<![CDATA[Kotaku: media molecule]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: media molecule]]> http://kotaku.com/tag/media molecule http://kotaku.com/tag/media molecule <![CDATA[ See The God Of War/LittleBigPlanet Level, Costumes ]]> Look at his scowl! His angry, slack-mouthed little scowl! So, so damn cute. Pic's above, while there's a clip of the three costumes after the jump.

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Tue, 07 Oct 2008 00:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5059790&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Can Do Your Math Homework ]]>

Ever since the beta for Littlebigplanet hit, we've seen numerous level designs, some good, some not so good. From classic Mario remakes to re-imagining of the humongous spectacles found in Shadow of the Colossus. Heck, even Tristan is a game designer in the making. But simply from an engineering standpoint, I think this is by far and away the best yet. A user created a real-time working calculator that accurately adds and subtracts numbers. The level is said to use 610 magnetic switches, 500 wires, and 430 pistons. I didn't see what the big deal was until the camera panned up. That's when my mouth hit the floor.

Thanks to everyone, and I mean everyone, who sent this in!

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Mon, 06 Oct 2008 20:30:00 MDT Jim Reilly http://kotaku.com/index.php?op=postcommentfeed&postId=5059808&view=rss&microfeed=true
<![CDATA[ EGM: LBP Getting "Non-Sony," Disney DLC? ]]> If anyone has the November edition of Electronic Games Monthly — big rumor is that LittleBigPlanet will be soon announcing DLC, and the content is "non-Sony" or, more specifically, Disney's IP. And, rampant speculation on who that might be in 3 ... 2 ...

Really though, is this true, and if so, is it a good idea? Part of LBP's appeal is that it managed to create iconic characters that have no other presence outside this particular world. To have Mickey, Minnie and or Goofy tromping all over creation seems more than a little inconsistent with that look. It sounds like Kingdom Hearts meets LBP.

EGM November 2008 Reviews and Rumors [NeoGAF via Joystiq]

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Sat, 04 Oct 2008 16:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5059060&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Devs Talk PSP Plans ]]> While the PSP has been out for quite awhile now, developers are just beginning to scratch the surface of the handheld's true potential. First SOE boss John Smedley talks PSP MMOs, and now Media Molecule co-founder Mark Healy talks about the possibilities of bringing LittleBigPlanet to Sony's portable.
"There's definitely scope for a PSP version," said Healy in an exclusive interview with (GamesIndustry.biz) sister site Eurogamer TV, to be broadcast next week. "We've had discussions and talks, [but] nothing concrete at the moment."

So the idea has certainly been kicked around, which is lovely indeed. What could be sweeter than a portable version of LittleBigPlanet? How about portable LittleBigPlanet utilities?

"It'd be great to make, for the people who are really into the Create side, some kind of companion products that allow you to create things while you're on the train," he said. "One thing that I'd love to add is the ability to create you're own music, for example, that you can import into the game. That seems like an obvious one to do and it'd be quite easy really."

Now these are some excellent ideas, and in my opinion exactly the sort of applications the PSP should be used for. The key lies in making the PSP a living, breathing extension of the PlayStation 3, to the point where a built-in PSP dock is a serious consideration when designing future iterations of the console. That'll be when the portable truly hits its sweet spot.

LittleBigPlanet boss reveals PSP vision [GamesIndustry.biz]

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Wed, 01 Oct 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5057469&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Devs Were Working On Portal Game, Met With Valve ]]> Alternate history alert: seems LittleBigPlanet devs Media Molecule were, at one stage before starting on LBP, working on a game very similar to Portal. Indeed, it was so similar to Portal it was "more Portally than Portal". While pitching the game, they met with the guys who published Media Molecule founder Mark Healey's Rag Doll Kung Fu on the PC: Valve. Valve brought up the idea of MM and the PC gaming overlords doing something together with the project, but nothing ever came of it. Imagine, though, if it had. We'd have Portal, but no LittleBigPlanet. Or...we'd have both, but with Sackboys tearing open the fabric of time and space, while PS3 owners built platform games made of...cake. The mind boggles.

LittleBigPlanet: The Very Big Interview [Kikizo]

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Mon, 29 Sep 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5056664&view=rss&microfeed=true
<![CDATA[ Get This, People Are PAYING For LittleBigPlanet Beta Keys ]]> Over the past, oh, week or so, Sony have been handing out keys to the LittleBigPlanet beta. They've been limited, yeah, but if you hang around long enough (or keep an eye on your RSS feeds) it shouldn't be too hard to get your hands on one. But, hey, why go to all the hard work when you can buy your way in? Yes, continuing in the fine tradition of half-witted internet capitalism, people are selling their LBP beta keys online, and other people are buying them. For up to USD$90 a pop. With the full retail game out in just a few weeks.

