Läckert spel [PS3] [Little Big PLanet]

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Medlem

Lite nya screens. Blir alltid ":)" när jag ser det här spelet.

Källa: http://www.n4g.com/ps3/News-39921.aspx

Pax för Solid Snake trasdocka! (syns inte här men jag ska tillverka honom)

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Medlem

Galet läckert verkar det här vara. Musiken var ju klockren.
Sen verkar själva communitydelen vara smidig också.
Givet köp sen när man införskaffat sig en PS3:a också.

Ny video om hur man kan skapa sin karaktär: http://www.gametrailers.com/gamepage.php?id=4491

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Medlem

ser rätt nice ut... hoppas det kommer demo snart.

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^^^
@¿@
o

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Medlem
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Medlem

När ska det släppas?

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Medlem

Sist läste jag Januari, Men inte säker

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Medlem

Spelet ser helt fantastiskt ut på alla sätt och vis, men, problemet med sådana här spel, precis som deras förra spel Ragdoll Kung Fu, är att man tröttnar efter ett par minuter. Visst är det tufft att bygga saker och sedan stämpla massa stickers hejvilt, men mer än så är det inte.

Hoppas verkligen de lägger mycket fokus på sjävla klara-av-en-bana biten. Men annars är det ju som vilket platsformsspel som helst. Dock snyggaste platformspelet hittils ^^

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Medlem

tror också nästan det tyvärr. Det blir tråkigt i längden, efter ett tag blir det

"nää nu orkar jag inte bygga mer..." fast är man flera blir det ju genast roligare också så vem vet

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Har en matta som musen bara sviiiiscchar runt på...en svart....som svänger lite i underkant......// MER CO-OP ÅT FOLKET!

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Medlem

Håller inte med alls. Sitter med polare och speedrunnar Mario Bros. till NES och det är det bästa som finns. Platformspel är ju bäst. Plus att det kommer ju komma ut nya och nya banor heela tiden. De sa även under intervjun att de ska fylla Blurayn med banor och content... Det kommer nog ta ett tag att tröttna..

Men gillar man inte platformspel så är det ju klart att man tröttnar fortare. Men för oss som gillar platform är detta det bästa som hänt sen Mario.

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Medlem

joo självklart är det olika på personer, jag hoppas att det blir så kanon som det låter!

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Har en matta som musen bara sviiiiscchar runt på...en svart....som svänger lite i underkant......// MER CO-OP ÅT FOLKET!

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Medlem

Är det här 100% exklusivt till PS3 eller finns det nåt rykte om annat?

Vill ha detta till min kexbox ^ ^

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sad panda

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Citat:

Ursprungligen inskrivet av Bleak
Är det här 100% exklusivt till PS3 eller finns det nåt rykte om annat?

Vill ha detta till min kexbox ^ ^

Tror tyvärr det är 100% exklusivt, har för mig Sony köpt studion som gör det. Om ni får ta del av LBP så får vi ta del av Mass Effect, deal?

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Medlem

Tycker det ser otroligt soft och fräscht ut, ingen uttjatad genre för en gångs skull.

Men jag är också lite orolig för att det är FÖR flummigt. På filmerna visas mest en massa skapande, som säkert är kul men tveksamt om det håller mer än nån halvtimme i nyktert tillstånd. Hoppas att banorna man ska klara också blir bra, och inte en massa småpussel som tar 20 sekunder att klara av om man vet hur man ska göra.

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Medlem

Jag säger bara SPEEDRUN!

Finns inget roligare i platformspel att bara springa genom banorna. Så fort man stannar har man gjort fel.. bara att börja om.

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Medlem

alltså! jag bara satt och skratta, det ser ju hur kul som helst ut, tänk att vara flera och bara ha kul, OMFG säge rjag bara

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Medlem

Längtar nåt enormt efter detta spelet, kommer ju bli hur ball som helst o lira med polare!

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Medlem

Ingen som hört något om att det släpps snart, står 1:a kvartalet på Webhallen iaf.

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Medlem

Detta är en av titlarna som fick mig att gå PS3 istället för XboX

Älskar fysiken... Och som nån sa, det lär ju vara ett hur kul spel som helst när man är 4 pers. Dessutom funkar det för både killar och tjejer imo... Kanske lite öl och LBP på efterfesten i nått hörn?

