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View Full Version : LittleBigPlanet boxart leaked?


KnightRiderX
08-08-2007, 05:36 AM
I just saw this on Gamers-Creed and it just peaked my interest. Seems legit but no confirmation or denial.

http://gamers-creed.com/wp-content/uploads/2007/08/23561954020070807183641.png

Games-Creed (http://gamers-creed.com/?p=260)

Fillibuster
08-08-2007, 05:39 AM
Eh could be. Looks good whether its legit or not. Damn those sacks are cute!

masteratt
08-08-2007, 05:46 AM
lol wtf.....why does the rating board mention ''Comic mischief''?

Viper
08-08-2007, 05:55 AM
lol wtf.....why does the rating board mention ''Comic mischief''?

That's it. The game is banned now. The ESRB and BBFC simply found that the comic mischief in LBP could potentially harm the developing mental capacity of todays youth. Furthermore they suggested that to reverse the decision the developer could remove all textures, AI routines, music and practically all other content and resubmit the game for rating approval.

OG_Monkey
08-08-2007, 06:57 AM
TBH, i think the ESRB is loosing it.

But anyway, that boxart looks really legit and if it isnt it should be cuz it looks nice.

TrueVCU
08-08-2007, 07:03 AM
Indeed, I must complement you on an excellent find.

Freeman_JI
08-08-2007, 07:14 AM
Dam thats nice MS could learn a thing or 2 off Sonys Art and Advert departments. :thumbl:

OG_Monkey
08-08-2007, 07:19 AM
lol wtf.....why does the rating board mention ''Comic mischief''?

lol, i guess they had to write something there. Come to think of it, i cant really remember seeing a game without a description written in it.

But seriously, Comic Mischief? I wouldnt even be able to spell that if it were not quoted, so they really think most people who buy this are gonna notice that yet alone understand it?

Vegtro
08-08-2007, 07:22 AM
The box looks nice, but it looks fake. The image of the box's lighting doesn't match with the cover.

Gummy
08-08-2007, 07:25 AM
Maybe they just had to contrast on the front cover, you know, just so you can see it much clearer.

It looks good though.

GTShotoKen
08-08-2007, 07:28 AM
Could it be digital mock up? It might be official, but just hasn't been printed yet...?

lips
08-08-2007, 07:30 AM
That's it. The game is banned now. The ESRB and BBFC simply found that the comic mischief in LBP could potentially harm the developing mental capacity of todays youth. Furthermore they suggested that to reverse the decision the developer could remove all textures, AI routines, music and practically all other content and resubmit the game for rating approval.

wow, such spite!

KnightRiderX
08-08-2007, 07:47 AM
the thing that really caught my eye was the "havok" at the back. I had no idea that Mm were using it. makes sense though.

Fats
08-08-2007, 10:15 AM
Personally I think that it is a mock-up, but a great one at that.

SuperLuigiBros
08-08-2007, 11:59 AM
Wow that looks cool. This (and to a lesser extent, echocrome) are the only games that really interest me on PS3 at the moment. Sorta like how Loco Roco is the only PSP game that Id like to play. I love these art styles.

There was another game with (the awesome) 'comic mischief' but I cant remember what it was. I know Mario and Luigi 2 on DS has 'Crude Humour'.

Oh, and Vegtro, your avatar is of Luffy, right? That picture looks cool. Is there a bigger version?

Olz
08-08-2007, 12:20 PM
The only thing I can see wrong with it is that is doesn't have the usual icons that PSP and PS3 game cases have indicating the output resolution, save data space, number of players etc. Just my thoughts.

Fazares
08-08-2007, 12:28 PM
the thing that really caught my eye was the "havok" at the back. I had no idea that Mm were using it. makes sense though.the same as motorstorm....

satriales
08-08-2007, 01:08 PM
I hope it is real as it looks great, but I thought the game wasn't due out until early next year. It seems a bit early to be revealing the boxart.

But seriously, Comic Mischief? I wouldnt even be able to spell that if it were not quoted, so they really think most people who buy this are gonna notice that yet alone understand it?

Why wouldn't they understand it?

It is a strange thing to mention on the box though as it's something you'll find in 90% of kids TV shows anyway and I can't imagine a parent not buying the game due to that.

Fazares
08-08-2007, 02:02 PM
btw it should come out on the psn store...later in this year...if i m correct.....

