Sunday, March 29, 2009

Resident Evil 5 Review

Video Review:
Sorry if the audio is a little too loud... Hope you all enjoy the ending, the audio clips are from Resident Evil and Resident Evil 4. The song that plays was created by a song generator at http://www.sr.se/P1/src/sing/index.htm. It's a little hard to tell what it's saying, but the lyrics are: "You are the master of unlocking..." I know it's really lame, but what do you expect from me? :P



Text-Version of Review:

For a long time, the Resident Evil franchise had been a perfect example of what the survival-horror genre was. With fixed camera angles, "tank-like" controls and grotesque enemies, scares were easy to be found. With the release of Resident Evil 4, not only were most of these features discarded, but the focus was now shifted to provide more action rather than scary elements. The perspective for playable characters was changed to an over-the-shoulder view, something that would go on to influence many other games. Four years later, Resident Evil 5 has released, compromised of the same core gameplay that was introduced in RE4. Although it lacks innovation and modern-day advancements, RE5 has a good amount of offerings to set it apart from it's predecessor.

After the fallout of the Umbrella Corporation, Bio-Organic weapons started appearing on the black market. Terrorists, guerrilla fighters and unstable state governments were now able to obtain those weapons. With the threat of another incident like Raccoon City, the Global Pharmaceutical Consortium created the BSAA (Bioterrorism Security Assessment Alliance) to neutralize bio terrorist hot spots. Chris Redfield, an operative of the BSAA, learned of an upcoming bioweapons deal taking place in Africa and requested permission to participate in the operation. Once he arrived, he became partners with another BSAA agent, Sheva Alomar.

Starting the game in single-player, players control Chris Redfield. In cooperative gameplay, one player plays as Chris or Sheva. For solo play, the artificial intelligence of the partner is decent. Obviously, it won't be nearly as accurate as playing with another human being, but for the most part it does a reasonable job defending itself as well as providing aid when players are low on health. Players can command their partner to attack or cover at any time, as well as trade weapons and items with each other. Most locations will have a number of enemies that must be taken out before one is able to progress forward and some areas will feature puzzle-esque sequences that require players to work together with their partner to solve them.

The inventory system seems like a nice upgrade from having to select from a menu while the game pauses as was the case in previous games, but in actuality it can also become a hindrance. While being able to quickly select from four different slots on the fly is good, it can make players vulnerable to attacks when trying to select from a different slot in the middle of battle.

Boss battles in the game seem to be toned down in difficulty compared to some of the grand battles that have appeared in the franchise before. There's little strategy needed to defeat a boss when most of them have glowing weak points that are very prominent and noticeable. All the boss fights feel very underwhelming.

While some sound effects in the game were carried over from RE4 (which is a bit lazy on Capcom's part), the voice acting and presentation are very good. The graphics are also very impressive. Each new area is very detailed and expansive, obviously stemming from high production values. Character models also look fantastic.

The ability to play online co-op is by far the best feature. Being able to play with a friend and help each other take down multiple enemies really boosts the fun factor for the game. Players can easily enter into a friend's current progression in the campaign and also leave just as quickly. In addition to the campaign, the Mercenaries mini-game that is unlocked after completing the campaign once can also be played solo or in co-op. Mercenaries pits players against enemies that continue to appear with the goal of achieving the best score possible until the time counter reaches zero.

Like Resident Evil 4, there really isn't much of a plot in the game, but information collected throughout give more insight to the overall storyline and events that lead up to the current circumstances in the game. Some of the choices made with the plot points may be seen as a poor choice with longtime Resident Evil fans.

For newcomers to the series the controls may be difficult to get used to, so much in fact, that it may be the deciding factor of whether one can enjoy the game or not. Relying on an old configuration and not a modern day control scheme may not be difficult for series veterans, but for people who have gotten accustomed to the controls of other shooters, it may be prove to be more than frustrating.

Resident Evil 5 is certainly not trying to be innovative, it merely builds upon the same formula of it's predecessor. Although there could have been enhancements made to make the game more playable and more modern with today's standards in shooters, it's a solid game on it's own. In a lot of ways, RE5 falls short of outdoing the previous game. It lacks some of the tension and atmospheric elements that made Resident Evil 4 enjoyable. It's also unfortunate that boss battles aren't very difficult and that the story is somewhat disappointing, but it's core gameplay still remains engaging. Having co-op may be a good enough reason to justify the game's very existence, but even the solo campaign is worthwhile. Although it may forever live in the shadow of RE4, it has more than established itself in today's market.


