choice)
Computer and Video Games - 9.6
IGN (Click here for Video Review)- 9.5 (Editors' Choice)
Meristation - 9.5
play.tm - 93%
IGN AU - 9.2 (Editors' Choice)
GameDaily - 9
Eurogamer - 9
Kikizo - 9.0
Videogame.com - 9
Vcize @ Oct 15th 2008 2:28PM
96 so far on metacritic.
quasebrasileiro @ Oct 15th 2008 5:39PM
If you were to search the tag "nega-review" on Joystiq you'd be pretty safe buying each game mentioned. If it's been nega-reviewed it's probably worth your time to at least try it.
Dirty @ Oct 15th 2008 2:15PM
A platformer with iffy controls.... oh well more time for fable then.
VicViper09 @ Oct 15th 2008 2:16PM
Send in the 360 fanboys to rip the game to shreds.
xFenixKnightx @ Oct 15th 2008 2:30PM
*Rips LBP to shreds
Titanium_Orchid @ Oct 15th 2008 2:32PM
nom nom nom
dwhite @ Oct 15th 2008 2:44PM
I will try to keep the fanboyism to a minimum here, but... I have a hard time seeing what is so appealing about this game. Seems more suited to the Wii crowd, especially if controls are an issue. Just an opinion, before I am surely beaten down by the defense force lurking in the home beta.
xFenixKnightx @ Oct 15th 2008 2:53PM
Well I tried the Beta and also didn't find it as a must have. In fact it went from on my radar to right off because of it. My kids and wife loved it though. I guess because its damn cute but the gameplay is broken, IMO of course. I just dont see this being the system seller that Sony hopes it to be.
tmacairjordan87 @ Oct 15th 2008 3:17PM
It's a must have for me but only after Fallout 3, Farcry 2, Saints Row 2, Dead Space, Gears 2, Resistance 2, Banjo, Left 4 Dead, Mirror's Edge....
Hell I think the only big game coming out that I'd skip over to get LBP first would be Fable 2. So yeah it'll be a while before I can buy this.
commen-cents @ Oct 15th 2008 2:18PM
"Three lives just aren't enough for some of the harder sections, and if you lose them all, it's back to the start of the level. ... this inflexible system creates half a dozen choke points of almost unbearable, teeth-grinding irritation that simply didn't need to be there."
sounds like someone forgot about the 8 and 16 bit era where all games were like this and you required skill to get far in a game, im willing to bet if you get past these levels your going to be able to save instead of starting the game all over again. so theres some difficulty... im glad, companies spoon feed continues and save points now it'll be nice to have a platformer no less, that challenges you.
bobartig @ Oct 15th 2008 2:31PM
The reasons that this style of progression limitation is largely unseen is because 1) It is overly punishing of certain kinds of failures, such as those due to poor design, 2) Technology allows us to have better solutions now 3) About a gazillion other reasons related to how games are better now than they used to be.
Unforgiving =! Difficult. You can have a difficult game that doesn't punish your failure by making you start over, redoing parts that you have already mastered. It just sounds like LBP hangs on to some very primitive platforming conventions that the rest of the industry discarded long ago for good reasons.