Gegenki
08-08-2007, 03:25 PM
I like the back. The front is average, they shoulda put a sackboy on front I think.
I don't mean to be a wet blanket but it looks fake. I don't think its a mock up.
Look at the back of your games and the you notice things that... well you ust never noticed before. I just looked at my PS2 games and Ps3 games. I never noticed before but theres a white section at the bottom. Its white on all 5 of the games I looked at. Its reserved for legal stuff including a missing blu-ray disk region code. Also there should be printed playstation logo's in that section which aren't in the picture.
The thing that really caught my eye is the brown blu-ray disk logo and another thing I never noticed before is the bar-code which should be on the right.
Also it looks like the person was so desperate not to have any of their art cut off that they left a huge margin down the right side of the back of the box where it should be covered by the front.
Last thing which I guess supports the mock up ideas is that the left edge of the front of the box where PLAYSTATION 3 meets Little Big Planet on the side looks like it fell off a perfect 90 degree wall

LaLiLuLeLo
08-08-2007, 03:59 PM
Hahahaha, people are taken aback by 'comic mischief?' That's been around since there was an ESRB. Spyro the dragon had it on the back of the box, iirc. It's just a way of saying there might be funny stuff in there that's a tad suggestive, just a tad. Like, in Spyro 1, there was a guy who would moon you and taunt at you until he caught an assfull of horns, or fire.

curryking1
08-08-2007, 04:10 PM
Ya, comic mischief has been labeled on a lot of games with E ratings. It's just for like silly cartoon violence like the guys in Spyro who moon you and stuff like Lali said.

Raitei
08-08-2007, 05:54 PM
looks nice, but... i think its fake... mostly becuase of how sharp the corner of the bok is (on the playstation strip on the front, where it wraps around to the back, it looks really sharp)

GTAce
08-08-2007, 06:38 PM
Comic mischief because you can slap other sackboys.^^

I also think its fake but it looks nice.

Jay Gee
08-08-2007, 06:40 PM
Nice fake/mock up. Could easily be the final prodcut.

hybridofsteel
08-08-2007, 08:02 PM
This game would make for some awesome advertisements with that menu thing.

TrueVCU
08-08-2007, 08:21 PM
::has sudden urge to listen to The Go! Team::

LaLiLuLeLo
08-08-2007, 08:32 PM
The urge is contagious. Argh!!!

LiquidEagle
08-10-2007, 07:25 PM
I don't think Mm uses Havok... Then again, I believe they made Ragdoll Kung Fu with Havok so it would make sense to use it in LBP... I just thought everything was more or less their own tech. With 18 people working there though, I can understand if they'd have to get the license to somebody else's tech :laugh:

Anyhoo, there's a new wallpaper up on Mm's website that I didn't notice before:

http://mediamolecule.com/wallpaper3_medium.jpg

And X-Wide:

http://mediamolecule.com/wallpaper3_xlarge.jpg

TrueVCU
08-10-2007, 07:35 PM
Play... Great.. Shar...?

LaLiLuLeLo
08-10-2007, 07:37 PM
hahha. play create share.

TrueVCU
08-10-2007, 07:37 PM
Ah, NOW I see it.

LiquidEagle
08-10-2007, 07:37 PM
Play... Great.. Shar...?

FOOL OF A TOOK!

TrueVCU
08-10-2007, 07:39 PM
FOOL OF A TOOK!

Silence, Infidel!

Old_Timer!
08-10-2007, 07:39 PM
Play-Create-Share that's a great moto. My personal moto has always been Eat-Sleep-Play, great minds think alike :)

Viper
08-10-2007, 07:39 PM
I wasn't going to say anything because I thought he was just being sarcastic.



I swear that looks like it came straight out of the 70's.

LaLiLuLeLo
08-10-2007, 07:42 PM
Silence, Infidel!

DO NOT TALK BACK TO YOUR SENIORS THAT WAY!

TrueVCU
08-10-2007, 07:45 PM
Yessir.

EDIT: Bah

LaLiLuLeLo
08-10-2007, 08:34 PM
That's better.

Black Dragon37
08-12-2007, 03:26 PM
That's it. The game is banned now. The ESRB and BBFC simply found that the comic mischief in LBP could potentially harm the developing mental capacity of todays youth. Furthermore they suggested that to reverse the decision the developer could remove all textures, AI routines, music and practically all other content and resubmit the game for rating approval.

http://i9.photobucket.com/albums/a89/kar1bu/sackboy.jpg

:closed:

NickSCFC
08-12-2007, 08:25 PM
I like the looks of this box, it makes me smile :)

yoshaw
08-22-2007, 12:28 PM
Previews: LittleBigPlanet
We talk with Media Molecule about the company, its game, and the upcoming beta.
By Matt Leone 08/21/2007

In the five months since its debut at Game Developer's Conference, LittleBigPlanet has somehow become both a marquee hardcore and casual game on the way for PS3. Its user-generated focus -- the game is as much a physics-based platformer as it is a series of tools for players to create content -- has made it one of the most frequently-discussed games in the industry, and its level of success could make a major impact on how games are made in the coming years.

