Dissenting Opinion: LittleBigPlanet
Forget what was promised; explore the beauty of what was delivered.
10/30/2008 6:54 PM | 6 Comments | Page 3 of 3
OK, Media Molecule probably won't race to include my "
LittleBigPlanet = gaming's YTMND" pull quote on the box art. (It's better than "the 4chan of videogames," which is reserved for the new Animal Crossing.) But the idea is that
LBP can stretch the idea of what a game level has to be. Plenty of us on this side of the industry talk about gaming as expression, or as a lifestyle (I go with "expression" and refute "lifestyle," for what it's worth) and this toolset has the potential to be part of that expressive voice's lexicon. It'll have to earn the position, but there aren't any console titles better positioned to do so out of the box.

The creation menus can look complicated -- there are many moving parts to choose from -- but they're cleverly laid out, easing any pain.
I also can't run with the "I don't dig the level design controls because they're too complicated for most users." Was
X-COM too complicated for most users? What about the original
Fallout? Many would say "yes," but that's no estimation of quality. With a level designer, there are a couple of options. One is to offer an easy set of templates, which ultimately limits creativity. The other is what you see in
LittleBigPlanet: extensive, arguably sprawling -- but as a result, the output can be equally extensive and sprawling. You've still got to work for the good stuff, but these tools at least put it within reach.
All that stuff distracts from my basic conclusion: The only reason not to investigate this game is lack of a PS3. Here you have a rare collusion between physics and gameplay that is both charming and accomplished. It's a damn impressive achievement.
This Dissenting Opinion was based on a review copy of the game provided by the publisher.