[via 1UP]

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Mon, 29 Sep 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5056656&view=rss&microfeed=true
<![CDATA[ Let's Get The "Mario In LittleBigPlanet" Stuff Over With ]]> LittleBigPlanet 'Super Mario Bros. 1-1' clip HD

Had to happen. Sooner or later, somebody was going to be the winner of the race to be the first to recreate a Mario level in LittleBigPlanet. Looks like we found them. Sure, others will come along once the full game's out and do a better job, but by then, we'll have been subjected to so many Mario levels, so many Sonic levels, so many Mega Man levels that we'll just be numb to it all, and won't give a toss.

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Fri, 26 Sep 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5055634&view=rss&microfeed=true
<![CDATA[ Tetris Remade In LittleBigPlanet ]]>

Whatever portion of brain matter we had left reserved to be blown by Media Molecule's LittleBigPlanet has been officially blown. This impressive Tetris-like, which they're calling "Stacker" works, in a somewhat loose sense, as a capable, but clearly maddening, game within a game. To see the full contraption responsible for all this wonderment, make the jump.

See, the thing there activates the whatsit which is powered by a series of widgets and doohickeys to create the... it all makes sense once you read the owner's manual.

Inspiration In Motion [Media Molecule]

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Thu, 25 Sep 2008 18:20:29 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5054993&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Isn't Just A Game (It Can Get You A Job) ]]> LittleBigPlanet's a game, yeah. Shaping up as a great one, too. But it's so much more than that. According to Media Molecule co-founder (and LBP art director) Kareem Ettouney, it's going to be a cute, cuddly way to get yourself out of that crummy GameStop part-time gig and into the big leagues:

I think this game can definitely help people get jobs in the industry. Imagine a guy going into a job with five levels of LittleBigPlanet and you get to play his creation. But not only that, imagine what that guy has already done within that world in terms of building up an audience. People know his levels and know his name. They want to see his new creation. Future game creators will enter a job interview already known. We hope LittleBigPlanet plays a part in getting new game developers jobs and also making them stars.

"Hi, I'm Steve, and I think I should be lead level designer for your upcoming AAA shooter because my LBP level isn't just totally cute, it has pirates in it".

Q&A with Kareem Ettouney on Sony’s great hope: LittleBigPlanet for the PlayStation 3 [VentureBeat]

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Wed, 24 Sep 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5054493&view=rss&microfeed=true
<![CDATA[ LittleSporePlanet? ]]> On it's surface LittleBigPlanet is a very unique game, a highly-stylized title packed with evocative smiley-faced character and oozing charm. But for some reason I can't shake the feeling that deep down it is in some ways reminiscent of Spore.

I think both games are playing around with the concept of user-created content, of delivering more a system of creativity than play. In fact, the folks that I've spoken to from both teams say things that could be about either game. They both talk about giving gamers a pallet of creativity, of broadening the user experience by handing over control of the game to the gamers.

The chief difference I see between the two games is that they've approached the idea of shared creative control from opposite sides of the same coin.

In Spore you're given a game and the tools with which to populate it. In LBP, from what I've seen, you're given characters and the tools in which to create their world.

At least that's what I thought, but when I floated that past the LittleBigPlanet guys earlier this week they totally shot it down.

"LittleBigPlant allows you to create your own characters and world," Kareem Ettouney, Media Molecule art director, explained. "And it doesn't stop there. You can animate your own creations, you can make them speak to you.

"That exceeds just the aesthetic."

Ettouney, like Wright, believes that user created content has the potential to push the medium of gaming forward.

"At the end of the day people have so much to say, to do, to express," Ettouney said.

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Wed, 24 Sep 2008 11:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5054173&view=rss&microfeed=true
<![CDATA[ Watch Someone Else Play LittleBigPlanet For 14 Minutes ]]> We didn't get into the LittleBigPlanet beta. Bummer. Tell you someone who did, though: VG247. And they've dutifully gone ahead and posted a 14-minute clip of the experience, intro sequence and everything. If you're a fan of both LBP and the soothing, make-a-walrus-purr voice of Stephen Fry, click below! If you don't like to have the gaming equivalent of the "new car smell" ruined by sitting through a game's opening stages, don't click below.

