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YMMV examples present throughout the entire series:

  • Gateway Series: LBP's DLC packs run the gamut of franchises, from Ratchet & Clank and Jak and Daxter, to God of War and ICO/Shadow of the Colossus, to Street Fighter and Tekken, to Final Fantasy VII and Mass Effect. The DLC frequently branches beyond video game properties, too; The Muppets, Toy Story and DC Comics (among others) have level packs dedicated to them, Back to the Future has a creator kit with an exclusive power-up, and series like Steven Universe, Doctor Who, Men in Black, and Ghostbusters (focused on the 2009 video game) have costume packs. All of this is before taking the community into account, which can potentially be a gateway to many other things.
  • Good Bad Bugs:
    • LittleBigPlanet has a huge range of them! One of the most spectacular is the '3D' bug, which lets players build with unlimited layers (although it's really tricky to use, but the makes the level amazingly beautiful if used correctly!), and wasn't fixed.note 
    • Another, which HAS been fixed is the Constipated Sackboy where the player chooses the 'reset button' holding it down and then pressing START the START Menu would block the screen so only your friends could see the paused player.
    • When a player dies to electricity, their skin briefly becomes a glowing skeleton (actually a glowing version of the "Zombie Boy" skin material from the first game). In Create Mode, dropping onto electricity, then rewinding and fast-forwarding in succession during the death animation, will potentially drop you back off at the point you died without you dying, allowing you to enter your Popit and save the glowing skeleton skin as a costume.
    • There are a few Good Bad Bugs in gameplay and not just creating. This LBP1 speedrun guide and this LBP2 guide describe and utilize some of them, including LCJs, Race Gate Skips, and Co-Op Jumps.
  • Memetic Mutation:
    • Sacknana Explanation
    • "You can also get jiggy, and shake your sack booty" Explanation
    • Sackboy judging you. Explanation
  • Misaimed Merchandising: For a happy, E-rated game, some of the downloadable costume packs are rather un-kid-friendly. Examples include 2000 AD, Watchmen, Metal Gear, and Resistance: Fall of Man. Though there is an explanation for this, as the marketing on this this one is actually pretty specifically aimed. Kids aren't likely to buy DLC, and slightly older kids who might buy some of it probably wouldn't spend their money on something extra if they don't recognize it. The game's Periphery Demographic is the DLC's intended demographic.
  • Most Wonderful Sound:
  • Narm: The player themselves can cause this if they wear a silly costume during cutscenes. For example, putting a ton of springy-eye decorations on Sackboy or wearing the costume of a story character, or just generally looking stupid.
  • Narm Charm: Several elements of the games, such as the crude "nuts and bolts" appearance of the earlier installments, and some of the twee-er narrations. You go along with it anyway.
  • Overshadowed by Controversy: The series has landed itself in quite a rough spot over the years, to the point that discussions over it's downfall tend to override the game itself. Not helped by its recent main entry LittleBigPlanet 3 being a heavily Contested Sequel, and the frequent hacking purges of its various online servers, which also tend to override casual discussion over this game as well.
  • Retroactive Recognition: The first two games were scored by Daniel Pemberton, who later one would become famous for scoring Spiderman Into The Spider Verse and The Man from U.N.C.L.E. (2015).
  • Scrappy Mechanic:
    • 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.
    • And the automatic plane-selector seems to hate Sackboy, even overriding your manual changes at the worst possible moments. Like falling 'behind' a safe platform and onto an insta-kill floor. Or when running along you smack into a wall that only exists on ONE plane. Or moving Sackboy to be squished by something that could easily be sidestepped. Etc. etc.
      • Can get worse with the third game, where you now also have to figure out how many of the 16 layers Sackboy will slide to! The rule is actually the same as the other games: no more than two layers in front of or behind Sackboy, unless it's via the aid of objects like Layer Launchers or the Hook Hat. But good luck trying to remember that in a tense death trap scenario!
    • 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 One-Hit-Point Wonder 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. The ultimate result here is players being forced to endure That One Level and That One Boss with a side helping of Checkpoint Starvation. The sequels are much better about this, thankfully.
