Little Big Planet: Intuitive, much?
Among my stack of borrowed games lies what some would call PS3’s flagship game (my vote would be towards Killzone 2 or Metal Gear Solid 4, though): LittleBigPlanet. While I’ve been waiting to explore the game more until I write a full-on review here, I feel compelled as I sit here exiled from my own PS3, to comment on the amazing intuitive quality of the game.
Being home on spring break, I’m no longer living alone in my college single. I have my 8-year-old brother in the same house, and big brother + impressive (superior) technology = must have. I do what I can to shield him from the violence that I so adore, so his options are limited. The other day, though, he found LittleBigPlanet. I haven’t seen him do anything else since. The only thing is: he doesn’t play the levels, he makes them. Before you get too impressed, I haven’t yet seen anything that I couldn’t beat it a minute or less, but still. Any level creator I have toyed around with has seemed too complicated for most computer programmers to figure out, and here is one that my eight-year-old brother can use (for days). Wow.
So, besides wishing I had my console back, I give a nice blogospere pat on the back to the creators of LBP and their awesomely intuitive level designer. Props.