LBP beta movie - The intro, tutorial and first level [VG247]

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Tue, 23 Sep 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5053960&view=rss&microfeed=true
<![CDATA[ LBP Online Level Creation Coming Post-Release ]]> One of the coolest features about LittleBigPlanet is the ability to jump online with three friends and just make something. It's the game-building equivalent of the jam, and should be a blast. When it's released, at any rate, since it apparently won't be shipping as part of the disc-based product. Instead, it'll form part of the game's first online update. We're not telling you this because it's some game-breaking omission, just think of this as a public service announcement, should you get the game next month, fail to find the online level-creating and suspect you're doing it wrong.

Re: Online Create Mode - Post launch? [PlayStation Forums, via VG247]

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Mon, 22 Sep 2008 07:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5052904&view=rss&microfeed=true
<![CDATA[ Sackboy Mascot Oversaturation Commence...Now ]]> Sackboy's a cute creation! Nay, adorable. But come on, LittleBigPlanet's not even out yet, Sony! You don't want to risk over-exposing the guy, do you? Course you don't. So it's puzzling that it's been announced today that he'll be made available as a downloadable character for PSN game Pain. Yes, that Pain. You could have at least made it Hot Shots Golf, he might have got a little more exposure (not to mention there's a precedent). What's next, High Velocity Bowling?

LittleBigPlanet's SackBoy Coming to Pain
[1UP] [Image]

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Thu, 18 Sep 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5051543&view=rss&microfeed=true
<![CDATA[ Design Students Enter LittleBigPlanet Game Jam ]]> Students at the prestigious Parsons The New School For Design in New York will be taking part in a LittleBigPlanet design-o-thon.

On September 21 & 22, 120 students will split into teams of 5 and play the game solidly for 24 hours, creating one level per team. Those that survive will have their efforts judged by Parsons faculty and Media Molecule.

The winning level will be included in a special section of the game. It'll be interesting to see how proper designers go about knocking up a game level — will they emphasize the fun , or just go for something elegantly laid out?

Parsons Students Conduct LittleBigPlanet Game Jam [Gamasutra]

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Mon, 15 Sep 2008 17:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5050267&view=rss&microfeed=true
<![CDATA[ Could LittleBigPlanet Have Been Made On 360? Not Really ]]> Despite, we're sure, an internal misgiving or two, LittleBigPlanet is going to form the cornerstone of Sony's assault on the holiday season dollar. And why not! It's the darling of Phil's "Games 2.0" concept, it's a PS3 exclusive, it looks absolutely amazing. But back to that PS3 exclusive bit for a moment...could the game have been made on 360? It's a hypothetical, yes, but an interesting one. Especially when Media Molecule's Alex Evans say "no". Well, not "no", but "not really".

With LBP as it is, we couldn't have made it on the Xbox 360 and the reason for that is actually because we designed it around the PS3's strengths.

And those strengths are?

The design decisions on the PS3 are huge, and I'm sure you realize that having a hard drive on every unit makes a difference. That's another thing - if we didn't have a hard drive on every unit, we'd have to scale back the ambition of what you could save and do. So yes, you could make this game on the 360, but it'd be a different game.

Note the diplomacy at work, as he says "different", instead of "suckier".

LittleBigAmbition - Part One [GI.biz]

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Wed, 10 Sep 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5048261&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Tries Viral With "iPop-It" ]]>

Dated? Maybe a bit, but the frantic Sackboy air-humping in this attempt at viral marketing for LittleBigPlanet quickly won us over. We're kind of easy that way. It was uploaded by Rovient, who just happens to have the same handle as a Media Molecule level designer (thanks, Marco!) but we shan't hold that against them.

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Fri, 05 Sep 2008 16:40:16 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5046073&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Beta Coming This Month ]]> While playing LittleBigPlanet may be old hat to some of us, you, the commoner, may be getting your hands on a Sackboy as soon as September. That's this month! According to a post from the official PlayStation forums, a public beta test for the PlayStation 3 is planned for sometime this month, the details of which are unfortunately largely detail-free.

There will be a limited public beta test for LittleBigPlanet in September. If it will be possible to "sign up" for this test, full information on how to do so will be made public in advance of the test. Similarly if the test is going to be conducted in an invitation-only we will let you know ahead of time.

That means it could be as simple as downloading a PS3 theme, as Sony did with the Home beta. However, should the powers that be decide that an early look at LittleBigPlanet will require sending in your severed pinky, we suspect the turnout would still be pretty darn good.