    • 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. It was eventually added in the SpongeBob SquarePants pack, but it's in a DLC pack you have to pay for...
    • Going through levels in one life can be a fun challenge ... however, certain tools and materials are locked behind this. It's possible that thing you want for making your level is locked behind a No Death Run, which can be less than desirable if you're around more for the creation and sharing than the playing.
    • Related to the above, the locking of new level design tools behind DLC. This aged rather a bit poorly with the eventual removal of several DLC packs from the store, and there's currently no verdict on whether they'll ever return. Most egregiously, with the delisting of the Pirates of the Caribbean level kit, there's no easy or legal way to unlock water in the first game unless you already purchased it prior to its removal; the same also applies to Attract-O-Gel (The Muppets pack) in the second game, and Floaty Fluid (SpongeBob SquarePants pack) in the third game.
    • The close-level posts that prevent players from joining you mid-level are this if you're trying to get people to help you complete the multiplayer puzzles; this requires dragging up to three other people through something like Boom Town or The Bunker and hope they cooperate (or survive) long enough to reach the puzzle. It's no wonder the story levels in the second game onward ditched them.
  • Song Association: "Get It Together" by The Go! Team, as the second licensed song in the first game and the first to be used in a level outside of the Introduction (Skate to Victory), is often heralded as a secondary theme song for the LittleBigPlanet series. Even the description for The Go! Team's official upload of the song reads "Yes you probably came from Little Big Planet".
  • Sweet Dreams Fuel: LittleBigPlanet is a sweet dreamscape put into the form of a video game. Even the soundtrack alone is uplifting. And when your pretty little dream is over? You can always have some more just the way you want them, or someone else's.
  • They Copied It, So It Sucks!: People who are too lazy to create levels will just go to the Cool Levels page and look for any copyable levels. This is why the community has been flooded with multiple copies of the same level by different people, and sometimes even the SAME people will take a level and publish it 20 times. Case in point, here's what you get if you search "The Best Mortal Kombat Level Ever" on lbp.me. The arrows at the bottom of the screen will be there for a while.

LittleBigPlanet 1:

  • Anticlimax Boss: The Collector is actually rather easy to beat, possibly to make up for the Bunker...
  • Good Bad Bugs: Many relatively harmless glitches have been discovered and used by creative players:
    • The 3D Glitch: Allows you to build extra layers both in front of and behind the standard layers. However, player movement is still restricted to the main 3 layers. Possibly the most-used and most famous glitch of LittleBigPlanet.
    • Anti-Color: A fun little glitch that made certain kinds of Sponge look like Glass while still keeping the stitches. Since Glass is invisible behind other pieces of Glass, this left only the stitches visible. Fixed in Cornish Yarg, though the objects themselves still work; you just can't create them anymore.
    • Material Properties Glitch: By changing an object into Horrible Gas, using the Material Changer, and delethalizing the object, you could make an object with the physical properties of the first material, while having the texture of the second. Could be used to make things like Floaty Metal, movable Dark Matter, etc. Fixed, but pre-existing "changed" objects still work, and it functionally Ascended in the form of the Material Tweaker in 2 and beyond.
      • Similarly, doing this on the PSP without delethalizing it allows for the material's texture to be transferred into gas form.
    • Non-Lethal Spikes: It is possible to smash the lethal part of a spike object without destroying the whole object, though it is hard to do. Still works, but not used often.
    • Gravity Glitch: Very few people know how it works. It involves Pistons, and that's about all that's commonly known.
      • There's another, simpler version of this glitch that only affects individual platforms, allowing the gravity to change from jump to jump.
    • The Lethal Sackboy glitch. Go to create mode online (not as host). After, you either set the respawn door on fire or electrify it, go through the door, then get disconnected by the host. After doing so, Sackboy will not die from the lethality type set on the respawn door.
    • Occasionally, when a guest joins your game, they may be equipped with a black Popit color that's not in the menu.
  • Hype Aversion: So anticipated, its fans praised it to the point of annoyance before it was released.
