LITTLEBIGPLANET 2 ANNOUNCED.

 

It’s not often that this humble blog gets to be the flag carrier for the latest, biggest news, but this is about as big an update as we’re ever going to get- and according to google,
ahead of almost everyone else. Well, ok, Gamespot beat me. And Destructoid. And Edge OH GOD I BETTER GET THIS OUT RIGHT NOW AAAAAAA.

The news, readers, is that LITTLEBIGPLANET 2 is a real thing that will really be happening this winter, 2010, and I am REALLY excited about it.You’ll have to forgive me for my lack of professionalism and overflow of enthusiasm, I’m afraid. According to MediaMolecule, this will see LBP turn from a Platform Game to a Platform FOR Games, indicating that creators will be able to make many different styles of games within the LittleBigPlanet framework, not just platformers. They’re obviously working overtime  to distinguish LBP 2 from the first game, which is still recieving DLC as we speak.

Is this sequel worth the Power Stars, or is it just another money-grabbing game that could’ve been released as DLC from those jerks at MediaMolecule? Hit the jump for a step-by-step breakdown of the
news so far, or just go to MediaMolecule’s website: www.littlebigplanet.com/en-gb/2/

or for a more in-depth view on the proposed changes, go here: http://www.lbpcentral.com/forums/showthread.php?26431-Little-Big-Planet-2-featured-in-Game-Informer-June-issue

This bit I’m going to write doesn’t have any new information, and I’m probably wrong about the little info I have. Ah well – no-one’s going to read this anyway! Hahahahahaha! I feel so FREEEEEEEEEEEEEEEE

JUMP

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Constellation

It’s late, I’ve got a cold, and it has been a long, liver-rending weekend, but regardless I feel as if I should impart a piece of wisdom into the wilds of the internet instead of writing nothing at all.

Earlier today, Jack sent me a link to the website of retired game designer and lecturer Brian Moriarty, and on this page was a video and transcript of his 1999 GDC presentation on the famous uber-hoax of Paul McCartney’s death. In summary, Moriarty attributes the potency of the hoax to the clue finder’s ability to recognise, what he calls “constellation”, or patterns within events that fabricate a larger picture. Throughout the hoax, familiar images were perpetuated in a way that he describes as “A random piece imagery repeated in random scenarios; creating a motif that rouses the viewer’s attention and contemplation. The particular example within the film was that of the hand above McCartney’s head. The hand was seen as an omen of death or disease, and it is often hypothesised that once the image was identified, the perpetrator contrived the hand motif into as many scenarios as possible.

The use of a random entity repeated in random environments, Moriarty postulates, allows the player to formulate their own ideas, stories and emotions, whilst allowing a low exposition modality; in turn creating a richer narrative. I’ve often thought that the more a game will make the player think about the story, as opposed to handing them a pamphlet at each pause in gameplay, the more likely they are going to become immersed within the game’s environment. The use of the constellation technique, more so the good use of constellation could easily add depth to not only what is disclosed within the game, but to what trailing thoughts and ponderances the player might have towards the game, subsequent to its conclusion.

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How often is often enough?

So I’ve been thinking. I’ve gotten to the stage where I can’t really spare the time to write more than one feature a week but I sort of feel as if my blog is going slack in between, so I thought this needed some consideration. How often do the readers want updates, and when? I’ve been throwing the idea around that I could post something small every day, then write a feature on the weekend, but I don’t want to stretch my ideas too thin. DECISIONS, IDEAS, CATSTROPHE. So what do you guys think? Will ye’ be bold enough to front up and make a suggestion, or should I just fly down my own wild, unpredictably route?

Also, I’m thinking of starting a new blog some time where I post my ideas for games, steaming hot from my mind. Maybe I just want to relive that week where I locked myself away in my tower and did nothing but work on an MMO based on emergent gameplay (True story: this is ACTUALLY why I started the blog) .I consider it some kind of cerebral exercise, and maybe just a little narcissistic.