EDIT:
"Som ni säkert läste i vår artikel om spel som släpps 2008 är Little Big Planet ett väldigt efterlängtat spel här på redaktionen. Nu har månaden för release äntligen nått våra öron. Ända till september verkar det som om vi tyvärr får vänta.

Att få sätta ihop egna banor och avnjuta dem tillsammans med tre vänner får alltså vänta ett bra tag till. I september får vi se om plattformsgenren kan förnyas och om våra högt satta förhoppningar infrias. En svår väntan."

Källa:
http://gamereactor.se/nyheter/12670/Little+Big+Planet/

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Medlem

Otroligt läckra filmer:
http://www.gametrailers.com/player/34172.html
http://www.gametrailers.com/player/34174.html
http://www.gametrailers.com/player/34184.html

EDIT:

Vi har lirat Little Big Planet!

Flera bilder:
http://www.gamersyde.com/news_6511_en.html

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”Ingen må utsättas för godtyckliga ingripanden i fråga om privatliv, familj, hem eller korrespondens.
Artikel 12, FN:s deklaration för mänskliga rättigheter

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Medlem

Ser så otroligt gosigt ut Nu blir man en stolt PS3 ägare då tillslut!

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Medlem

¨

Edit:

Från WallMart trailern:

Se hela:
http://www.gamersyde.com/leech_8261_en.html

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Artikel 12, FN:s deklaration för mänskliga rättigheter

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Medlem

Antar att det går att köra med folk online också?
Det här spelet vill jag köpa

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Medlem

Ladda ner MANUALEN!

http://dl.qj.net/LittleBigPlanet-Manual-(PDF)-PlayStation-3/p...

Edit:
Ny film, sevärd:
http://blog.us.playstation.com/2008/09/09/littlebigplanet-sac...

Dålig respons på senare tid, var är alla?
Kanske skola, jobb osv tar all tid ifrån er, era stackare...

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Såg den trailern i morse! Fyfan va härligt gjord!
Älskar minspelet, garvar som fan när han sitter på Geparden och skriker! hahaha

Tur att man inte har gett sig in i konsolkriget förens nu, det här avgjorde mitt köp.

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Live now! Die later!

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Medlem

Läsvärt:

Citat:

LittleBigAmbition - Part One

As the October release date draws ever closer for LittleBigPlanet, more and more scrutiny is falling on the creative bunch behind the potentially revolutionary title.

Here, Media Molecule co-founder Alex Evans talks to GamesIndustry.biz about dealing with that pressure, how the title plays to the strengths of the PlayStation 3, and how the game's showing at the E3 Sony press conference nearly ended in disaster...

Q: The game's had a lot of exposure, particularly at E3 this year - it was neat in that during the press conference as you didn't really talk about LittleBigPlanet, you just 'played' through the presentation. How was it to be involved in that way?

Alex Evans: It was fantastic, because with them - and this relates to how Phil Harrison put us up at GDC two years ago, and that was a risk he took that paid off - we're really happy they decided to put us up at E3 and use it in an original way.

They actually emailed us before Paris GDC to ask us if we wanted to do it that way and I was already working on one for Paris GDC - so all credit to them for actually coming up with the idea, and it's little things like that which remind you as a developer that the publisher's got you in its head.

It was awesome, but the funny thing was - if you go back and watch the shaky-cam footage on YouTube, there's this bit where we were meant to reveal this big number, like USD 50 billion of PlayStation revenue or something, and there was this big brick wall in front of it that was meant to be blown away... but because the game had been sitting there for two hours, or whatever, the explosives had rolled down a hill and detonated in a later section of the level.

So when I got to that bit, not only had the USD 50 billion been blown away - so that was a bit of an anti-climax, although nobody noticed apart from me - I was absolutely white with fear, because I knew a bunch of bombs had just rolled down to the next bit of the demo, which was all of the game titles popping up.

So I had no idea, as I went down the hill, if Resistance would pop up with a chunk out of it. Luckily, if you look at it, there's just all this blast damage all over that section, and charred stuff lying around. That was a dark moment. Apparently the whole team was watching on the live feed and screaming "Alex! You've f*cked the level!" But it wasn't me, the bombs just blew up while I was on-stage...