  • Mood Dissonance: While most DLC for LittleBigPlanet such as the Pirates of the Caribbean and Marvel packs mostly fit in their tone, the Metal Gear Solid DLC can easily be considered this, for both franchises involved! Even with Metal Gear Solid 4's plot and violence made much more simplistic and kid-friendly, it still has the same visual aesthetic and music as a typical MGS game that contrasts wildly with the colourful and cutesy look of the base LBP game. It could even be considered a Big-Lipped Alligator Moment considering that the DLC has little lasting impact on the series outside of materials, stickers and the Paintinator.
  • Offending the Creator's Own: The song that had the Qu'ran verses that "might offend Muslims"? It was composed by... a Muslim.
  • Surprise Difficulty: Awww, it's a cute little Sackboy! Aww, look at him running around with his tongue out! Aww...wait, impact explosives? With jetpacks? And falling stalactites? This isn't cute, this is cruel! You want me to fight bosses now? There weren't any bosses before! And what's this about a Bunker?
  • That One Level:
    • Boom Town has players dragging highly sensitive explosives through an obstacle course.
    • The Bunker is obscenely difficult, especially the infamous "Wheel of Death"note  section near the end, where you run around the inside of a giant wheel.
  • That One Puzzle:
    • The multiplayer puzzle in Serpent Shrine. Here's the picture: There's a tunnel that has massive, flaming snakes running through it. They appear too fast to just run through. There are 3 balls that are lowered by winches, and can be grabbed. Up top, there is a button that lowers the winches, allowing the partner to grab onto one. Step off the switch, and the balls go back up. At the end, after the third ball, there are two Prize Bubbles. Understand, now? Well, it's just frustrating. Your partner will invariably be worse than you, and will either not grab on in time or step off/on the switch in time to get roasted by the snake. Did you know that if the person in the tunnel dies, you only have 4 chances, total? The puzzle's location is far in the level, making it irritating to get to. It's a subjective puzzle, since it depends on if your partner is absolutely PERFECT at doing one of the tasks. The player on the buttons has to be in the exact center or else the snakes will kill the other player regardless of being raised or not.
    • The multiplayer puzzle in the Great Magician's Palace in the first game is easier, but still irritating. The first part is the bad one, and it involves one player running back and forth pressing buttons to spawn cubes in a vertical shaft. The left button spawns a cube on the left, and the right one... well, it spawns a cube on the right. The trouble is that you need to move quickly, because the cubes will eventually despawn and leave Sackboy falling down to the bottom, but you also can't move TOO quickly, or else a cube will probably fall over and crush your Sackboy. When you get to the top, the game wants you to repeat this with the player on top jumping between buttons instead to spawn cubes for the player on the bottom, but you can just have the player at the top activate the checkpoint and have the player at the bottom kill themselves to spawn at the top. The second part is much easier than that; it just has the players syncing up their movements so that one spawns platforms for the other so they can get over a pit of fire.
    • Honorable mention goes to the 4X puzzles, but the trouble in that is merely getting four players together to attempt them.
  • That One Sidequest:
    • Getting 100% completion in every area of the game is an exercise in futility. Completion of some of the harder areas like "The Metropolis" or "The Canyons" is possible, but to ace "The Islands," "The Temples," and "The Wilderness" AND obtain all of the items in the stage is practically a superhuman feat. The worst offender is a spinning wheel of death that will throw you into an instant-death electrocution if you have not either: A) perfectly memorized the working's of LBP's physics system, or B) inherited a sort of muscle memory due to playing that part of the stage over and over. You'll still feel stupid when you find out how to do it the easy way.
    • Acing Boom Town. You have to beat the level without dying. Said level's primary theme is explosives. That you handle manually. Which is easy enough to do if you're careful (provided you don't accidentally stand on the wrong part of one of the switches). Then you get to the final stretch, and they throw jetpacks into the mix (more specifically flying under a series of three pillars with precise timing, then dropping a bomb on some terrain. At least twice).
    • Really getting 100% completion on Boom Town this level is arguably worse, given that at least one chunk of items requires another player (and reminding you once more that this is the explosives level... With friends like these...).