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Progress

Well, it has been a little over a year since we started this blog, and honestly, things have really started to take off. **SENTIMENT**. I’d like to thank the internet, and dinosaurs and WHAT I’M TRYING SO SAY IS *brushes away tear* is that you guys, and your rapidly growing readership makes this all worthwhile. You guys are awesome, whoever you are, fantastical spacemen of the future. **END SENTIMENT**. So yeah, thanks for reading, the support is awesome.

Miles – Benevolent overseer

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Not all adventure games grow up to be pirates


I’m a horrible, horrible person. Almost five months ago I completed that dashing little indie adventure game Machinarium by Czech wizard and sometimes game designer Jakub Dvorsky and I, in my audacity, promised some kind of transcendental writeup about the game, and how it proves that not all adventure games post circa 1990 are terrible. That didn’t quite happen.

Maybe it’s because I felt inclined to be an advocate for indie games, AND adventure games in one self indulgent fell swoop, or maybe it’s because I feel like taking an unfair advantage of how many hits I get on this blog due to people spelling “machinarium” as “machination”, but regardless, I feel some moral obligation to follow through on my promise. The problem is that the premise is hackneyed and short lived; no, people, I feel as if this game deserves more attention that just my unwavering adoration and some vague musing on the signs of the times. I’m going to write about why adventure games are fundamentally flawed.

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ROGER EBERT ATTACKS! INTERNET IN FLAMES!

"HAW HAW HAW! TAKE THAT, MEANINGLESS ENTERTAINMENT!"

Yes, Roger Ebert recently decided to restate his previous argument: that games are not, and can never be, art. And yes, the internet promptly rose like a fire-filled tsunami against this tiny agressor. And yes, I’ll be surprised if the poor man doesn’t wake up with every hackable machine in his house programmed to scream “GAMES ARE TOO ART, YOU MORON” every time he logs on. And yes, yes, yes, I know I’m a bit late to the party. But I’ve got an open letter full of well-researched Ebert-bashing prose under this jump, and I think you just might be interested in reading it. Go on. I’d advise you read the original article first, though.

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What makes a good hero in five minutes

I’ve been playing a mixed bag of titles over the last 4 or so months and each and every one of them has had their own concept of what should make a rollicking good hero. The usual fare stretches from the expected grim reprobate with a jaw that could sink Atlantis to the quirky, comical pally pal – slinging bullets and high fives with complete disregard for the laws of anything; and of course everything in between. Continue reading

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The Aesthetic of Movement


Shadow of the Colossus is a game that excelled in its simplicity. Only last week did I finally complete the game, and I could say that I never expected the experience that it provided and the knowledge that it imparted upon me. What I felt was the culmination of simple, pure elemental implementation, but there’s one part that brought all of this together into one, magnificent whole, and something that’s sorely under-appreciated. Continue reading

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One Year's Introspection

One year ago today I began this blog because of my love of games.

I’ve often wondered why some people, myself included see games from radically different positions than other seemingly like-minded people. Games, externally, are pretty misleading – someone asks you what you do for a job and you break into a sweat – “I make games you respond with apprehension” as the person you’re facing straightens their posture, and with a sneer states “I’ve always thought games were a bit of a waste of time”. Much like a lot of things, people will take considerably different positions within and without a knowledge base, but almost none more than the video game will establish such division between those who understand and those who do not. I’ve always wondered what created these barriers – I’m sure that at some stage everyone has enjoyed a game of some sort, but I’m beginning to think that it takes a certain experience to plant the seeds of a certain way of thinking; an experience that takes such a firm grasp upon our minds; a feeling so strong that we spend our lives compelled to seek it and understand it, and those who do must live with the knowledge that it is their duty to share it amongt their kin. Continue reading

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Why I don't like Red Faction Guerrilla

Red faction Guerrilla is a simple, fun shooter with an excellent destruction engine. I’m glad I got that out of the way, let the vitriol commence.

If there’s one thing that annoys me, it’s when a game promises me the moon, then gives me a bucket of rocks. I should be used to this now, every developer has made bold sweeping claims about their intentions, then in one way or another been forced into a compromise or a cut. But it’s when the game rides that feature on into the sunset, then expects everyone to accept what they’ve made, then it’s just a boot to the crotch of the unsuspecting gamer. Continue reading

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