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Monday, January 24, 2011

LittleBIGPlanet 2 Review (PlayStation 3)


LittleBIGPlanet 2, the latest release from developer Media Molecule and publisher Sony Computer Entertainment, marks the return of Sack Boy to the PlayStation 3. Like its predecessor, LittleBIGPlanet 2 is a creative, three-dimensional platformer at its core, however this installment allows players to create not only their own levels but their own games, ranging from sports games to side-scrolling shooters to different types of races. In addition, it also features a greater emphasis on the creation of a cohesive storyline for its campaign. This storyline follows Sack Boy as he (and his new friends in the Alliance) try to save their world from the evil Negativitron, which is laying waste to everything it gets near and has captured and brainwashed innocent sackbots. As the player, it's your responsibility to help put an end to the Negativitron before it's too late to save Craft World and its inhabitants from the Negativitron's destruction.

The game's campaign takes place through 30 unique levels that span throughout Craft World, taking place in six uniquely different locations. These locations (each with their own creator who factors into the storyline) include a sackbot factory, a mental institution made up of foliage, and a world of scienece known as Avalonia. Each location has its own unique look, feel and different gameplay changes, making it a pleasure to progress through the campaign because you never know what is around the corner. The game starts off by teaching you the basics through basic platforming levels like those seen in the first game, but it doesn't take long before you're traveling on a train, rolling across rollercoaster-esque rails using pastries and even riding an assortment of exaggerated animals, each with their own abilities (such as a bee with a honey cannon and a jackrabbit with a slam attack.) Each world is made up of seven main levels and culminates with a final boss battle. All of the boss fights are unique and employ different mechanics, which is nice to see.

Hidden in each level are two different types of collectible bubbles - regular bubbles (which are found in large quantities and give you points and potential multipliers depending on how many are picked up at one time,) as well as prize bubbles. The prize bubbles all tend to look the same (larger than the usual ones,) but they all contain different things, ranging from clothing, hairstyles, stickers, materials, and other customization items. The aforementioned clothing and hairstyle are available for use to customize your Sack Boy character (which is completely customizable down to its gender, material style, eyes, teeth, clothing and hair.) The other prizes can be used when you create your own levels. Stickers can be placed throughout the levels in the campaign as well, however. Players are able to create their own stickers in the creation area, by snapping an in-game picture of their character or by taking pictures of themselves using a PlayStation Eye camera. At the end of each level, players are shown where they rank in comparison to all of the other players who have completed said level, and this is based on their collectibles earned, whether they aced the level by not dying and other factors.


One of the best things about the campaign is just how creative, unique and interesting it is. Although I thought it started off a bit slow, it really started to pick up once I hit the third world, Avalonia, as that's when it became very creative and stopped being just a platformer. Some of the story missions are completely different types of games, with a great emphasis on side scrolling space shooters. Normally, I'm not a big fan of those types of games, but I found those levels to be the highlights of the campaign in this game. They're just done so well and in such a creative fashion. Each one is different in its own way (some take on a traditional design, whereas one where you're riding the bee, include much more creative abstract visuals, enemies and colour schemes.) Races are also included in some of the missions and you are rated based on your completion time and the amount of collectibles that you pick up along the way.

I also liked the way that they integrated some real-time strategy elements into the levels that take place in the sackbot factory. Within those levels, you must rescue sackbots who have been captured by the Negativitron and have been imprisoned within various cells inside of the factory. This is done by stomping on a button to release them. You must utilize the rescued bots to help you complete puzzles in order to progress. They will follow you when you move and will be required to activate certain switches and pathways that will help you progress. Sometimes they will form a chain from the ceiling to help you grab on and swing across a gap. The end of each level requires a certain amount of sackbots to have survived, but you can usually go back and get more without much trouble. Real-time strategy is a genre I've always had a hard time getting into, but those levels were quite fun because they boiled it down to its simplest form, which is unit control, and made it fun.

The campaign quite a few side levels (which are unlocked by finding keys in their adjoining story levels.) These are predominantly made up of versus games, score attack modes and races. When players complete score attack games, they are awarded prize bubbles based on the amount of points that they acquire throughout said game.

Other major additions to this sequel include a grappling hook and what is essentially a fireman's suit that allows you to shoot water (which is very helpful in the asylum world, where you have to put out fire enemies who are setting the world ablaze.) The grappling hook plays a large part in the game's campaign and takes a while to get used to, because it's difficult to control and can be quite frustrating. This is especially frustrating sometimes, since some collectibles require you to be able to swing perfectly with lots of momentum, which is very hard to do. The water suit, on the other hand, works very well. These are available in addition to the creatinator, and the grabinator gloves that allow you to pick up heavy objects, which both make a return in this sequel.