    • There's also getting hundred percent completion on the Serpent Shrine level. It's not acing the level that is difficult (Although the boss fight is pretty irritating), it's the multiplayer puzzle where you must have one person manually raise and lower the fuzzy balls that bring safety, while another person goes through a tunnel of snakes. While most multiplayer puzzles can actually be completed by yourself using two controllers, this is not one of them. Only people with videogame-themed superpowers are able to pass through the tunnel with success. Even worse, what the other person is doing is always far easier-looking then it actually is, which can lead to profanity.
  • Ugly Cute: The Collector is actually rather cute for a villain, especially one made of cardboard.

LittleBigPlanet 2:

  • Awesome Ego: Avalon Centrifuge, the greatest creator who ever lived! Creator of Science!
  • Difficulty Spike:
    • The second game's levels are overall easier to beat compared to the first game. Cue the last world, The Cosmos, which is cosindered to be much harder than all other previous worlds, on par with levels from The Canyons or The Wilderness from the first game.
    • Apart from using double-life checkpoints, the Cross-Controller DLC's difficulty is on the same level as that of LBP 1. The DLC only has 4 levels, however three of them are extremely long, involving level-links and additional areas which have to be played on the VITA. So if you messed up while trying to ace the level , you may restart from the very beginning. And in case you're wondering if the 4th. level is more manageble: It's a Boss-Only Level against a giant robot who spams out lots of laser bullets which will One-Hit Kill you, no matter where you've been hit. And if you somehow managed to avoid all of this the boss will at one point use a large laser beam, which occupies almost the entire battefield, moves and lasts for severals seconds. And if avoided THAT there's still some tricky parkour involved inside the robot. On the VITA. Needless to say, acing the Cross-Controller-DLC definetely deserves a gold trophy as an achievement.
  • Ensemble Dark Horse:
    • Clive Handforth. He's a nigh-impossible-to-hate combination of adorable character design (he's made of office supplies!), varying degrees of cynicism, and tendency to utter the best lines in the game. Perhaps if he'd cheer up if he knew he had so many fans! Or not.
    • Eve too. Half the game's fanart is people Shipping her with Clive.
  • Good Bad Bugs: The Robobun and the Mechapup can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
  • Growing the Beard: The first game was generally regarded as not too bad, but lacking in assets that would allow players to create complex things quickly and efficiently. LittleBigPlanet 2 introduced a slew of new options, such as Logic, Controllinators, and Sticker Panel, that granted players the ability to make all sorts of things, branching out extremely far from platformers and into anything they could imagine.
  • Magnificent Bastard: DC Comics Premium Level Pack DLC: Lex Luthor is once again the brilliant Arch-Enemy of the Justice League, as well as the leader of the Dark Alliance. Plotting to use the heroes to power his mecha suit to Take Over the World, he invades the Watchtower and abducts each member before they could react, placing them all over the world with his Dark Alliance members watching over them, each one also being guarded by harrowing platforming challenges. Operating many of the traps himself during the final stage, he manages to get his mech to full power before challenging Sackperson to a duel, putting up a good fight before being beaten.
  • Nightmare Fuel: The ending of the Introduction level, where the Negativitron begins sucking up the entire level, can invoke this; mainly due to the sheer Mood Whiplash from a happy-go-lucky first level to a major catastrophic event. The tense, panicky music and the fact that you can see random objects from the level that you just played being sucked up really sell just how much of a threat The Negativitron really is, even before he is properly introduced.
    • The Negativitron himself is no slouch either; It's a giant vacuum cleaner with red, reptilian eyes and pink, jelly-like horns.
  • Pyrrhic Victory: The ending of the Cross-Controller DLC for BOTH the Big Bad and Sackboy's allies, some space spirates. The Big Bad is defeated and the treasure retrieved which both parties were fighting for. Cue the first mate telling the captain that said treasure is onboard a rescue caspula...the same capsula the Big Bad was imprisoned in and sent into space by the pirates. Cue a loud scream by the captain. Cue the Big Bad realizing that the treasure is inside his tiny caspula. Cue another loud scream.