This review is based on the 360 version. The game is also available on the PlayStation 3.


Special note: In the review, I mention the fact that the glowing weak points on bosses are annoying, but that didn't bother me for bosses in Lost Planet. The difference being that Lost Planet is an original game, but implementing this into a game that's part of a big franchise that has never had it before bothers me. I don't know... Maybe I'm just crazy.

Sunday, March 15, 2009

MadWorld Review

Note: Some of the audio may be a little low/rough. Meh. As always, comments, criticisms and/or suggestions are appreciated.



Text Version of Review:
MadWorld
Publisher:
Sega
Developer: PlatinumGames
1-2 Players.
ESRB Rating: M for Mature, recommended for ages 17 or older.

Shigenori Nishikawa, who previously worked at Capcom as a planner for multiple games, makes his first debut as a director with MadWorld. With comic book inspired graphics, over-the-top violence and adult comical satire throughout, MadWorld aims to be a unique experience not found anywhere else. If one can look past some of it's problems, there's an enjoyable game to be found.

On Jefferson Island, a terrorist group known as the "organizers" have taken over, trapping the residents and cutting off all means of communication to anyone outside the island. With no chance of escape, citizens are forced to compete in the violent and deadly sport called DeathWatch or risk dying without a chance. While these people fight to the death, the audience places bets on who will win. Each kill earns a number of points for the participants. The winner of the games will obtain fame, fortune, and the right to continue living. On the third night of the games, a new challenger appears to compete, and his name is Jack.

Players take on the role of Jack Cayman, a highly skilled ex-marine whose main weapon is a chainsaw attached to his right arm. Jack starts off in Varrigan City and progresses elsewhere once he's defeated each boss in every area. Players will always have two lives at the beginning of each area and if they die they can choose to continue right from the spot they were killed at. If players run out of lives, they will have to restart from the beginning of the area. In order to face each area's boss, players will have to earn enough points to open up the boss challenge. Meanwhile, they will unlock new weapons and also open Bloodbath challenges. Bloodbath challenges are short, timed trials where players will defeat as many enemies as they can using new environmental objects presented to them.

The game really uses the motion control functions of the Wii, but not so much that it becomes bothersome. Basic attacks don't require much emphasis with the controller, and it makes sense to require more force when quick time events occur. Overall, the controls feel nicely balanced out.

There are a few issues with the game. For starters, the game relies heavily on canned animations, most executions for enemies will be performed exactly the same way for other types of enemies. The announcers, who provide comical commentary throughout the game, can get really repetitive and this is especially apparent during Bloodbath challenges. The default audio settings are also not the best, it's hard to hear the announcers with the music and sound effects being just as loud. The game itself can also become a little mundane, but this is usually broken up with new segments like areas that require a bike [motorcycle] to traverse forward. It would have been nice to have some more variety for executions, such as having more weapons available or more stylistic finishers.

MadWorld has a comic book inspired art style, using black and white tones throughout the game. Some sound effects appear on screen as text and comic book panels are used in cut scenes. There's enough contrast between the colors to make it easy on the eyes. The soundtrack for MadWorld is completely original, consisting of hip-hop beats and lyrical forms. The music really fits the atmosphere and presentation of the game.

MadWorld is relatively short, but it flows well and it's pretty entertaining in it's entirety. Although there are some issues that almost make the game unenjoyable, there's enough substance to keep it from falling too short in it's offerings. As the first game to be directed by Nishikawa-san, this is certainly not a bad start. For Wii owners who are interested in mature-themed games, MadWorld is definitely worth checking out.

Saturday, March 7, 2009

Prince of Persia: Epilogue Review

Warning: Spoilers for the ending of Prince of Persia are within this review.




Text Version of Review:

Prince of Persia: Epilogue
Platform: PlayStation 3
Developer: Ubisoft Montreal
Publisher: Ubisoft
1 Player.
ESRB Rating: T for Teen.

There was no doubt in anyone's mind that there would be a continuation of the storyline from where Prince of Persia left off, but only when Prince of Persia: Epilogue was announced did everyone realize it was not coming in the form of a sequel, instead it would be released as downloadable content (DLC). With the asking price of ten dollars and the short amount of time it takes to get through it nothing more than calling it a "rip off" can be used to describe it.