That's no small feat for a development team that consisted of one person a few years ago.

While the team plans to keep things low key at this week's Leipzig Games Convention -- presumably in an effort to make more progress on the anticipated beta many hope to see later this year -- we managed to round up Media Molecule's Alex Evans and Mark Healey recently to talk about the company, the game, and The Stompinator.

1UP: I'm curious how Media Molecule has changed since Rag Doll Kung-Fu. Obviously it's gotten bigger and you've got a higher profile game, but how have the internal workings of the company shifted around?

Alex Evans: Rag Doll Kung-Fun was really Mark's baby, and it was a pretty homebrew project. I'm sure Mark can talk more about it. And then when we started Media Molecule it was with a bunch of guys... And what we've done with Media Molecule was kind of -- we knew we wanted to just go crazy and do the most insane thing we could do. I think it was like jumping into the abyss and if we were going to do it we might as well do it, like, full-on.

So what's happened with the company -- we've now kind of been hiring, hiring, hiring up into the 20s now. Still a tiny team for next-gen, but you know... We really want people to have their thumbprint in the game. So like, I know all the guys on the team, obviously, and girls, and you throw up a screenshot of our game and I can kind of point at it and go, "That's Kengo. That's Mark." And that's what I love about Media Molecule; each person really gets their kind of vibe into the game. And that's the kind of thing we've carried across from Mark. If you know Mark, you know that Rag Doll Kung-Fu and Mark are very much the same kind of thing. So he should answer that question, really.

Mark Healy: Like Alex says, Rag Doll Kung-Fun was very much a home-brew thing. It started off with literally one person really, i.e. me. Then Alex, who's a good friend of mine, would sort of look at it -- and he's a million times better programmer than I am -- and he'd go, "Oh, wouldn't it be cool to put this in there?" And he'd get me this piece of code and I'd put it in and it would start to look better and better. And a few friends sort of slowly conglomerated. By the end of the project there was probably four or five of us that had sort of contributed towards it. And we enjoyed it so much, we kinda thought, "What the hell -- let's have a go at forming a company."

So we did that, and here we are now with...what, just over twenty people I think? And if I'm honest it's actually been really tough because I've never run a company before, and it's been a real learning curve. I'm definitely not the best manager in the world. But it has been great fun. It's very hard work, but I mean, I'm so proud of what we've done with the game that it's just really worth it.

1UP: Do you think you're going to stick to the 20-30 range of size, or are you going to grow further?

MH: We've kind of got these internal rules that we made when we set up the company and we definitely don't want to go over 30 people. Whether we can stick to that and whether that's realistic, time will tell, but personally I've always worked better in that kind of size team. But it only works for a particular type of game. Certain types of games do definitely need bigger teams, so we've really picked our battles with this game. That's why there's such an emphasis on user created content. We just get everyone else to make the content for us.

1UP: Looking at the user created content, how much of this experience do think is going to come from the users, and how much will they get out of the box -- or out of the download?

MH: When you first get the game, we're gonna give you a whole set of levels to play and a whole set of tools. But really those levels are meant to be sort of inspiration and just a hint of what you can do with the tools, really. And just from giving it to people and testing it, they'll come and make something that you just didn't really think was even possible. So once it's out there is when we can know the answer to that question, and I really can't wait 'cause I think it's gonna be a very funny time.

1UP: What's the most recent thing that you didn't think was possible that they surprised you with?

MH: On Friday, we got the team just to sit down and spend half a day just making some wacky little things and somebody actually invented this complete walking machine. They called it "The Stompinator," I think, and actually using just a few spinning bolts and some articulated things, they made this walking dinosaur thing. And it's just like now I've sort of gone away and there's this whole set of walking things I need to make. It's really crazy.

1UP: We know there's going to be a beta, hopefully this year, and then the full game next year. What do you think people are going to get in the beta? What kind of content should they expect when they first get a chance to play the game?