LBP Beta in Sept? [PlayStation Forums]

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Tue, 02 Sep 2008 20:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5044576&view=rss&microfeed=true
<![CDATA[ Media Molecule Looking For Little Big Planet Level Design Talent ]]> Reckon you could knock up an awesome level for Little Big Planet? If you are right, you might just end up with a job.

Media Molecule has revealed plans to keep a close eye on user-created levels in Little Big Planet to see if any talented designers float to the surface.

LBP producer Pete Smith could not completely dismiss rumors that Media Molecule will resell popular user-created levels, but said that the company would like to get popular designers on board creating official content for the game.

"If a user becomes known as being great at making levels, I can't say we wouldn't but I don't think we'd want to take his level and then charge people for it, because it's free - that's the whole premise of the game," said Smith, "However, we will be aware of who those awesome designers are and certainly there's the potential to get them building levels as part of the dev team."


Make awesome LBP levels, get job at Media Molecule
[CVG]

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Mon, 01 Sep 2008 14:30:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5044039&view=rss&microfeed=true
<![CDATA[ Here's Your LittleBigPlanet Box Art, Americans ]]> That LittleBigPlanet box art we posted the other day? Everything we said there still applies to this one. Except, it was the European box art. This is the American one. Which is different! Notice the removal of the large amounts of pink from the cover, as well as a suggestive set of lips, which those liberal Europeans may abide but which sure as shit won't stand in the US of A. Click through for a larger version.

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Thu, 28 Aug 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5043343&view=rss&microfeed=true
<![CDATA[ Are Home And LittleBigPlanet Going To Work Together? ]]> It seems like we've been talking about LittleBigPlanet for ages now. Same seems true for Home. Both look like they're going to really push the PSN and show exactly what the network is capable of. But here's the million dollar question: Are they somehow connected? Like, do they work together? Like Alex Evans from LBP developer Media Molecule tells game site Eurogamer:
I know that team really well — actually, it was interesting, there was a presentation done within Home, back at GDC I think, and they built a LittleBigPlanet space. Sony built that for us. It was fantastic, the collaboration worked really well. We went back and forth with them, sent them some assets — and they produced this room which was incredible.

The thing about Home is, they're a team that's just down the road from us. There is loads of scope for us to work with them, and I'm looking forward to getting the LittleBigPlanet space in there, working on it and making it cool.

The short answer, though, is that I can't announce anything right now — but I've already seen great LittleBigPlanet content in Home, which was at that conference and which was public, and I think it's a great sign that that was possible with a very small amount of time and a small amount of effort. I think we could do something really cool with it, but at this stage, I can't say what the plan is.

LittleBigPlanet doing stuff with Home? Big stuff? Makes sense. Sure, why not.

Media Molecule's Alex Evans [Eurogamer]

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Mon, 25 Aug 2008 02:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5041129&view=rss&microfeed=true
<![CDATA[ LBP's User-Generated Content Is Region-Locked? Huh? ]]> As a PAL consumer, one of the best things about the PS3 is the fact that, as a games machine, it's 100% region-free. Even down to the demos on the various international PlayStation Stores. So this news has me all kinds of bummed out. Seems that all user-generated content created within LittleBigPlanet will be region-locked. As in, Americans can't access Japanese levels, and the Japanese can't access European stuff, etc. Leaving me, as an Australian, totally fucked. This is due to each region having their own servers for the game. As a small consolation Media Molecule say that they can move levels around between them - presumably they'll share the best ones - but if all you want is access to your intercontinental buddy's cock-shaped spaceship level, you're straight outta luck.

LGC: LittleBigPlanet UGC is region-specific [CVG]

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Fri, 22 Aug 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5040766&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet, So Electric, So Gassy ]]> Yes, we know that LittleBigPlanet will let players slight stuff on fire and BURN THINGS. But that's just fire. What about other elements? Or the weather? According to Media Molecule's Mark Healey:

You can set fire to pretty much anything, you can also make things ‘electrified’, or turn them to gas, which is very cool... By water, I assume you mean ‘real water’ that acts like real water does! This isn’t in the initial release, but we have some cool ideas for how to integrate it into a possible future DLC — of course, it will have a slight LBP twist to it... There is fog that you can tweak, and you could pretty easily fake a thunderstorm with the right sound effect objects and some ‘emitted’ rain drops or something.

Electrified? Gas? Possible water DLC? Tweakable fog?! Fake thunderstorms?! Woah.

