History YMMV / LittleBigPlanet

21st Jul '16 2:10:41 AM CamelCase
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*HilariousInHindsight: The DC Comics Pack has a lot of fancy new things: The Hero Cape and its gliding ability, wall jumping, and a fancy hub-area that expands as you continue the story. All of these things also appear in [=LBP3=] (which was announced about 5 months later at E3 2014); Swoop can glide like the cape power, [=OddSock=] can wall jump, and similar hubs appeared in the story mode.
17th Jul '16 11:46:15 PM Ferot_Dreadnaught
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* TheyJustDidntCare: The initial release of the game, riddled with bugs, online not working, items not being acquired, [[ArsonMurderAndJaywalking and a certain camera]] [[http://youtu.be/XBFkjsns4aI?t=32s not being centered well at all]]. Although Sumo has been working hard on patches ever since release, and the game is up to an enjoyable state now, the launch was bad.
15th Jul '16 1:55:56 AM CamelCase
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* FridgeBrilliance: Uncle Jalapeno, the Mexican, has a ''lowrider'' in the first America level.
15th Jul '16 12:23:05 AM CamelCase
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*** The WesternAnimation/SpongeBobSquarePants pack finally adds it in. Of course, it's in a DLC pack you have to pay for...

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*** The WesternAnimation/SpongeBobSquarePants ''WesternAnimation/SpongeBobSquarePants'' pack finally adds it in. Of course, it's in a DLC pack you have to pay for...
15th Jul '16 12:10:39 AM CamelCase
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***The WesternAnimation/SpongeBobSquarePants pack finally adds it in. Of course, it's in a DLC pack you have to pay for...


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**Eve too. Half the game's fanart is people {{Shipping}} the two together.
2nd Jun '16 3:23:19 PM MegaMarioMan
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* FridgeBrilliance: Uncle Jalapeno, the Mexican , has a ''lowrider'' in the first America level.

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* FridgeBrilliance: Uncle Jalapeno, the Mexican , Mexican, has a ''lowrider'' in the first America level.
22nd May '16 3:42:17 PM nombretomado
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** Of particular note are the chatting teeth in the Joker level of the DC Comics pack. In 2 the teeth stood still, whilst in 3 they move and rotate, often flipping over and rendering themselves undefeatable. While this isn't normally a problem as they're easy enough to skip, there are three prize bubbles that require you to bounce on top of a teeth's brain to reach. One in particular has teeth that constantly shoot far away from the box, requiring you to wait for when it's close to the box ''and'' the right way up. Oh, and if you went from PS3 to PS4, you are required to do this as your DLC progress isn't carried over. Hope you like constantly playing half the level with barely skippable cutscenes just for one bubble!

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** Of particular note are the chatting teeth in the Joker level of the DC Comics pack. In 2 the teeth stood still, whilst in 3 they move and rotate, often flipping over and rendering themselves undefeatable. While this isn't normally a problem as they're easy enough to skip, there are three prize bubbles that require you to bounce on top of a teeth's brain to reach. One in particular has teeth that constantly shoot far away from the box, requiring you to wait for when it's close to the box ''and'' the right way up. Oh, and if you went from PS3 [=PS3=] to PS4, [=PS4=], you are required to do this as your DLC progress isn't carried over. Hope you like constantly playing half the level with barely skippable cutscenes just for one bubble!
17th Feb '16 10:45:51 AM MegaMarioMan
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** The lack of localized water. Basically, the only way to have water in your level is to flood the entire thing. That's fine if your level is, say, a city that's a certain height above sea level, but if you just want to have, for example, a pool, you'd have to either make sure no other part of your level is as low as the water level, remove all of the water once the player is out of the vicinity of the pool, or go through some complex rigmarole of setting up logic and a material that looks like water to get the "swimming" impression. [=LBP3=] added the water material, which LOOKED like it was going to avoid this, but that material doesn't actually ACT like water, it just looks like it, meaning that you have to set up a different rigmarole to get localized water.

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** The lack of localized water. Basically, the only way to have water that players can swim through in your level is to flood the entire thing. That's fine if your level is, say, a city that's a certain height above sea level, but if you just want to have, for example, a pool, you'd have to either make sure no other part of your level is as low as the water level, remove all of the water once the player is out of the vicinity of the pool, or go through some complex rigmarole of setting up logic and a material that looks like water to get the "swimming" impression. [=LBP3=] added the water material, which LOOKED like it was going to avoid this, but that material doesn't actually ACT like water, it just looks like it, meaning that you have to set up a different rigmarole to get localized water.
17th Feb '16 6:08:25 AM MegaMarioMan
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* ScrappyMechanic: The '3-planes' format can be very easy to stumble with, especially when you try and go up stairs or ramps and keep. Jumping. Behind them.

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* ScrappyMechanic: ScrappyMechanic:
**
The '3-planes' format can be very easy to stumble with, especially when you try and go up stairs or ramps and keep. Jumping. Behind them.



** The set amount of lives checkpoint mechanic. Basically, every obstacle in the game comes with a checkpoint and four lives, lose them all and the level must be played over. It doesn't sound too bad on paper but can be utterly infuriating in practice. The checkpoints are close enough together, but levels are often long and complicated with the worst parts (naturally) being near the end. This means that players will often find themselves breezing through a level with few (if any) deaths and then have to restart because they get stuck 10 feet from the finish line due to a single hard section. What makes this especially annoying is the fact that aside from fire, Sackboy is a OneHitPointWonder who dies if anything so much as looks at him funny and losing to bosses sends the player back to the start of the whole level. So yeah, the ultimate result here is players being forced to endure ThatOneLevel and ThatOneBoss with a side helping of CheckpointStarvation. The sequels are much better about this, thankfully.

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** The set amount of lives checkpoint mechanic. Basically, every obstacle in the game comes with a checkpoint and four lives, lose them all and the level must be played over. It doesn't sound too bad on paper but can be utterly infuriating in practice. The checkpoints are close enough together, but levels are often long and complicated with the worst parts (naturally) being near the end. This means that players will often find themselves breezing through a level with few (if any) deaths and then have to restart because they get stuck 10 feet from the finish line due to a single hard section. What makes this especially annoying is the fact that aside from fire, Sackboy is a OneHitPointWonder who dies if anything so much as looks at him funny and losing to bosses sends the player back to the start of the whole level. So yeah, the The ultimate result here is players being forced to endure ThatOneLevel and ThatOneBoss with a side helping of CheckpointStarvation. The sequels are much better about this, thankfully.thankfully.
** The lack of localized water. Basically, the only way to have water in your level is to flood the entire thing. That's fine if your level is, say, a city that's a certain height above sea level, but if you just want to have, for example, a pool, you'd have to either make sure no other part of your level is as low as the water level, remove all of the water once the player is out of the vicinity of the pool, or go through some complex rigmarole of setting up logic and a material that looks like water to get the "swimming" impression. [=LBP3=] added the water material, which LOOKED like it was going to avoid this, but that material doesn't actually ACT like water, it just looks like it, meaning that you have to set up a different rigmarole to get localized water.
2nd Feb '16 5:17:49 AM MegaMarioMan
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** Occasionally, when a guest joins your game, they may be equipped with a black Popit color that's not in the menu.
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