Impressions on (a not yet finished) LBP

by on Jul.03, 2010, under games design


It’s a tricky little thing. Tricky and weird. My early forays into LBP’s bouncy, plush little world have been entertaining and interesting. Under my girlfriend’s ever-patient tutelage, I’ve finally experienced what everyone else was blogging about last year. Do I love it? Well, there are so many good things about this odd little creation. The visual and quirky style, the polish, the kinked out puzzles and wacky kinetics are just so unique. I expected weird, but came away surprised.

In my clumsy state of console retardation, I die a LOT, I whine and wonder blankly at the wonky camera angles and impenetrable platform logic. The only time I seem to do well is when it’s clearly by accident, or when my lovely playmate rescues us by solving a puzzle or escaping the crocodiles.

This game doesn’t survive long play sessions. I’m used to extended sessions of play, interspersed with unhealthy episodes of bad food and caffeine, but I reach a marked distraction point with LBP. The cuteness wanes into frustration, my nominal attention span wanders. I don’t often care about what I’m doing as I nudge the little puppet along the various platforms, pitfalls and otherworld physical rules. However, jumping straight in for a short visit seems to work well. I get overwhelmed by cuteness, am entertained and challenged, and come away with an overall good impression.

I haven’t finished it. I probably will. My initial understanding was that this was a game of toolsets and creation, of which I have yet to plunder. I probably will. All said, LBP is a fun, interesting place. One I will visit often through my PS3’s journey.

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