Exclusive Interview with LittleBigPlanet Co-Creator Mark Healey [LBP Forums]

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Fri, 15 Aug 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5037394&view=rss&microfeed=true
<![CDATA[ Here's Your LittleBigPlanet Box Art ]]> I've got a bit of a rule when it comes to posting box art, since 90% of the time it's utterly unremarkable. If it's going up, it either needs to be for a big, big game, or it needs to be truly excellent cover art. It's lovely when - like in LittleBigPlanet's case - the two come together. Click through for a bigger version.

Exclusive: LittleBigPlanet UK packshot [Three Speech]

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Thu, 14 Aug 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5036839&view=rss&microfeed=true
<![CDATA[ The Face of PS3? Sackboy ]]> People are excited about LittleBigPlanet. No wonder the game's being pushed to push PS3s. Says marketeer for LBP Mark Valledor:

We want LittleBigPlanet to lead the charge into a new genre of gaming and turn Sackboy into the next emblematic character for the PS3... We have coined 2008 'the year of the PS3', and are confident that with the launch of LittleBigPlanet we will continue to see the momentum build throughout the end of this year and on to the next... This is a very big title for us.

It really is. You think it'll move PS3s?

PS3's Future Rides on This Unlikely Superhero [Advertising Age via Eurogamer]

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Wed, 13 Aug 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5036401&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Will Shift PS3s, Sony Say/Hope ]]> LittleBigPlanet has every one of us excited. And no doubt many of you as well. But what about the average punter, who doesn't even own a PS3? Sony reckon it'll get them excited too, and so damn excited they'll want to rush out and buy the console just to play the game. Associate Producer Eric Fong:

It's going to be a hardware seller. Not only do you have the platforming experience that a lot of other games will have, you have this creativity that really is exclusive to LittleBigPlanet.

Hmm. Can't help but wonder whether the console's still a liiiitle bit too expensive for a game as "accessible" as LBP to really shift hardware. Maybe in a year or so! No reason it can't be a slow-burning system seller, like that other Sony game, SingStar.

LittleBigPlanet will be "hardware seller" claims Sony [GI.biz]

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Fri, 08 Aug 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5035018&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Launches Little Big News Site ]]> LittleBigPlanet developer Media Molecule has announced it's launched a LittleBigPlanet.com News Site. Think of it as LBP Dojo!! According to the announcement:

With October right around the corner, we wanted to let you know we've launched the LittleBigPlanet News Site on LittleBigPlanet.com.

Bookmark us and get the latest word on LittleBigPlanet goodness direct from Media Molecule, Sony Computer Entertainment, or the fans. If you're in the mood to join the discussion, register and make yourself heard and be the first to hear what lies ahead with daily updates including announcements, developer interviews, video trailers, and artwork exclusive only on LittleBigPlanet.com.

Click over to the game's official site for more details.

LittleBigPlanet News [Official Site Thanks, Gene!]

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Thu, 07 Aug 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5034586&view=rss&microfeed=true
<![CDATA[ Kratos, Nariko Come To LittleBigPlanet Pre-orderers ]]> If you pre-order LittleBigPlanet in North America — and why wouldn't you, really — you're going to get some amazing goodies, according to the official PlayStation blog. Not only do you get exclusive exclusive Kratos Sackboy downloadable content, you'll also get a smashing Nariko from Heavenly Sword Sackboy, a LittleBigPlanet sticker book, the “LittleBigPlanet Creator” MiniGuide by Brady Games and an adorable burlap "LittleBigPouch." No, you're not the only one squealing right now.

Mark Valledor, Marketing Manager at SCEA, implies that this isn't the culmination of LittleBigPlanet pre-order goodness, commenting that a real-life Sackboy is "Definitely in the works." Whether that will be another LBP early adopter bonus remains to be seen.

LittleBigPlanet: Pre-order Goodness [PlayStation.blog]

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Tue, 05 Aug 2008 18:00:46 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5033546&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Still Has A Secret ]]> Media Molecule's Alex Evans has mastered the art of the tease. Case in point: the co-founder of the UK based studio tells Eurogamer that he has designs on "another LittleBigPlanet reveal that people don't see coming."

Evans is mum on the specifics of the next big reveal, but hints that"people will be saying, 'I thought it was this - now you're telling me it's this as well?!'" indicating that there's something we still might not know about the depth of LittleBigPlanet.

We've heard plenty of talk about a good number of Sony's other first party studios designing the game's pre-playable levels, but somehow doubt that this the gaming public will consider this an announcement on par with LBP's reveal. Any guesses?