The Epilogue continues where Prince of Persia left off, with The Prince carrying Elika away from the temple that Ahriman has escaped from. Shortly after, the two work together to escape from the corrupted land while Ahriman sends servants to try to stop them. Once again players go through each area by jumping, running across walls and passing obstacles that block the way forward. New abilities include being able to sprint and clash with enemies during battles, a new power plate for crossing through areas, and a set of alternate skins for The Prince and Elika that players can select.

When there is combat, it is with identical enemies that were in the game before. It quickly feels like battles are becoming a chore to get through when they appear so often. This really wasn't that prevalent of a problem with the game before because it was nicely spaced out in the duration of the game, but with the Epilogue being so brief, it's far more noticeable.

Although Ubisoft Montreal promised that this content would enhance the experience for fans, it really boils down to nothing but more of the same with a few small additions that barely change anything. For such a short span of content it becomes far too repetitious. Although the difficulty of obstacles is a bit more complex and tougher to get through, it isn't enough to justify the cost.

The ending is abrupt, like a sharp artificial halt that was created on a whim rather then thought out well enough. It's incredibly disappointing where it leaves off, because the prior ending was a great way to end the game.

It's hard not to feel ripped off when PoP: Epilogue is incredibly short and feels more repetitive in the short time frame than the entirety of the full game beforehand. With the content being released only three months after the game's launch, it's pretty obvious that it could have been included with it. The continuation of the story should have been created with a sequel instead of the additional slap piece of content they are charging money for. Unfortunately this kind of DLC appears to be on the rise for future videogames and one can only hope it doesn't get too far out of hand.

This review is based on the PlayStation 3 version. The DLC is also available for the Xbox 360.

Thursday, March 5, 2009

Killzone 2 Review

Killzone 2 Review

Comments, suggestions, critiques and criticisms are always appreciated. I changed my review format a little bit, can you tell? I also got a new headset, so I'm not sure if mic volume is better or worse.



Text Version of Review:
Killzone 2
Platform:
PlayStation 3
Developer: Guerrilla Games
Publisher: Sony Computer Entertainment
1 Player, supports up to 32 people in online multi-player.
ESRB Rating: M for Mature, recommended for ages 17 or older.

When the first Killzone debuted in November 2004 on the PlayStation 2 it was met with high expectations but ultimately fell off most people's radar when it turned out to be an average game. Despite it's good qualities, it did nothing special to stand out from the crowd of other First-Person Shooters on the market. With the announcement of a sequel in the works much doubt was placed on the same developers to provide a quality game. However, most players will find that their expectations have been exceeded as Killzone 2 has an engaging single-player campaign and a substantial online multiplayer component.

Killzone 2 takes place two years after the events of the first Killzone, with the ISA (Interplanetary Strategic Alliance) continuing the war that the Helghast started. This time they're taking the battle to the enemy's homeland, planet Helghan, with the goal of capturing the Helghast leader: Emperor Scolar Visari. Players take on the role of Sev, a veteran of the ISA Special Forces unit and a dedicated soldier who follows orders without question. As a part of Alpha squad, Sev travels with three other team members throughout the game.

It doesn't take long before players are thrust into the first battle, using this time to provide a quick tutorial to get players accustomed to the controls. From there, players will move from one objective to the next until the very end. The default control scheme isn't the same standard used by other first person shooters, so it may take players a little while to get used to. The game takes a realistic approach when it comes to handling weapons. Similarly, friendly fire is also integrated into the campaign, which can lead to some unintentional damage being targeted towards allies. Players can heal squad members if they are down, but never have to worry about them completely being killed, as they will automatically revive after a short period of time. The same does not hold true for players though, once down, they will restart from the last save point they passed.

Quite a selection of different weapons are available to pick up throughout the game, each having their own unique sound and variation in firing power. In close-quarter situations, melee attacks come in handy. Taking cover is also an important aspect, providing protection against oncoming gunfire. There isn't very much variety in the types of enemies but that doesn't mean they can't be difficult, especially in large groups, which is how players will normally stumble across them. The music and sound effects really add to the atmospheric pull that the game produces, though the voice acting and dialogue is generally nothing special.

The major weakness of Killzone 2 is it's storyline. Players aren't given much information about the enemies they're fighting or the squad members they're fighting with. The game prefers to place players in situations with minimal details and seems to rely on constant enemy barrages to distract players of the minimal plot lingering in the background. Luckily the game provides plenty of action to keep players occupied, with very few slow points in between.

