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	<title>Comments on: LittleBigPlanet Story Mode Impressions</title>
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		<title>By: mpz</title>
		<link>http://www.ps3blog.net/2008/11/10/littlebigplanet-story-mode-impressions/#comment-168609</link>
		<dc:creator>mpz</dc:creator>
		<pubDate>Mon, 10 Nov 2008 22:13:25 +0000</pubDate>
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		<description>The only real con i&#039;d have is that a couple of the parts are a bit too tricky - and the recover point usually only has 3 lives in it.  But I guess it gives it a bit more urgency/competitive feel to it as well - sort of half-way between old-school impossible-hard and modern hand-holding - so it isn&#039;t the end of the world.  The 3 planes thing works pretty well most of the time too, surprisingly - the auto-plane-jump thing gets in the way when you&#039;re trying to grab something to push it though.  The fact you have to replay levels to get all the bits, and also the 2-player puzzles I think is a nice way to extend the `value&#039;.

The physics stuff is really pretty amazing - well nothing so flash about the physics itself, but the way the player interacts with it is the secret.  Unlike some, I don&#039;t really think it&#039;s too floaty/slippery, it&#039;s just physics based which makes it different.  e.g. I was playing with various weird forms of impulse-based propulsion and had a bunch of glass rollers about shin-high.  If i stood in the middle of a few of them that were packed together, sackboy&#039;d stand on 2 at once, his legs would spread as they roll apart, and then he would jump to the ground when it&#039;s too far for his legs.  I thought it was impressive anyway - very tactile for a platform game.

I would be very surprised if they don&#039;t create extra level packs - although given the $AU8.45 &#039;first week t-shirt&#039; nonsense, who knows how much they&#039;ll cost!

I presume someone&#039;ll do another post about user-levels, because there&#039;s plenty to say there too.</description>
		<content:encoded><![CDATA[<p>The only real con i&#8217;d have is that a couple of the parts are a bit too tricky &#8211; and the recover point usually only has 3 lives in it.  But I guess it gives it a bit more urgency/competitive feel to it as well &#8211; sort of half-way between old-school impossible-hard and modern hand-holding &#8211; so it isn&#8217;t the end of the world.  The 3 planes thing works pretty well most of the time too, surprisingly &#8211; the auto-plane-jump thing gets in the way when you&#8217;re trying to grab something to push it though.  The fact you have to replay levels to get all the bits, and also the 2-player puzzles I think is a nice way to extend the `value&#8217;.</p>
<p>The physics stuff is really pretty amazing &#8211; well nothing so flash about the physics itself, but the way the player interacts with it is the secret.  Unlike some, I don&#8217;t really think it&#8217;s too floaty/slippery, it&#8217;s just physics based which makes it different.  e.g. I was playing with various weird forms of impulse-based propulsion and had a bunch of glass rollers about shin-high.  If i stood in the middle of a few of them that were packed together, sackboy&#8217;d stand on 2 at once, his legs would spread as they roll apart, and then he would jump to the ground when it&#8217;s too far for his legs.  I thought it was impressive anyway &#8211; very tactile for a platform game.</p>
<p>I would be very surprised if they don&#8217;t create extra level packs &#8211; although given the $AU8.45 &#8216;first week t-shirt&#8217; nonsense, who knows how much they&#8217;ll cost!</p>
<p>I presume someone&#8217;ll do another post about user-levels, because there&#8217;s plenty to say there too.</p>
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