LBP dev hints at another big reveal [Eurogamer]

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Mon, 04 Aug 2008 18:40:33 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5032878&view=rss&microfeed=true
<![CDATA[ New LittleBigPlanet Screens Arrrrrrr Just Fantastic ]]> Another day, another batch of LittleBigPlanet screens that make us long for a fast forward button on the office calendar. We could go on and on about how pretty and fun and charming and desirable it looks, but that would just slow you down from looking at 15 new shots of the PlayStation 3 game. Say, is that the first time we've seen someone's imported photo in LittleBigPlanet or have I wiped away those memories with one too many Mai Tais?

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Tue, 26 Feb 2008 17:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=361139&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Might Just Be Sony's Biggest Game Of 2008 ]]> Metal Gear Solid 4, Killzone 2, whatever. They're sideshows. Distractions. No, for Sony, the year's biggest game on the PS3 might just be LittleBigPlanet, with an SCEE rep saying it's "potentially our biggest Blu-ray release of 2008". That announcement was partly to let us know Sony are just psyched about the game, but also to say they're a lot more psyched about it than they were about those good-for-nothing PSN games. "This isn't a Warhawk or a Tekken: Dark Resurrection. This is a triple-A Blu-ray title". There there, Warhawk. I'm sure he didn't mean to be so...mean.
LittleBigPlanet: Sony's "Biggest" 08 Game [Eurogamer]

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Mon, 25 Feb 2008 23:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=360663&view=rss&microfeed=true
<![CDATA[ Media Molecule Gets Real Sackboy, Just Like Mom Used To Make ]]> sackboy_lives.jpgThe gang at Media Molecule may be growing a bit tired of looking at all those Sackboys in LittleBigPlanet, but their mothers sure aren't. One team member's mum knitted a stitch-perfect fabric recreation of the game's blank avatar, even taking the time to deck out the little cloth boy with a pair of star-shaped antennae. This is expert level stuff, the kind of thing we expect to be within mass production by the end of year (hint!).

She then went the extra mile, recreating the Sackboy's Chinese dragon costume for the Media Molecule team members that like to play dress up with their dolls. Not that there's anything wrong with that...

Sackboy Fo' Real [Media Molecule Blog]

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Wed, 06 Feb 2008 14:40:11 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=353369&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Team Talks DLC, Show New Levels At CES PS3 Preview ]]> Media Molecule team members are currently on stage at CES, showing off the "play, create, share" title LittleBigPlanet to conventioneers and business types. The team just showed off a new pre-built level for the first time, one that introduces player death and respawn points to the DIY platformer. One of the new materials, under the "terribles" group, is a steaming hot magma rock, one that kills on contact. Sackboys who've been killed off can return later, courtesy of respawn portals. This adds a bit more of a competitive element to the game, as those still alive can secure unclaimed Fluff. At the end of the level, the LittleBigPlanet player with the most Fluff wins, naturally. Score results are shown on a TV with cute retro styling.

Hints of the first bits of downloadable content came in the form of new backgrounds, some of which have already debuted at CES. In addition to already shown desert and zen garden levels, the eastern Indian background featuring a pre-built Vishnu-like multi-armed god.

Sony and Media Molecule staffers also showed off another pre-built level with a heavy southwestern theme, a sombrero sporting Mexican mechanism that shuffled back and forth between structures. Players had to cooperate to pull the toy, which doubled as a platform necessary to progress, in order to complete the level.

The team also broke out briefly to show off the updated emote system further, with angry, sad, nervous, happy faces and postures, each with three degrees of intensity.

The game is looking very solid, but there wasn't too much on display that hadn't been seen at other events. The "share" portion of the game wasn't available, with Media Molecule recycling the same mock-up video shown previously.

Sony didn't follow up with any other titles, choosing to focus solely on LittleBigPlanet.

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Tue, 08 Jan 2008 16:00:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=342395&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Updated Impressions From CES ]]> One of the two playable games at Sony's CES booth this year was the "play, create, share" showpiece LittleBigPlanet piloted by producer Leo Cubbin. While the pre-built levels on hand were familiar to those of us who played the game at Games Convention and Tokyo Game Show, the editor has seen a few changes, with new materials, backgrounds and stickers plus an update to the level editor interface that sees less screen real estate.

While the game is still pre-alpha, with an Autumn release date planned—they wouldn't commit to September, specifically—there's a surprising amount of content to play around with, far more so than in previous builds.