In multiplayer, each match contains up to five different modes to play. Each of these are smoothly transitioned from one to the next without forcing players to back out into a lobby. Although players don't usually need to partake in completing each mission, they can still continue to just take out enemies on the opposing side. By continuing to play matches, players gain experience and earn ribbons that unlock certain abilities, weapons and different classes for future use.

For the most part, Killzone 2 maintains a smooth 30 frames per second even in intense online matches. The only real problem that can be found with the graphics is the character animations being awkward at times, most notable between non-playable characters during dialogue sequences that are not in cut scenes. This is only a small annoyance though, transitions between cut scenes and gameplay are usually seamless. It's also rare to find a glitch in the singleplayer campaign, proving just how polished the game really is.

Killzone 2 is not without it's flaws. However, the single-player campaign is a satisfying experience and the multiplayer has a lot to offer. Although the storyline leaves a lot be desired and the campaign is relatively short, it's presentation is done extremely well. With three difficulty levels to choose from and another one unlockable if players feel the need to be challenged further, there's a lot of replay value to be found here. For fans of shooters, this is definitely a worthy title to have in their collection.

Friday, December 19, 2008

Prince of Persia Review



Text Version of Review:
Prince of Persia
Platform: PlayStation 3
Developer: Ubisoft Montreal
Publisher: Ubisoft
1 Player.
ESRB Rating: T for Teen.

Long ago, there were two gods who balanced the universe: Ahriman, the god of darkness and Ormazd, the god of light. Eventually Ahriman became greedy and wanted everything for himself. Ormazd was able to imprison Ahriman and left the people, known as the Ahura, in charge of guarding the prison. Over time, the Ahura lost their powers and the prison weakened. Now Ahriman is on the verge of escaping again.

In order to trap Ahriman, players must travel to the locations that have fertile grounds. Players travel with their female companion, Elika, so she can heal the land. Most locations are traveled to by foot, consisting of a lot platforming. Jumping from one spot to the next, climbing walls and passing over obstacles are all key components in the game. Players can move as quickly as they are able to without worrying if Elika will fall behind. She is able to not only keep up the pace, she is also there if players need an extra boost in a jump or if players are on the verge of dying, she will save them. Almost every path can be traveled in the opposite direction, so there's little chance of getting stuck in a particular area. There are also a few puzzle sequences that must be solved to go further. A world map is used to determine which location players want to go next. They can choose to go to just about any location at any given time, although some areas won't be open until a number of light seeds have been collected. If lost, Elika can use her magic abilities to create a light that will show the direction players need to go.

The combat in Prince of Persia isn't very complex, consisting mostly of one-on-one battles. The Prince attacks with a sword and a gauntlet and Elika can use magic attacks. Blocking and deflecting enemy attacks is crucial as it can be a little tricky to figure out when enemies will stop their offense and are open to attack. Enemies will frequently call upon Ahriman to give them more strength during combat, which allows them to enter three different states, each one only vulnerable to a certain attack. Quick time events also occur, sometimes unexpectedly, which can result in a failed attempt without having a chance to deflect them. Each boss in the game offers a different strategy in order to defeat them. Regular enemies don't hold much of a threat, however, and can usually be defeated quite easily. Although dying is not an issue, if players have to be saved by Elika during combat, enemies will be able to recover their health.

A big portion of the game's dialogue is optional, giving more insight to the main characters and the world around them. The game does a really great job adding depth to the characters. However, there are many places where the dialogue and the voice acting are badly executed. There are only a few loading screens in the entire game, allowing for an almost seamless playthrough. The game also automatically saves frequently, but players can choose to manually save at any time.

The graphics are gorgeous, a unique cel-shaded art style give the environments a vibrant color. Many areas are appropriately dark, and lights and shadows are nicely rendered. There's also a wonderful amount of detail to everything, from character models to backgrounds. Sound effects are also excellent and appropriately placed. Music for the game was composed by Inon Zur and Stuart Chatwood. Zur has composed music for many other videogames, including Prince of Persia: The Two Thrones and Fallout 3. Stuart Chatwood has composed music for seven other Prince of Persia titles, adding a sense of familiarity to this game. The orchestra sounds set a really nice tone for the game.