  • Scrappy Mechanic: The Grappling Hook. Dear God the Grappling Hook. If you try to swing back and forth to gather momentum, you will end up reeling yourself up into whatever you're hooked onto 95% of the time.
    • It got better, and the thing is a little easier to use, fortunately.
  • Suspiciously Similar Song: The cinematic track "Space" begins exactly the same way as Also sprach Zarathustra, but hits a different note and deviates from there. Especially odd, as Also Sprach Zarathustra is already in the game, but as a Funk remix, which wouldn't really be mood-appropriate.
  • That One Achievement: It's probably for the best that Secret Pins don't show up until you get them, as otherwise you'd always be seeing the most absurd of Last Lousy Points.
    • "Master of the Internets" is awarded for "run[ning] an awesome LBP2 fansite!"
    • To get "MM Picked"/"Team Picked", you need to create a level good enough to be featured in the MM/Team Picks section. If you're not creatively inclined enough, your odds of earning this are slim.
    • For "Molecule", you have to be hired at Media Molecule. Suffice it to say, most of the playerbase doesn't have this one.
    • "Special Friends" requires you to "Be a jolly nice game developer-love from the folks at MM."
    • "Touching Royalty" was infamous enough to have at least one player make a short film level series about it; you have to high-five Media Molecule employee Alex Evans - not ingame, in real life.
    • Acing every level, collecting all prize bubbles and achieving the platinum trophy also qualify, though downplayed when compared to the above mentioned in-game achievements.
  • That One Attack: In the Muppets Pack, many claim that the last attack of the boss fight is this. Basically, the boss begins slamming his hands on the ground, causing flaming debris to fall from the ceiling. The debris is very large and it falls very quickly, while the attack in question lasts for 20 seconds. It's very easy to lose your Ace run to that attack alone.
  • That One Boss: The main story's Final Boss is often claimed to be this. Probably comes with being the last level of ''The Cosmos''.
  • That One Level:
    • While there's nothing on the level of The Bunker, there are a few that are infuriating to ace, especially two-part levels. Of note is Full Metal Rabbit in The Cosmos. The first part of the level pits the player against several guard towers with bad guys tossing impact explosives at the player. To proceed, these impact explosives must be tossed back at the towers to destroy them. Later on, there are several platforms over fiery pits; each platform has a bad guy shooting flamethrowers at regular intervals. Mess up the timing on one of them and you're dead, spoiling your Ace run. The second part has the player riding the Robobun, which has unforgiving Jump Physics, extremely floaty movement, and no attack capabilities except for a power stomp. This entire section is filled with enemies that can One-Hit KO you with blasts. Good luck in trying to learn the timing of the final three turrets before the goal...
    • Where In The World Is Avalon Centrifuge? is no slouch either, with tough grappling hook sections and various formidable enemies that notably do not die when their creature brain is popped; the winged enemies in particular will chase you relentlessly until the Sackbots you've been herding shoot them down with lasers. The Sackbots tend to waffle a bit when faced with enemies they're supposed to be shooting and it begs the question of whether it would have been easier if the player had the laser helmet instead. It's easy to spoil the ace by getting greedy and stomping the winged enemies in the wrong sequence, only to be unable to run back to safety in time as they corner you.
    • For reasons mentioned above at Difficulty Spike, all 4 levels of the Cross-Controller DLC can almost be consindered Brutal Bonus Levels for those who were quickly bored after acing the main story.
  • Unintentional Uncanny Valley: Victoria von Bathysphere has a rather realistic organic-looking head and face, especially in comparison to the rest of the characters. Combine this with her super-deformed proportions and robotic body, and players might find her appearance little unsettling at first.

LittleBigPlanet PS Vita:

LittleBigPlanet 3:

  • Anticlimax Boss: The final Titan is pretty easy if you are even only semi-decent at the game.
  • Broken Base: If Sumo has done a good job fixing the game or not, if the story mode's any good, if the new features are even necessary, if the new DLC packs are any good, the list goes on.