Of the new materials now available—various stones, polystyrenes, sponges, all types of new cloths—I started building out a sandbox level with black rubber. Unfortunately, your little Sackboy can't hold onto the material, helpful for building more challenging levels, I'm sure, but not good for a tradeshow demo level. Also new were a handful of environments, including a graffiti splashed New York City style sidewalk and one with a mid-western feel, acres of corn fields spanning the background.

One of the other features that was seemingly new was the ability to dedicate an area, by way of a unique glowing material, as editable by those who play your level. That means, if you've built a level and shared it, you can limit what portions of the map a user can build upon. If they need to build a vehicle or a ramp to traverse an obstacle, editors can define where these lie.

Another change from previous versions was the "ring out" timer. If your Sackboy stays off camera for too long, you can be kicked off the level, even in the editor. This prevents those wide pan-outs from previous version, which showed the entire level if one player remained at the start while the other ran to the end. The ring out timer seemed pretty brief, so players will have to stay on their toes and cooperate.

Also, the popping collectible sponges from the original are out, pastel marshmallowy fluff now in.

While the game has seemed rather full featured at previous events, including its debut showing at GDC last year, the Media Molecule team is still in the alpha stages of development. The game did lock up a handful of times as we edited, but the game is many months away. Still, there's already plenty to do and the developer has been staffing up to get the game done. They've gone from a team of 9 last year, to one of 25 today, snatching up talent from Insomniac Games along the way.

We may see more of the game at GDC, but according to Cubbin, those plans are still up in the air. As far as a beta, one is still planned, but given that the Fall 2007 one never materialized, they're keeping dates unannounced.

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Mon, 07 Jan 2008 17:00:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=341837&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Gets Pirate Themed ]]>

The latest trailer for Media Molecule's LittleBigPlanet debuted during last night's Spike TV's 2007 Video Game Awards, giving many of its viewers a legitimate excuse for watching the thing. Fans of pirates and budding level designers take note—the clips shows off many of the new stickers, like seaweed and barnacles, plus gives hope for handmade mine cart racing levels. Knock you on your ass stuff.

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Mon, 10 Dec 2007 15:40:45 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=332107&view=rss&microfeed=true
<![CDATA[ Plagachef Confirmed, Details to Follow ]]> From our tips box:

We saw Dave's LittleBigPlanet Justify Your Game clip this morning at Media Molecule and one of our graphic designers Jim promptly knocked this up!
So wait, does that mean Jim completed the logo and then proceeded to impregnate it?

When Luke Plunkett saw the awesomeness of this custom Plagachef graphic, he thought/hoped/dreamed it was Media Molecule's new Tetris alphabet game (instead of an ironic jab at their own slogan seen here). I pretended it was, got him super excited and then broke the bad news that such a game is not on the horizon while dually informing him that Ash has been fibbing a bit during those "translated" booth babe conversations—but that I was sure they thought he was "hulky" nonetheless.

Plagachef!

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Fri, 21 Sep 2007 10:00:41 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=302229&view=rss&microfeed=true
<![CDATA[ Justify Your LittleBigPlanet ]]>
Sometimes, as in the case of LittleBigPlanet, the developers are so nice and their game looks so good that you are praying they can hit the 15-second time limit. But can they??

SPOILER ALERT: you have to watch the clip to find out.

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Wed, 19 Sep 2007 13:00:38 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=301363&view=rss&microfeed=true
<![CDATA[ LittleBigPlanet Gets Better Acting ]]> We had the opportunity to sit in on a LittleBigPlanet demo with Media Molecule creative director Mark Healey at Games Convention to get a quick update on how the PLAYSTATION 3 game is progressing. Unfortunately, the build on hand was from E3 '06 meaning there was little in the way of new features or content. Healey did tell us though that we can expect an improved version of the "create, play, share" software at Tokyo Game Show.

In addition to loads of new stuff to futz with, edit and graffiti, exactly where you can place your customized materials is going to change (read: there's even more flexibility there). In addition to that very dry detail, one that probably needs to be seen in person to understand properly, Healey promised that we'd be impressed—quite possibly even doubled-over with laughter—at the new puppet emotes and "acting" skills.

He also revealed that you'll be able to interact with other users by navigating the textile based globe, seemingly in a fashion similar to Katamari Damacy's interactive Earth. You'll meet up with other puppets on the corduroy planet for multiplayer matches, sharing, chatting, all that stuff.

Hopefully, we'll get a look at all these new features at TGS.

It was actually my first time with LittleBigPlanet and I snatched up the SIXAXIS as soon as it was offered. After being blown away by the game's GDC presentation, I started to worry that it wouldn't actually be that much fun to play and that the editor might be a bit too slow for proper level creation. At this point, after running around the pre-made level with Healey and stringing together my own primitive shapes into something worthwhile, my fears have been allayed.

