LittleBigPlanet Catch-all

*Legion* wrote:

After I get home from work, and activate two of my codes, if people still aren't getting any new codes from USA Today, I'll give out the extras I've got (3 of 'em, I think).

I would love to get one of the extras if I don't get one from the USA Today

Edit: It looks like I have missed out so if anyone has an extra code it would be appreciated

well, I was late to the party also....so if anyone has a spare......pwease. thank you.

I'm late as well. If any codes are left I would appreciate one. Thanks.

Me begging now. I sent in two emails, but that was hours and hours ago. If anyone hoarded one ...

Boo, no emails. If anything let Rabbit and Gaald have a couple codes so I can listen to the next Podcast impressions. Hint.. hint.

I'll wait for retail and sulk a little.

For some reason USA today sent me two. Most likely because I'm so f*cking charming.

I pm'ed you one Rabbit.

I'll take the video card tomorrow night. Thank you!

I've got an extra, first to PM me gets it.

EDIT: GONE!

Grats zoidberg, christ you guys are quick

Those filthy liars at USA Today sent me nothing. I just managed to score a key from Sony, though, so I'm ok.

Thanks DeeVoc,

I'll post impressions after I've spent some time with it, though I doubt it will be near as comprehensive as MechaSlinky's.

I hope to see some cool stuff from the GWJ community members.

That video is just about the most ridiculously amazing thing I've ever seen in a video game. My jaw literally dropped when I saw the inner workings of that calculator.

Nuts, looks like I was too late. Well, I guess I'll get to keep to my original plan of waiting for the full, final version of the game.

Brother, can you spare a code?

I'm actually glad I missed this. I am horribly busy next week/out of town. There is no way I would be able to use the beta. Plus, today Amazon emailed me and offered me Launch Day shipping on my copy of LBP. I don't think it was anymore expensive then 2 day shipping I was already doing on the game.

I can't frigging wait.

Well, I had three extras.

I sent jonnypolite one, because he was the one that tipped us off (and sent me a PM notifying me, otherwise I might have not noticed the post in this thread for a while), and for all his Paul Revere efforts, he hasn't been emailed a code himself.

Well, the code I sent him said it had already been redeemed.

So did the code that my wife got.

So I've sent jonny one of my extras, and used another extra on my wife. My wife and I are both successfully downloading now.

So I've got ONE potentially good code left. If the second code I sent jonny works for him, I'll give away this last one, and the lucky recipient can give it a shot (and if it works, they truly will be lucky)

*Legion* wrote:

So I've got ONE potentially good code left. If the second code I sent jonny works for him, I'll give away this last one, and the lucky recipient can give it a shot (and if it works, they truly will be lucky)

I'll take it *Legion*, if I may. PM sent

Sorry to say, it took all 3 of my extra codes to get jonnypolite ONE that worked.

I sent from a couple more email addresses that didn't get replies yet. If they ever do, I'll pass those codes on.

No problem Glad jonnypolite finally got in.

So I got the beta installed and played through the first few levels and went through a bunch of the level creation tutorials. I haven't even really done anything yet and the game is already blowing my mind.

Also, it has some of the most amazing texture work I've ever seen. This is one gorgeous game.

I dunno, I think the gameplay may hold up for those not interested in creation. So far everything I've seen has been pretty simple but even in the first couple of levels there are some tricky areas to get to and it's rewarding to collect everything. It's also a great physics sandbox and I'm sure people will create areas that are just fun to play around in. I do think we're probably going to see a lot of really awesome standalone concepts by people rather than fully fleshed out platforming levels.

Just got done playing the pre-made levels and a couple of online creations.

First off this game exudes style! But then we already knew that. I must have smiled for four hours straight. I'm grinning just typing this.

I didn't dig into the creation yet (tomorrow's project) but I'll speak to the actual platforming gameplay I saw. Just in the first four levels you can tell there is a lot of creativity in the media molecule first party stuff, which gives me great hope for the retail game. The jumping is a little floaty, and peaks out a little bit lower than I would like. However at this point I'm willing to bet that a couple more hours with the game and the jumping physics will become second nature.

Playing online was easy enough, it works directly with the friends list and populates it's ingame menus from there (take that MGO). JonnyPolite was online, so I just invited myself into his game, then poof, I was there! Since he was the game leader he got to pick what level we played while I hung out in his pod. He picked the rollercoaster level and away we went.