Each level in the game is playable in co-op, for up to four players at any given time. Players can work together to complete puzzles and accomplish goals, or just have fun playing the level(s) the way they want to, either by creating a swinging chain of four Sack Boys, by throwing each other around, or whatever they feel like doing. Additionally, a lot of levels feature secret areas that are only available to groups of two or more. These areas include side games and collectibles that you cannot get while playing single player, and it takes at least two people to be able to access these areas (the number required is painted on the wall by the entrance.) It is incredibly easy to play online with another person or a friend - before each level starts, you are given the option to try to join someone's game or to play alone. However, there is currently an issue referred to as an 'infinite loading glitch' where the game sometimes fails to load multiplayer games and it essentially locks up at the loading screen, requiring you to quit the game and restart it (or turn off your controller, which some say works too.) I had this happen to me once.

The world in LittleBIGPlanet is three-dimensional. What that means is that you aren't limited to just a two-dimensional plane to traverse, which is the case in most traditional platformers like the Super Mario Brothers series. Instead, players are able to press the left thumb stick up or down to toggle between planes. This is quite often necessary in order to complete puzzles, reach new areas or avoid bosses. I found this factor to be frustrating at times, because it was quite easy to accidentally get stuck on objects, because is is sometimes difficult to tell which plane your character is on. There were also some inherent control issues, that made it a bit cumbersome to switch planes. However, this isn't anything game breaking and is just a minor nuisance.

In general, the game controls quite well. The default control scheme utilizes the left joystick for movement, with the right joystick serving as camera control. Both joysticks are also used to re-size, rotate and move objects and stickers that you place in the game world. The X button is your jump button and occasionally serves as a boost or fire button if you're in a vehicle or riding an animal. The R1 button is another multi-use button that controls your ability to grab, drag and throw things, as well as your grappling hook. It also serves as a fire button for weapons and vehicles at times, as well as the button for some animals' secret abilities such as the jack rabbit's smash attack. Overall, the controls are quite easy to get used to and there aren't many issues inherent in the design. However, I did notice that (on odd occasions,) the jump button wouldn't register properly and I'd fall to my death. It didn't happen very often though.


The main selling point of the LittleBIGPlanet games is not their campaigns, however. The most popular aspect is the fact that they allow players to create their own levels with tons of different designs, items, backgrounds, materials, stickers and other things at their disposal. LittleBIGPlanet 2 takes this aspect of its predecessor further by allowing players to create their own game types. The developers allow players to utilize the same tools that were used to create the core game, to design and publish their own creative games. The creativity that is present within the game's community already is amazing. It is also important to note that levels made in the original LittleBIGPlanet carry over to this game, so there is already a ton of community content available. Players can search for levels based on certain criteria and can review their fellow gamers' work by selecting a happy face or a sad face, or by 'hearting' the level. There is also an option to write a text-based review, complete with tags (listing what type of level it is, whether it's challenging or easy, etc.)

The game offers 52 in-depth tutorials for players to watch or take part in, that show you every aspect of level creation. These tutorials are accessible through the main menu and can be viewed over and over again. They're incredibly helpful and it's an excellent touch because there are so many intricate details that Media Molecule have added into the creation aspects of their game. It's truly amazing how much the engine allows them to do.

Visually, LittleBIGPlanet 2 is a treat. Its visual style is incredibly unique, looking different from any other game on the market. Its levels and worlds are filled with unique designs, interesting colour choices and off the wall character designs. Its graphics are quite detailed and incredibly colourful. Its animation system is also very different from anything else I've ever played, as most of the characters animations (as well as their looks) are exaggerated in some way, which leads to a lot of humour. The game's frame rate is quite stable, but I did notice some minor hiccups.


Adding to the humour that is created by the game's visuals, character designs and animations, is the game's incredibly clever writing and excellent voice acting. To say that this game's characters are unique is an understatement, and the voice actors do a phenomenal job of bringing them to life. The narrator (Stephen Fry) also does an exceptional job, as he's not only funny but is also interesting to listen to, which is expected from such a well-known and popular British actor. The script-writers also deserve a lot of praise for creating such a unique story, within such a vivid and interesting world. There is a lot of humour in the spoken dialogue as well as what pops up during speech bubbles inside of the levels. Players are able to write their own text dialogue for their own levels, which helps, especially when it comes to tutorial purposes.

Overall, LittleBIGPlanet 2 is a great game that will appeal to gamers of any age. It is very accessible without alienating itself from the veteran gaming crowd. Although its campaign is rather short (one could probably finish it within one sitting,) the game includes so much content that it'll keep you playing for months. Although the box lists PlayStation Move support, the game doesn't not work with the peripheral, and it can only be used on an included demo for the upcoming Move game, Sack Boy's Prehistoric Adventures.

You cannot go wrong picking this one up, especially if you were a fan of the original, as it's a step forward. The best aspect if the various unique game types that are found within the campaign and the community levels. I can't wait to see what the community level designers come up with in the future. If you like platformers or you're looking for a unique experience, make a point to try this game because you won't be disappointed.

Rating: 9/10

LittleBIGPlanet 2 was released on January 18th for the PlayStation 3.