It's awesome. So awesome.

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Sat, 25 Aug 2007 15:00:53 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=293282&view=rss&microfeed=true
<![CDATA[ Could Craftworld Still Be Coming? ]]> craftwoprld.jpgThe folks at Media Molecule have been the subject of much buzz ever since their creation Little Big Planet took GDC by storm back in March, but what of Craftworld, the 2D prototype that landed the team the LBP deal at Sony? During a Q&A session at E3, Newsweek's N'Gai Croal, whose hair shall one day be mine, probed into the possibility of the game seeing the light of day, with interestingly vague results.
Level Up: The 2-D prototype that you guys did was also very striking. Do you have any plans for that? PSP? Playstation Network? A hidden unlock? Something else?

Mark Healey: [Laughs.] There's—we're not allowed to talk about that, are we?

Playstation publicist: No.

Alex Evans: Sorry, we can't.

Nothing speaks louder than not being able to speak. Personally I think Craftworld would be an amazing game to release on the PSP, and who knows? They could even have hooks between a PSP version of Craftworld and Little Big Planet itself, using the less-complicated engine to translate LBP data into a portable form. Pure speculation, of course, but wouldn't it be nice?

Could Media Molecule's Craftworld—the Prototype for LittleBigPlanet—See the Light of Day? [Newsweek's Level Up]

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Tue, 24 Jul 2007 10:00:52 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=281804&view=rss&microfeed=true
<![CDATA[ GDC07: The LittleBigPlanet Editor In Action ]]>

While LittleBigPlanet really doesn't need to convince me any further that it will be orgasmically fun, those of you who haven't seen the editor in action and remain on the fence ought to settle down with this clip for a few minutes. The power of LittleBigPlanet compels you!

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Thu, 08 Mar 2007 18:20:01 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=242766&view=rss&microfeed=true
<![CDATA[ GDC 07: Sony Reveals LittleBigPlanet ]]> Following last night's Home presentation, Phil Harrison invited a few developers to the stage, Media Molecule's Mark Healey and Alex Evans. Harrison reminded the audience of their previous work on a fighting game by the name of Rag Doll Kung Fu, created while at Lionhead Studios and distributed over the Steam platform.

What they showed was a game that drove home the point of Sony's Game 3.0 theory, one where enabling users to aid in the creation of game content will help drive the console gaming industry.

The game they showed was LittleBigPlanet, a user designed playground, a make-your-own-platformer tool, an actual game with deep physics that looks beautiful and shockingly fun to play. If you really need comparisons, the game is like Line Rider meets Garry's Mod meets Super Mario Bros. meets an orgasm.

Healey and Evans fired up the game, demonstrating how simple the editing process can be. A grid of objects, from which was pulled a large block of wood, appeared over the player's avatar. The block was tethered to the avatar to give the user a sense of position. It was resized, reshaped and dropped into the world. Decals were applied, over and over to all areas of the burlap decorated sandbox. They added a large spinning cog, to which the avatar attached itself. It hung on, seemingly for dear life, as it spun around the cog. When the avatar released its grip, it was flung to the other side of the playground using the game's physics model. They added soccer balls, fruit, flowers, glowing stars, and stickers to the field and even to each other.

It was clear that two, or three, or four players controlling LittleBigPlanet could turn into a frantic build and design free-for-all.

Phil and another Sony Computer Entertainment producer picked up two additional SIXAXIS controllers and joined Healey and Evans for a run through a pre-built level. It highlighted the possibilities of running and jumping through a dynamic, physics driven platformer, one where the simple concepts of Mario-esque platforming, combined with the ability to sticky your adorable voodoo doll to almost any object (including other players) led to wide-open gameplay possibilities.

Did I mention there were jetpacks? Oh. There were jetpacks. And they were cool.

LittleBigPlanet also features a photo option for capturing your more memorable platforming moments. Sony also plans level sharing over the network, along with strong community features for rating and commenting on player designed worlds. If there's any justice in the world, this gorgeous game will be a massive hit and really should make PLAYSTATION 3 owners very happy.

According to Harrison, LittleBigPlanet will hit the PlayStation Network "later this year" and on Blu-ray disc early next year.

You'll see how awesome it is. We'll have video up in just a moment. Until then, check out the first six screen shots below.

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Wed, 07 Mar 2007 11:30:53 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=242171&view=rss&microfeed=true