Yeah, 3D building is fun, but in the way they're doing it, it's too complex, and not following the tradition of LBP. If only 3-D building is like Minecraft and not LBP in three views. The track part is fine.
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Since making materials still takes after LBP, The addition of a Corner Editor and a Splitter to cut one object into two will really make creating complex custom objects much easier. That and the ability to make primitive space-filling shapes like spheres, toruses, and cones.
It really lost the Littlebigplanet Feel, LBP is not meant for 3D building, its just weird.
I think people are claiming that LBPK is unable to create acceptable 3D environments and such, which is wrong, the problem everyone should be having is that the create mode isn't incredibly user friendly, it can be difficult and rather irritating. With patience and skill works of race-themed art can be made, but it'll take some time.
It helps to have the perspective that LBP Karting is not an organic evolution of the LBP games, it's a track editor game with an LBP coat of paint. I've written elsewhere about how this game was a product of convenience, born from an already-existing relationship between Sony and the Modnation Racers team. I won't guess which side pitched who, but from a development cost point of view it was greenlit because the downsides were mitigated. It wasn't an inspired, revolutionary undertaking, but a known entity, politely shaped from existing and more or less complete assets. There were a) no rights to acquire, b) no new partnerships to forge, c) few technological hurdles to surmount. Fewer if they didn't program from scratch to perfectly emulate the rest of the franchise (which, obviously, was the case). It could be on the market within a year of proposal, and was different yet similar enough to have a place in the franchise... without cannibalizing sales or doing lasting damage to the core brand. Again, downsides mitigated. Upsides didn't even need to be discussed (money!). When you can eliminate so much risk, you've got a winner right there, even if it ultimately only amounts to being a low-cost loser.
No hole needed filling when LBPK went into production: instead, there was opportunity to dig a hole and instantly fill it. It was a great boardroom decision. Just, unfortunately, not such a great experience for the fans who expected an organic evolution of the 2.5D LBP games.
I'd give it a 6.5/10, but I only paid $10. If I had paid the $60 launch price, I would not be happy at all.
Yeah, I kind of regret rushing out and paying 60 bucks. Some people love the game, but I've probably gotten 10 solid hours out of it since buying it. After collecting everything and getting the platinum I just haven't had an urge to go back in... just feels a bit hollow.
I made the same mistake by buying All-Stars at full price only to have it get a price-cut right away. At least I've learned to wait before buying video games at full price.
i don't think the game has to be hollow, either by dint of the levels out now, or from the particulars of its production. Like with LBP(plat), it provides a set of tools with which crap can be made just as easily (ok, ok, well more easily) as gems. If there's a lot of crap out at the moment, well, it's not as though there hasn't always been a torrent of "Ramp" levels and their ilk coming out of the pipe on LBP(p). It's been communities like this one pushing back against that with inventive and beautiful stages that has balanced all the jank out. We're still only a month (or five, depending on your local release date) into that cycle.
What worries me is, thanks to the frustrations inherent in the particular set of tools we've been given, and lacquered over that the various bugs and unintended weirdnesses, we may never get to the "inventive people building interesting stages" part of the cycle that we're already well deep into on LBP(p). Personally, i am not enjoying toying around with logic in anyway this time around.
At the end of the day, though, at least thus far, i've had a very good time with this game as a player. The tracks produced just by folks on this site have been fun, and i (perhaps in the minority here) really liked the story mode. Karting is a game type that i've enjoyed all the way back to the first Mario Kart. That it's a playstyle my wife also enjoys, and my 4yr old nephew, who thus far has had nothing to do when his parents have come to visit, as well, well that's just icing on the cake. i can't say (and i doubt, to be honest) that it'll hold me in quite the same way, or as long, as LBP(p), but i'm willing to stick around for the nonce.
I'm feeling bittersweet over this. I payed the full $60 on this, platinumed it, put over 600+ online races in and have enjoyed it immensely. I do not feel like I wasted money, yet it frustrates me to no end how some of these design decisions were made.