  • Contested Sequel: Due to the rushed launch of the game and the many bugs that it had (some of which are still lurking), many fans stuck to LittleBigPlanet 2 for a while.
  • Ensemble Dark Horse:
    • General consensus among the Sackfolk of the Imagisphere is that Marlon Random is the most memorable and memetic character in the game.
    • Newton is also well liked with LittleBigPlanet fans and forums, with even some of the detractors of the game enjoying his antics, calling him a redeeming factor. It helps too that he's voiced by Hugh Laurie and a Large Ham to boot. He's an odd case of a Likable Villain in the series, with players feeling bad for him in the end. The amount of fan art and work done for him is comparable to Wheatley and Magolor.
    • Rusk, the Dummied Out precursor to Oddsock, who would have served as a Power Up Mount, is greatly preferred to their successor in circles that know about the many prototypes of the game.
  • Fountain of Memes: Almost everything Marlon Random says has become a meme.
  • Good Bad Bugs:
    • The issues with levels intended for previous games can have some pretty hilarious consequences. To provide an example from the DC Premium Level Kit for 2, when trying to play it in 3, Wonder Woman will hold up an empty cage that's supposed to have Cheetah trapped while she brags about her capture, and when Batman tries to demonstrate the glide-enabling Hero's Cape powerup, he misses the ledge he's supposed to land on and crashes to the ground. (These two bugs have been fixed now.)
    • A glitch with the Sackpocket and the Boost Boots can allow the player to fly anywhere with the Boost Boots. First, equip the Boost Boots and dash in the direction you want to go in. Then, while you're dashing, quickly open the Sackpocket and switch to another item, then back to the Boost Boots. When you put the Boost Boots back on, you'll be able to dash again. Now repeat this, and you'll be able to go anywhere that isn't blocked off. This can cause hilarious effects, like flying over all of the traps and skipping straight to the end of the level. It's even possible to get to "The Heroes Finally Defeat Newton...Oh"note  without even unlocking Swoop or the two marbles you need to get him. Instead, it's possible to play "Masque Maker's Tower," get the Boost Boots, leave, and skip to the former level. An example of the Flying Boost Boots can be seen here. (This glitch has been patched.)
    • Another glitch, as discovered by FattyMcIntosh, allows the player to access Create Mode while in the Pod. (This has been patched.)
    • Thanks to some bugs that allowed players to access Create Mode in the Story Levels(!!!), players got their hands on some things. These include an unreleased costume, logic that detects what system the player is on, an RGB color editor for making VERY specific colors, the Bunkum Planet decoration used in the Introduction, and even the freaking CREDITS! (Now patched.)
    • In "Newton's Airship", at the end of the level, you have to use the Pumpinator to blow two things into place to open access to the "Super-Vertical Infiltration Station". The game expects you to put them in place quickly, but if you use the Pumpinator to make the thing go up very slowly by tapping the R1 button, the cutscene where Newton jumps into the SVIS triggers early, causing him to jump into the not-yet-open hatch. Then Sackboy can jump into the SVIS and enter the Controllinator, which causes the rocket to take off without Newton and the SVIS to begin flying around without Newton.
  • It's Short, So It Sucks!: The original game had 8 worlds with 3 levels each (4 for the Gardens because of the Introduction and 4 for the Wilderness because of the Boss-Only Level) and 3 side levels. The second game had 6 worlds with 5 levels each (6 for DaVinci's Hideout because of the Introduction) and 3 side levels. This game has only 4 worlds with 5 levels each and at least 2 side levels (5 for Manglewood, 3 for the Ziggurat, and none in the Prologue). However, thanks to the Dynamic Thermometer setting, the levels are longer than they used to be. One contributing factor is how little time the player gets to spend with the three new characters. They are only given a handful of levels, as compared to LittleBigPlanet 2 which often used and expanded a gameplay concept in five different levels. This results in the final boss being trickier than intended as the player has little experience using the new heroes. It also doesn't help that, without the Sackpocket, the three new heroes have much shallower gameplay than Sackboy.