AE: The beta is basically going to be whatever we can get in there in the time. So, I mean, that's kind of a vague answer, but really the mantra of the game: "Play, create, share." We want to see the community; we want to respond to whatever people make and we're gonna use [the beta] for that. So ultimately once you get the beta, we will make sure that you can make stuff, make sure that you can play stuff. And it's gonna be a beta -- it's not finished -- but it will allow people to get a feel. They will understand the game. They'll be able to play the game, play some levels, make some stuff, and then share it, and we can kind of respond. So we want to make sure that that cycle, if you like, that kind of feedback loop, is gonna be there. As soon as we can get it in we will, and just see what people can make with it. That's the goal.

1UP: How do you charge for something like that, if essentially it's a user created game, where you give them some tools and they can just play with them now versus what they're gonna get with the more polished version next year?

AE: Well we're not making any announcements on pricing, so I'm not gonna go down that route.

1UP: You won't confirm it's free -- the beta?

AE: What I say on the beta trial is that we're gonna go with the Home model, so it's gonna be global as far as I know. It'll start private, just as the Home one has, and we'll grow it as fast as we can, get as many people excited and involved in the game. But I don't see that it needs to link directly to the pricing model of the final game, which will be coming out on a Blu-ray disc, as well as on the PlayStation Store. And when we're [closer to] that time -- still a long way off -- we'll be able to assess what the best way is, and I'm sure Sony will support us in making sure the community is really supported all the way through. That's what most important, is the community of people that we'll build around this game.

1UP: It seems like once there's the beta you guys are going to be continually adding more content to the game both up to the Blu-ray and then after. How do you draw the line and say, "OK, now we're done for the Blu-ray release?"

AE: Well, actually the funny thing is that that question applies to almost every game. It's that thing of like, when is your baby finished? A lot of the team is very experienced with shitloads of games, and it's one of the hardest things to do. But what's great is that we can draw a line in the sand. And what the Blu-ray release is going to be about, is really getting a great PlayStation -- if you like, "AAA" -- console experience. It's just gonna compete with any other game you could get on Blu-ray, and that's when we'll know the Blu-ray is ready: when it's fun, when there's enough there that it's a product that you want to play, and you'll get your money's worth. We'll make sure it's a good value.

1UP: As a company, how do you guys see yourselves as different from other developers? What makes you unique?

MH: Well, we certainly don't have the expereince of running a company like those other people do, but that actually is a strength, I think, because people that come to join us really have a large part in creating what the culture is. So at times it's quite hectic, but most of the time it's really good fun. Because we're such a small team everyone really gets to love what they do in the game and everyone really cares about it, and I think that really shows in the product that there's a lot of love and attention going into it. I mean, other companies have that, I guess, but I think we do it even more.

AE: I would agree as well. I mean, the culture is a big thing in any company... we've got this mix of old school veterans -- you know Mark was on Dungeon Keeper all those years ago -- and then we've got new people who come outside games and bring all this kind of experience. We've got architect people, we've got people doing neuroscience, and all these kinds of crazy stuff. And when you throw that in with a good culture where people feel like they own stuff, that's really what we wanted to do with it, and it's really been rewarding. When we first pitched the idea of the game, and in a way the idea of the company, to Sony, the fact that they got it so quickly and then put us on this platform of GDC and were able to throw it out there -- that was really unique, because the team was just so excited after GDC. There was this buzz. And that's what I want to carry forward in the team, that excitement when everyone just loves their work. They love coming into work and doing a good job, I hope.

1UP: With the game's level creation... Realistically, what do you think is going to be the most amount of time someone could spend on one level if they wanted to?

MH: Well, that's kind of infinite really, because you can always be deleting things and remaking them.

1UP: Without deleting things.

MH: Well, how fast are your thumbs? OK, so to build a level like you saw at GDC for example, that would probably take, well, I could do it in a day, easily. I could probably do it in half a day, actually. But maybe someone who's new to the game might want to spend a couple of days. I dunno. It depends how quick you are, though -- [one of] our kinda ninja level designers would do it in about an hour, for example. There's a skill in creating, actually.

AE: I think there's the messing around aspect. One of the things even at GDC and then when the creator tools that were shown at E3 [was that] there's just a hell of a lot of messing around... If you've got a plan and a vision for a level, that's great -- you can go and drive forward -- but we've found that most [creations emerge] out of people messing around.