I work in the programming industry, so I can understand bugs. I can understand odd quirks or slowdown. Heck, when I modded Republic Commando years ago the Unreal Editor was so bad that you had to create a backup every two saves or so to stave off permanent terrain errors, so I'm even used to editors not working right.
But some of these issues smack of deliberate effort. They were well aware that "the matchmaking failed for some reason" bug existed because they added a confirm screen, so why not throw in a retry option to at least mitigate the pain? How did they feel that for a game that lives and breathes based on it's user content, that the best way to handle that was to show only their material and the same 3-4 user tracks over and over and over for voting?
I agree with Arbiekko on why/how it came to be this way, and I know the fine folks at UFG aren't sitting back and reading their fan's impressions while exclaiming "Yes! Let the hate flow through you!" and high-fiving each other.
But this game hates me. Even when I want to love it.
To tell you the truth, I'm not really disappointed in this game anymore. I beat the game, starred all of the story levels, mastered these complicated controls, and got a plenty of trophies. I even bypassed the sticker bug, letting the hair stay blonde and not the skin. So yeah, I'm satisfied, but I'm sure some people are still disappointed in the game.
My only real complaint here is the way the 3D creation works. It's overly complicated and... It's just a mess.
Apart from that, it's fine.
I'm fairly disappointed in this game - there are still loads of bugs...my levels keep failing to publish and I haven't played it since a few weeks ago. I'd much rather an LBP3 than LBPK. Still, though, if those rumours turn out to be true, we may have LBP3 announced soon...
*crosses fingers*
Yes Create mode is... different, but it has to be. You can't go from 2.5D create to 3D create without making changes to the control scheme. That being said, I think in create mode, R1 and L1 should be rotate object while Left and Right on the D-pad should be Rewind/Fast Forward.
I love the 3D create tools, they really are the reason I keep plugging away at this game. However, practically every other aspect, the racing, the online infrastructure, the social aspects and the woeful official support all drag it down to an unacceptable level that would have most gamers walking away in disgust. It has the potential to be a brilliant, after all, how many other games allow you to create a gameworld from scratch in full 3D? Yet, it is a poorly programmed, horribly unpolished, bug-ridden nightmare that even Sony appears to have washed their hands of. In short, it is a disgrace to the LBP name and if Media Molecule had made it it would have been 100 times better.
That said, there is no other game in my collection that I despise and love in such equal measure, it really is an infuriatingly wonderful piece of garbage!
Unfortunately, LBPK was a failure, both critically AND commercially, despite it's incredible creations tools and immense potential. That is a sad fact we just have to accept. Nobody is going to patch this game beyond rudimentary performance tweaks and anything they can do to shoehorn LBP2 DLC into the mix. Nobody will fix the godawful online infrastructure or the abysmally repetitive matchmaking or the freezing or the pod unhooking or any one of the other hundreds of bugs, glitches and general stupidities that somehow slipped through the net at UFG HQ. There is a reason that the game was made free on PS+ just over 6 months after it's initial release and that is because Sony realised they simply cannot charge for such an appaling example of software anymore and this was a great way to be rid of the problem and simply say put up and shut up.
Nowadays the game is a FREE curiosity, the vast majority of those who do pop their head in will likely get bored after several days when they realise that the creation tools are far too complex and the tutorials far too useless for all but the most dedicated creators and the online racing is dull and repetitive with a track list that get's updated... oh, when we can bothered.
And it's a crying shame but also a sad indictment of the game industry today that such a potentially awesome title is being left to rot in a dusty corner somewhere while the eight millionth FPS or RPG is being eagerly readied for launch to a generation of ADD riddled morons who cannot sit still for two minutes before the next shiny thing catches their attention and the previous thing falls further and further down the pecking order until eventually it is nothing more than a bacteria on an ever increasing ball of excrement.