Prince of Persia does not feature any difficulty settings, which is unfortunate, because there will certainly be some players who find this game to be too easy for them. Despite it's shortcomings, the game makes up for it with it's presentation. Prince of Persia is a well-executed game and a worthy purchase for fans of platformers. Although the game won't take very long to complete, most players will find themselves wanting to replay this game several times. This is another great addition to a well-established franchise.

This review is based on the PlayStation 3 version of the game. Versions for the Xbox 360 and PC are also available.

Sunday, November 9, 2008

Gears of War 2 Review



(I am very upset about the quality of this video. I tried many different compressions which all came out great, but when uploaded to Viddler or Google Video, they all became grainy and pixelated. This is the best out of all of them, unfortunately. )


Text Version of Review:

Gears of War 2
Platform: Xbox 360
Developer: Epic Games
Publisher: Microsoft Game Studios
1-2 Players in campaign, number varies in multi-player modes.
ESRB Rating: M for Mature, recommended for ages 17 or older.

It's been six months since the events that took place in Gears of War, with the lightmass bomb destroying many locust forces. However, the many locusts who survived have come back stronger than ever, and have begun sinking entire cities. Jacinto, the only safe haven left on planet Sera, is now endanger of being destroyed.

In this third person shooter sequel, the core gameplay has been retained with improvements and the inclusion of additional features. Along with Casual, Hardcore and Insane difficulty, a new difficulty entitled "Normal" is also included, which seems to be for players who want something more difficult than Casual but not as intense as Hardcore. Players once again take on the role of Marcus Fenix, or Dominic Santiago in co-op. The artificial intelligence has been enhanced and offers a much more challenging experience for players. Team mates are much more helpful than they were in the first game and the locust horde seems to be as tough as ever. Players can still hold on to four different weapons at any given time. Life is the same, with the crimson omen filling as players take more damage. The active reload system is still in place, where a perfect reload timing will give players a boost in the damage they can inflict.

New abilities include using downed enemies as meat shields, performing executions and crawling. Using a meat shield will protect players from oncoming fire. Performing executions allows characters to kill a downed enemy with their fists or bash their heads in by making one of their weapons serve as a baseball bat. Both teammates and enemies can now crawl to seek someone to revive them, which helps players avoid enemy fire when trying to revive a teammate.

There are a number of new weapons, such as the flamethrower and the mortar. Additionally, the returning weapons have been upgraded to deliver more impact. If two characters are revving their chainsaws at the same time and come into contact, a chainsaw duel will take place and requires players to tap the B button rapidly in order to win. Gears 2 features new types of enemies and much larger scale battles. There are only a few breaks in between intense combat, however the game will frequently save automatically after almost every battle, so dying at an area doesn't feel too frustrating.

The vehicle that players will have to navigate at some point in the game has the ability to shoot and drive at the same time, unlike the Junker in the first game. The controls for the vehicle are pretty easy to adjust to, the left analog stick moves the vehicle and right analog stick is used to change directions. Players can also use short boosts to move quickly. The health of the vehicle is similar to the characters, if the vehicle takes damage and players can avoid any further damage, team member Baird will be able to repair it.

The story line is much more in depth compared to the first game. There's more background information presented this time, diary entries found with COG tags and other interesting collectibles throughout the game give more insight to past and current events within the Gears universe which really helps flesh out the story. Players may be surprised when they see the dramatic twists that take place.

The same voice actors reprise their roles for their characters in the sequel, and keep with the spirit of saying witty dialogue. The sound effects, even for the returning weapons, have been enhanced and sound more momentous. Many fans did not find the music in the first game to be very memorable, but a new composer, Steve Jablonsky, (who is known for his work in The Transformer movie), gives the sequel a different arrangement of orchestra sounds, and a much better tone for the dramatic sequences that take place.

Even though Gears of War was one of the best looking games when it released, it wasn't very colorful. Gears 2 takes a more colorful palette, with more details in the environment, using much warmer colors as opposed to the gray hues in the first game. Character models are also more detailed. Still keeping the same gore factor in place, blood will still spatter across the screen when taking damage, body parts will fly if hit by a frag grenade or turret, and heads will spew blood when shot off.

