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View Full Version : Has LBP jumped the shark?



Treppemanss
07-08-2014, 10:35 PM
I'm a little bit disappointed with the announce trailer and gameplay that I have seen.

I'm a big fan of the franchise and I will probably own this game, but I would have liked to see Sumo Digital take it in a different direction than what they did.


Stuff I'm not feeling right now:

4 playable characters: I think this dilutes the brand and forces creators to overthink their levels. Sackboy has become such an icon that I don't think the distraction of these new characters is a good idea.

16 layers: Too much. Changes the look and feel to a point where it is something else now.

Same-size thermo: Really? The biggest drag about creating in LBP2 was bumping up against the thermometer and trying to optimize for performance when there was a lot of movement on the screen. Hoping this is managed better.


Stuff I am feeling right now:

1080p: I've been waiting for this, glad to hear that full HD will be supported. 4K would be sweet but at least the conversion scalar for 1080p or 4K sets will be an integer now.

More texture resolution: Moving towards photorealism will only make the experience more immersive and visually appealing.

Better physics: Using air is going to be pretty sweet.

More powerups: I love powerups and it looks like we are getting more. Hopefully they do not get ridiculous with it.


Stuff I want:

More materials and better textures: I want the cardboard to really look like cardboard. The sponge to really look like sponge. The materials add so much to the whole "craft" feel of LBP and using the power of the PS4 to advance the feeling of real life materials would have been huge. Real wood. Real brick. Real lead. Real aluminum. Real mosquito netting.

Containing water: The physics of water in LBP2 added so much, but it also left much to be done. This could happen I guess but we will have to see.

Better connections: Things tend to bind or break if you really push it. Tweaking this, again, for realism would have really hit the spot. Having real rope, chain, and elastic made of materials with mass that interact with other objects were always a wish of mine.

Objects: LBP2 had objects but I think adding more things like bricks and logs and pipes would take it to that next level.


So altogether it looks like a good project, but I guess I was hoping for something different.

Thoughts?

Croned
07-11-2014, 09:48 PM
I'm a little bit disappointed with the announce trailer and gameplay that I have seen.

I'm a big fan of the franchise and I will probably own this game, but I would have liked to see Sumo Digital take it in a different direction than what they did.


Stuff I'm not feeling right now:

4 playable characters: I think this dilutes the brand and forces creators to overthink their levels. Sackboy has become such an icon that I don't think the distraction of these new characters is a good idea.
The new characters are just additions that will add more variety and capabilities to the game, especially once creators have some time to exploit them fully. Also, I don't really know what they would be distracting players from, as Sackboy doesn't really have anything new to offer.



16 layers: Too much. Changes the look and feel to a point where it is something else now.


16 layers: optional

Levels can still be made using the 3 thick layers that we had before, but the 16 layers will open up many new possibilities that could lead to new game types and better graphics. Plus, it's not like creators aren't glitching to build extra layers in LBP2 already...

I guess that I'm just somewhat surprised that while most people are enthusiastic about levels that make them feel like they're not playing LBP (i.e. SteveBG's 3D level trailor, PacMan, chess, checkers, etc), there are still people that don't want to see more levels like those.



Same-size thermo: Really? The biggest drag about creating in LBP2 was bumping up against the thermometer and trying to optimize for performance when there was a lot of movement on the screen. Hoping this is managed better.

Thoughts?
If Sumo is smart, they implemented the Dephysicalizer from LBP Vita, added other new optimization tools, and added some backend optimization as well. The same-size thermo was necessary if LBP3 was to be compatible with the PS3, which I believe was a good move. There just aren't enough PS4 players yet to give LBP3 good success at launch (it would likely be similar to Vita). When LBP3 launches across both platforms, everyone and their brother will be playing it.

rave2014e
07-16-2014, 09:15 PM
Yea im a bit DISSAPOINTED as well hope this is not a quick money grab for developers I don't want this game to fail

wally-217
07-19-2014, 04:10 PM
I think they've made the right choice for the franchise. I see people complaining that it's LBP2.5 and that it's practically the same game. I see others complaining it's too different. I think they did well to stick to the middle ground.

I know we haven't seen the story mode yet but the E3 Level had the same feel as the LBP1 story. LBP2's story was made to show off the new tools and logic but logic won't be new to LBP3 so I think we'll see less focus on it.

Your the first person I've seen whose said 16 layers is too much. I've only seen jests that we should have 100 layers. The new players won't take anything away from the experience. I have a feeling the majority of players will ignore them in their levels whilst the ones who use them will use them well (there will likely be a lot of team picks for the new characters).

But 4K? That's seems like a pipe dream. Were unlikely to see 4k anytime soon, especially in games like LBP. Battlefield, COD, Assassin's Creed maybe. Definitely not LBP because 4K TVs aren't widespread and LBP has never been about the graphics.

DarkDedede
07-25-2014, 08:24 PM
Just because there will be more available options, shouldn't imply that everything should be used in one design. If used properly, I see the available layers as a good thing. This will allow for much more robust and customizable backgrounds. I'm sure most will find out, rather quickly, that utilizing too many layers for platforming will result in a pretty confusing design.