Irene Demova wrote:OrangeRakoon wrote:I'd have to disagree on that front - LBP is a groundbreaking game in many respects and popularised the whole play, create, share mantra,
No it strawberry floating isn't and no it didn't. Stuff like Garry's mod was FOUR YEARS old when LBP came out (hell Far Cry 2 came out on the exact same day as LBP and had extensive creation tools too), if a 10 is a perfect game you can't turn around and go. "Yeah this one lets people make stuff, thus it is above almost every game in history"
Play, create, share is specific marketing for Sony games, so yes LBP was the first. As well as the sequels LBP directly led to ModNation (which then fed back into LBP Karting) and a fair number of other games seemed to adopt user content off the back of that success (like Joe Danger, for example, which I think uses the same slogan). Tearaway would be a pretty obvious example (not least because it's from Mm) of LBP leading onto other games, and even outside of Sony I doubt Project Spark would exist as it does without the success of LBP.
Irene Demova wrote:OrangeRakoon wrote:The platforming just exists as a base mechanic for exploring everything else the game has to offer.
Yeah platforming was a base mechanic and it had major problems, sure I can theoretically do anything in this game but I still have to do that anything with terrible jumping. That isn't dismissing the rest of the game, it's struggling to enjoy the rest of the game because of such a fundamental flaw.
If you take something great but give it a fundamental flaw that thing cannot be great. Imagine trying to watch Tokyo Story or Citizen Kane if the lighting was so rubbish that you could barely see what was happening; the greatest of the other parts of the work would be severely diminished by that one flaw.
Apart from the platforming isn't integral to everything else. There are entire levels where you don't even control sackboy (or appear to, anyway. In LBP2 you /actually/ don't). There are entire levels that aren't even /games/, in the regular sense. Hell on the original LBP I recall spending hours playing someone's recreation of street fighter. Not because it was good in a conventional sense, but because the physics of it all were wonderfully hilarious. Trying to create a control mechanism that was based around trapping sackboy inside a small box with pressure buttons (so for example jumping would actually trigger the button above you that actually then caused another control to happen) meant that you could almost completely change the base mechanics - LBP2 took that to the logical conclusion by letting you actually just remap the controls to other objects in the game, and LBP3 makes it easier by integrating that into the base game too. Basically, if you only played platforming levels in LBP, you missed most of the creativity.
Irene Demova wrote:Hell if the sequels improve upon LBP as you claim how can it be that the original is the one with 10 and not the later editions? EDGE got firmly caught up in the "do anything" hype and vastly overrated the game
Sequels always get judged by their previous instalments, and always seem to get scored lower because of it. Saying that, I would probably give 2 and 3 10s