Q: That's a pretty nice demonstration that it's a living, breathing environment. Not even you guys can predict what's going to happen...

Alex Evans: Well, no, and that's one of the things. You get the game, and play it, and something I've been chatting to other coders about is that because we don't know what the levels are going to be in advance, you have to throw away half the goody bag of what you learn as a developer.

So in an FPS you have teams of people to go and mark cover points, and so on - but with this we didn't know what the levels were going to be, so we just decided to essentially ditch all of the traditional AI, because we didn't know what was going to happen.

In a way that almost dictated the style - it ended up this freeform thing, because we just don't know what people are going to make, so it's open-ended.

Q: Do you think there's a danger that, while lots of people have heard of LBP and know it's a big deal, not many people really know what you do in the game?

Alex Evans: It's hard, it's really hard - we didn't have an elevator pitch. The closest we got was this play-create-share thing, and I think what's interesting is that if people are really flummoxed... I was talking about this with my mum, and what I've found is that people in the games industry find it much harder to understand than people who are out of the industry - and I think that's because games are seen as a particular thing.

If you're in the games industry, people know what a game is. It's an FPS, it's a racing game, it's a platform game. So my way into the game is just to say that it's a platform game, and that's fine. You miss a load of cool stuff there, but you'll work it out. It's a platform game, where you can make your own games.

If I'm talking to someone who doesn't have all these preconceptions of what a game is, it's actually a lot easier to explain - it's something that you play and enjoy, and you make things with it. That's what it is. They don't know what a game is anyway, they wouldn't know what an FPS was, so they have fewer preconceptions - like kids: "Oh, it's fun, oh it's got a cute character." They see things a bit differently, they're less worried about this elevator pitch.

I heard a story at E3 about Miyamoto talking about Wii Music - somebody said that it didn't seem like a game to them, and Miyamoto replied that it was that which made it interesting to him. So he gets it, and that's the thing - LBP is easier to understand if you worry less about what sort of a game it is, and just think of it as a fun thing that you can do on your PlayStation.

Q: We've spoken to a number of key Sony people in the past couple of months - Kaz Hirai, Shuhei Yoshida, Scott Steinberg - and LBP is a word that is cropping up an awful lot - it's a new buzzword. Is that scary?

Alex Evans: It's a double-edged sword. There's another question I get asked, which I don't know how to answer, which is "At what point does LBP change from being a little GBP 2 PSN download to being this monster?"

And it's really hard to answer that without sounding incredibly, hugely arrogant, because when we started Media Molecule, we didn't quit our jobs at Lionhead - which we loved - lightly. I remember talking to Peter [Molyneux] who I'd known for years, and telling him that I was thinking of starting a games studio, and he said: "That's fantastic, go for broke."

So we started Media Molecule to go for broke - and it wasn't that we knew we'd be a success, that was the part that changed. It wasn't that it was never a PSN game, it was more that Sony got behind it and understood it. That's what changed, and that's awesome. We always wanted to do a triple-A title, or whatever you call it, but lots of triple-A titles sink because they're not good enough, not hyped enough, or not supported enough.

We think we've been lucky - we'll prove it when it comes out, but certainly Sony thinks it's good, and it's cool that they refer to it a lot, because it's given us a chance to go for broke.

Q: It's definitely a Blu-ray title?

Alex Evans: Yes.

Q: And it weighs in at about 40GB?

Alex Evans: Erm, yes - I believe a Blu-ray single layer is 20GB and a dual layer is 40GB, but we're filling up the Blu-ray. One of the things on there is we're having a lot of tutorial content - basically there are two paths through the game, the player's route and the creator's route.

We were struggling with that a bit - some people want to just get in there and create, and they don't want to have to complete a full game in order to get the tools they need. On the other hand some people want a traditional game, they want to be able to play a platform game, and we still want them to create too - so we did this two-route thing where you've got the fast route to create, and then the player's route to create, which you enjoy massively but at the end you've got all this stuff for creating and you happen to have learned all these things.