This level was very basic but kind of tricky for two players, because you both needed to grab the same switch at the precise moment or one would get left behind or squished. We had to try several times before we both got it right, but when we did it sent us on a crazy spinning rocket-pinwheel. I didn't have my bluetooth hooked up so I couldn't voice chat but we managed to communicate OK with waving and expressions. At the end I started to decorate the level, and Jonny, with flowers. Then we headed back to his pod and used the in game text chat to say goodbye.

It was a ton of fun. I can't wait to dig into more user created levels and start making some of my own. Hope to see more beta-havers online and try some more co-op play.

Man, I cannot stop smiling.

That was a short level, but awesome. Time to break out the Bluetooth headset.

Thanks, Legion!

I'm now going to hold out to listen to some thoughts and perspectives on this game.
It will have to live up to everything I want it to be for me to get it, as I'll be investing a lot of money ($700) in a console that doesn't have much on the horizon for me...

But dammit, I really want this game.

Alright, here are my quick and dirty impressions.

I'm one of those people with little to no interest in building my own levels, so the game pretty much falls flat for me. Contrary to the opinions of others, I don't think the platforming aspect of this game holds up well enough for it to appeal to some one who just wants to play and not build. I think the user created levels are interesting if you're hunting for ideas to use in your own levels, but that's really it as they're not all too entertaining.

I may grab this eventually at a discounted price after all the good levels have risen to the top above the sea of user created garbage out there, but this isn't going to be a holiday pickup for me.

The guys at Penny Arcade seem pretty keen on LBP, TTC obsession aside.

doubtingthomas396 wrote:

The guys at Penny Arcade seem pretty keen on LBP, TTC obsession aside.

haha you bastard! I was just going to post that link, I read through the last 4 pages and noticed nobody had posted it yet! I'm thinking about getting a PS3 so I can play this and MGS4, I have zero interest in buying a Wii so I think all my moneys will go to a PS3, plus it'll be a blu-ray player so I think I can talk myself into it, I just hope it's got some fun co-op.

I was only able to play through the first couple of tutorial levels last night. A couple of thoughts:

* I must say I'm very surprised at how well grabbing works. Impressed is a better word. The grab tutorial level was well designed, but I expected grabbing to be more unforgiving. Instead they just made it work. After hours of struggline with getting the dude in Pain to grab anything after the first collision, this is a welcome development.

* The tutorials are fairly in depth, but I would have liked more explanation of the menu system. I couldn't figure out how to remove stickers at first. I expect they'll get into that in later tutorials.

* Placing objects and stickers is really easy. If the level editor is half as intuitive as placing stickers in the game, I look forward to getting to it.

* Making my little guy dance around never gets old. Wait, let me rephrase that...

So, what expressions do you all leave on your sackboys' faces? I thought I'd prefer the enraged one, but I find myself going more with the toothy grin.

I've messed around in the editor a bit, and played some of the player created levels... I can see this game taking up a substantial amount of my time just exploring other people's worlds. I wish there was more to the game than just platforming as a sack-person though... The ability to throw objects or even turn it into some sort of brawler would be just wonderful.

Stylez wrote:

I've messed around in the editor a bit, and played some of the player created levels... I can see this game taking up a substantial amount of my time just exploring other people's worlds. I wish there was more to the game than just platforming as a sack-person though... The ability to throw objects or even turn it into some sort of brawler would be just wonderful.

Well, you can always hit another player. If you were to build a level that has a small island surrounded by lava fields, you could have a slap-fight to the death.

You could call it Super Sack Brothers Melee.

Is it possible to set a condition that a path to the exit only opens up if one player remains?

doubtingthomas396 wrote:
Stylez wrote:

I've messed around in the editor a bit, and played some of the player created levels... I can see this game taking up a substantial amount of my time just exploring other people's worlds. I wish there was more to the game than just platforming as a sack-person though... The ability to throw objects or even turn it into some sort of brawler would be just wonderful.

Well, you can always hit another player. If you were to build a level that has a small island surrounded by lava fields, you could have a slap-fight to the death.

You could call it Super Sack Brothers Melee.

Is it possible to set a condition that a path to the exit only opens up if one player remains?

If you play the tie skipping level in multiplayer you can kind of see how that might work.

Does anyone else have an extra key? All of my attempts at USA Today were were fruitless.

Still looking for an extra code if anyone has one lying about. A couple of people have already tried unfortunately the codes were already redeemed. I wonder if there was an expiry on when they could be entered.