Co-op returns in Gears 2, allowing two players to tackle the main campaign together over Xbox Live or, if on the same console, in split screen. Multiplayer modes that return in Gears 2 are Warzone, Execution, Annex, and Guardian (formerly known as Assassination). In Warzone, a COG team is up against a Locust team. The goal is to simply eliminate all members of the other team. If killed, players have to wait until the next round before they can play again. Execution is almost identical to Warzone, except players will automatically revive if killed. Annex has players win by controlling a fixed capture location long enough to collect points, the first team to reach the target score wins the round. Guardian has one player from each team selected to act as a leader, whose goal is to stay alive for as long as possible. If the leader dies, the team loses the ability to respawn.

Some additions to multi-player include Horde, Wingman, Submission and King of the Hill. Horde Mode is cooperative, where up to five players can band together to take on fifty waves of locusts. The difficulty will steadily increase which can make it a challenging run through even on the easiest settings. In Wingman, up to five two-player teams can compete against each other until one team reaches a set amount of points. Submission is "capture the flag" with a twist. The "flag" happens to be a Stranded character who is armed and dangerous. Teams have to capture the "flag" and hold him there for a set amount of time to win the round. King of the Hill has players control a fixed location and retain control long enough to collect a number of points, with only one location per round.

Anyone who was a fan of the first game shouldn't be disappointed by the sequel. While keeping the core gameplay the same, the sequel adds many enhancements and features that refine it that make it even better. A more in depth story line helps to answer questions posed by the first game and also gives insight to the main protagonists. New multiplayer modes add tons of replay value. Not to mention better graphics and some battles being grand in scale, this sequel definitely delivers.

Tuesday, November 4, 2008

LittleBigPlanet Review



LittleBigPlanet
Platform: Sony PlayStation 3
Developer: Media Molecule
Publisher: Sony Computer Entertainment Europe
1-4 Players.
ESRB Rating: E for Everyone.

LittleBigPlanet, one of the most anticipated PlayStation 3 games ever since it's announcement, has finally released. Does it live up to the hype or is it a flop?

LBP is a puzzle platformer that has players take control of a customizable character known as a "sackperson." There's not really a plot in the story mode, aside from sackpersons going missing and it's the player's job to find out why. Starting off the game takes players through a few tutorials to get the basics down, with a disembodied voice offering some guidance along the way. In addition to playing through story mode levels, there's also quick play and cool levels. Quick play will randomly select a new level to play with another online player and cool levels are the user created levels that have been published for anyone to play. Players have the choice to play online or by themselves. Playing online will allow players to join anyone who is currently playing a particular level. They also have the ability to join or invite a friend.

Depending on which level players are going through while playing with others, they can either help each other out to complete the level or compete with each other to see who can win the most points. There are some areas in story mode that can only be ventured through with a friend, so teamwork is required to get some items. Each level contains bubbles which can be collected. After the end of each level, players are ranked based on how many bubbles, items and objects they've collected.

The character menu, known as the "Popit" allows players to favorite a level, use stickers and accessories, change their sackperson's features, and type out text messages. The Popit can be used at any time. The area that is used to select levels and serves as a home for players is known as the "pod." Players can decorate their pod however they like with the items they've gathered.

The difficulty of LittleBigPlanet ranges from being easy to challenging, along with harder levels created by users. The variety of items and accessories found throughout levels can be used to customize a sackperson and in creation of player's own levels. Creating levels is a pretty simple process, but obviously it will take time to make something really complex.

LittleBigPlanet has unique and simplistic graphics, however it really looks amazing. In terms of sound, there's quite an assortment of songs. From original pieces to licensed tracks, most of them are pretty catchy and set a nice tone for the game.

Obviously a huge portion of LittleBigPlanet is it's online features. Players who don't have online access are missing out on the game's full potential. Without online, the game actually feels mediocre. The levels in story mode have little replay value, but that increases immensely when going through a level with a friend.

The greatest online feature is being able to access user created levels. Not all the user created levels are great, but there are quite a few already out that are actually interesting. After playing through another person's level, players must rate the level and can also label it with a short tag to let others know what to expect. As players become more comfortable with their creations, there will surely be more fun levels to play through in the future.

LittleBigPlanet was definitely made for playing with others online and playing user created levels. Anyone interested in purchasing this game and doesn't have online access should really rethink their decision before paying full retail price. Otherwise, LBP is a very fun game that can be enjoyed by people of all ages. With user created content constantly being published, this game promises to always have something new to offer. Players will be able to find a lot of content that will certainly engage them for hours at a time.

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