So one of the things we're filling the Blu-ray up with is tutorials, and a lot of video stuff showing exactly how it's done, it's narrated by Stephen Fry and so on. It's really useful that thanks to Blu-ray we haven't needed to worry about file size, it's never crossed my mind. We'll check in another gigabyte file... it's a bit slow on our network but beyond that...

But the game itself and the levels you produce are relatively compact.

Q: Scott Steinberg told us that there was a lot of physics that took up space - does that impact?

Alex Evans: Not in terms of file size, but the biggest use of space is actually in making your levels look good without you having any artistic input. One of the biggest bridges we've had to cross is that the game's audience isn't the hardcore creator who's got a library of textures on their hard drive.

It's meant to be - and is, I hope - a much broader audience of people that just want to see something they like the look of and use it. So we have a huge library of thousands of different objects, and they're not just textures - we worry about the bump-mapping and the specular... all the HD, next-gen stuff happens and it's sitting there on the Blu-ray for you to use without having to worry about it. And that's really how we're using the space up.

It's cool to be able to do. We had these things called procedural materials, and while we're developing the game we're going back and forth, and now it's got to the stage where you can just pick the 'African Wall Painting with Bison and People' pattern, and just smear it out with a single swipe off the stick. The art department are saying "We spent a week on that bloody mesh, and now it's available to you with a click and slide..."

So you're pulling in megabytes of assets that we've made for you, and then you're just using them in any way you want.

Q: So clearly you couldn't make LBP for the Xbox 360?

Alex Evans: No. Somebody asked "Could you have made it on the Megadrive?" and there's one answer that's yes, and one answer that's no. With LBP as it is, we couldn't have made it on the Xbox 360 and the reason for that is actually because we designed it around the PS3's strengths.

In other words, if you're a game designer, from day one you know your platform, and you just cane it on that platform. You're not worrying about cross-platform, you're not worrying about anyone else's hardware design.

The 360 is an incredibly capable machine, and you could make a user-generated content game on it, no question - just as you could make one on the PS2 or the Megadrive, or any platform. But because we picked our platform, you go and you use every available bit of space, every little processor cycle.

For example, the Cell - which is unique to PlayStation - we really enjoyed using it because rather than coming at it from the "Oh my god, we've got to port to a 360 engine for this" or "We've got to do an engine that's on both," we were instead: "Fine, it's idiosyncratic, it's weird, it's not anywhere else - let's go use it."

And that's been the reason I think that it really plays to the PS3's strengths. I don't want people to say "You could do this game on the 360" - well, you could do any game on any platform, it's just that you have to design around it. Just the design decisions on the PS3 are huge, and I'm sure you realize that having a hard drive on every unit makes a difference.

That's another thing - if we didn't have a hard drive on every unit, we'd have to scale back the ambition of what you could save and do. So yes, you could make this game on the 360, but it'd be a different game.

I love certain things on the PS3, and the hard drive is one of them. And it's not just that it exists, it's that it's on every single SKU.

Alex Evans is co-founder of Media Molecule. Interview by Phil Elliott.

Längtar så efter detta spel, älskar plattform och att bygga själv. Hoppas det går att bygga ordentligt på höjden...

Edit:
Den officiella Playstation-bloggen meddelar att PS3-exklusiva LittleBigPlanet har gått guld och kommer att dyka upp som planerat den 22 oktober här i Sverige.

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Medlem

Längtar, 22 oktober är bokad, Skolk från skolan, köpa spel, spela hela dagen, vara lycklig.

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Höstlovet kunde inte komma lägligare

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Medlem

http://www.viddler.com/explore/DMPrince/videos/2/

Denna har en vanlig kille gjort!

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”Ingen må utsättas för godtyckliga ingripanden i fråga om privatliv, familj, hem eller korrespondens.
Artikel 12, FN:s deklaration för mänskliga rättigheter

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Medlem

Jag testade faktiskt spelet i söndags! Jag är måttligt imponerad måste jag säga. Det var jäävligt kul och ett annorlunda platformsspel. Detta är en av anledningarna jag kommer skaffa ps3

Om ni vill om ni bor på rätt ställen och det inte är för sent så kan ni prova det här:

http://spel.feber.se/art/72068/prova_little_big_planet/

Njut och chilla hårt!

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