So the messing around aspect means that you'll spend hours and hours and hours just creating one little element and then once you get inspired by that then you run you run off with something, and that's when the community site comes back in, because you could be playing a level, see something really awesome and go, "I wanna do that. I can do it better." You know that massive skateboard ramp from GDC, right? "Well I want to do an even more crazy skateboard ramp." And you just spend hours tweaking like the exact curve on the flips and things. And gamers are amazing at that stuff. They astound me with some of the amount of attention to detail that people put into the stuff online -- YouTube videos, and all sorts of stuff that you see posted up.

1UP: Like with Line Rider?

AE: Line Rider is cool, as well. It's just unbelievable what people do. And I'm really hoping that our game gives them the tools to let them go wild, and then if you just want to mess around for 20 minutes that's cool too, and in 20 minutes you can make something very, very cool.

1UP: Are you going to have any kind of video editing software in [the game], or are you going to just give people the tools to make the game and then let them use their computers to record stuff?

AE: In the initial release, there [aren't] any plans right now for video recording. But obviously the big thing is that you'll be able to see your levels published way smaller than a video. So even if you've got a small cable connection or whatever, you'll still be able to share a massive level with friends way quicker... if they have a PS3 and a copy of the game, they could go and play your level much quicker than they could download the equivalent amount of video, so at the moment we're focusing on gameplay rather than on video.

1UP: Finally, we've seen platforming -- a lot of that. We've seen skateboarding, which is kind of part of the platforming. Are we going to see other things kind of in this realm or is it just kind of up to the user to create different ways to play? Like, are we going to see, I dunno, a first-person mode, or something completely different that we wouldn't expect from what we've seen?

Mark: The philosophy we're taking is we want to make a basic set of tools and a basic set of content that we put out there, give to the community, and then depending on what the community is hungry for, well, we're just gonna feed that really. So who knows? Maybe there'll be like a first-person shooter mode in there or something eventually. It really is that open. But certainly initially, it's very much centered around a platform experience.

1UP: And skateboarding ramps.

Mark: Yeah.

http://www.1up.com/do/previewPage?pager.offset=0&cId=3162163

LiquidEagle
08-22-2007, 06:19 PM
Nice, those guys are so cool! Mark is the one that gave me the walk-through when I played the game :-D

OmniCloud
08-22-2007, 11:54 PM
Nice read...Can't hear enough about PS3's Everything Killer!! lol...

Junox50
08-23-2007, 02:54 PM
I like the looks of this box, it makes me smile :)

Me too ;)

NickSCFC
08-23-2007, 09:38 PM
Damn this game can't come soon enough, PS3 needs this game!

Can't understand why it's both buyable from PS Store AND the real world, they should just keep it PSN as you'll really need PSN to play it.

Fats
08-23-2007, 09:39 PM
A) Because not everyone has an Internet connection, I'm sure there'll be offline modes and B) Having a game in store serves as promotion to not only the kick ass game that is LittleBigPlanet, but the PS3 itself.

TrueVCU
08-23-2007, 09:40 PM
^It's kind of the same with Warhawk, but maybe the hard copy will come with a little bonus as well, like a little beanbag dude :P

GTAce
08-23-2007, 09:45 PM
It can be played with up to 4 guys on the console... so yeah it has offline stuff lol. Why it shouldnt?

NickSCFC
08-23-2007, 09:51 PM
True having hard copies on shelves will promote this game more, it really deserves the hype!

FantasyGhost
08-23-2007, 09:52 PM
I'm still only buying the store stuff, nothing from the online store. I'm waiting for the PS Store cards to come over to Europe.

Raitei
08-23-2007, 10:06 PM
please, could we get thee previews in a seperate thread. I mean if this was the official lbp thread, i wouldnt mind, but the thread is about boxart, and i wasn't going to visit this thread again because, i dont really care much about the boxart considering we mostly think its fake.

I mean, im happy for the news, i'd just rather not miss out on it =]

Cream Filling
08-25-2007, 11:34 AM
whether its real or not I still like how it looks
I dont like most cover art because it's always the same thing
just putting a sackboy or w/e in the center wouldve been predictable and boring.

pari
08-26-2007, 12:18 AM
From Kokatu (http://kotaku.com/gaming/gc07/littlebigplanet-gets-better-acting-293282.php)


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 double 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.

GTAce
08-26-2007, 12:20 AM
It's awesome. So awesome.
We need something new lol.


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.
Sounds cool and i hope we will getting some nice HOME features.

yoshaw
08-26-2007, 12:41 AM
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 double over with laughter—at the new puppet emotes and "acting" skills.

Lemme predict, Japanese people will be very amused.

LBP for teh Weeeeeeeeeeeeen!!