  • Memetic Mutation:
    • Swoop is OP Explanation
    • To anyone who's played the game, most of the things said by Marlon Random says is a meme. Some highlights of his include "Did you know you can scamper up walls?", "Aw nuts, a plot twist! The elevator ain't gonna move until we refill the cup with milkshake." and "This music's pretty catchy, huh?" This explains it pretty well. (And yes, that is an edited version of a story level.)
    • El Jeff's quotes have also gained a similar prominence within the community, most notably from glitch discoverer and satirist dominatordompix, who has used the storyline voice clips in many of his levels (an example is this level, a mockery of Jeff the Killer creepypasta survival levels).
    • Any time the Pumpinator comes up, you can expect many sex toy jokes to be made, since every description of it talks about its abilities to suck and blow things.
  • Narm: The final scene of the game where Newton and the gang are falling out of the sky would probably be a bit more dramatic if Newton didn't let out the exact same scream twice in a row.
  • Obvious Beta: The initial release had Loads and Loads of Loading, even on the digital version, severe framerate drops even on levels from previous games, and an annoying bug that prevented stickers from being placed anywhere in Create Mode. In addition, there are some slight engine differences which mean that some 2 and 1 levels will behave oddly, either distressingly or hilariously.
  • Only the Creator Does It Right: LittleBigPlanet 3 was made primarily by Sumo Digital, rather than Media Molecule, and it's regarded the lowest of all of the franchise's games, due to, among other things, a bad launch loaded with bugs, a lackluster and short campaign, and only one DLC level kit that actually contains multiple levels, rather than just one made to give goodies.
  • Porting Disaster: Within itself. Levels intended for 2 or 1 may not function correctly due to subtle engine differences, some of which can make more complicated, precision-requiring levels completely unplayable. 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!
  • Ron the Death Eater: Pinky is sometimes subjected to this. People exaggerate her Heroic Comedic Sociopath tendencies and make her a complete villain.
  • Scrappy Mechanic
    • The way that level loading works. To understand, let's compare it to LBP2; in that game, you can select the level and press X to start loading it. While it loads, you can read reviews and comments and look at pictures taken in the level. If at any time, you decide that you don't want to play it, you can back out with Circle and look for something else. But in LBP3, if you press X on a level, it will immediately take you to the white loading screen, and if you accidentally pressed X on a level you didn't want to play, no amount of mashing Circle will stop it, meaning that you HAVE to load the level first, then leave the level when it finishes, and then wait for the loading to finish.
    • More like Scrappy Lack-Of-A-Mechanic, people were really irritated with the removal of Dive In, an option that lets you look for games to join or people to join you. Averted as of 1.12, which added the function back in and improved upon it.
    • In the transition from LBP1 to LBP2, if you bought a special edition of LBP1 that came with free DLC, said DLC would carry over to LBP2 at no charge. Not so with the LBP2-LBP3 transition; if you got any special edition of LittleBigPlanet 2 that came with DLC, none of it carries over.
    • Similarly, while LBP2 had an option to make LBP1 levels playable in LBP1 only, there's no equivalent option to restrict LBP2 levels, compounding the Porting Disasters that can occur due to subtle physics and logic tweaks.
  • The Scrappy: Many of the one-off Creator Curators are not very well liked within the community, but Irene has the least fans. This is mostly due to a combination of her design being fairly unappealing compared to the rest of the cast and her voice. It doesn't help that her dialogue makes her sound accidentally a bit murderous.
  • That One Level: The Great Escape is this for some, especially considering the little amount of experience one has with the three heroes. It's quite a difficulty spike, and a surprising one at that.
  • Tough Act to Follow: The various bugs and issues that the game came with at launch made it hard for it to live up to the positive reception of the first two games, and despite improving though updates, it hasn't been able to completely recover from the loss of a chunk of the fanbase.

LittleBigPlanet Karting:

  • Sequelitis: As controversial as LBP3 was, this one had fans trying to forget that it existed. Sony didn't treat it well, and as a result it was poorly-received and fans pretty much gave up on it.
  • That One Boss: The Firepede fight at the end of Eve's Asylum. It has multiple weak spots which, when destroyed, leaves behind a trail of instant-kill slime. Destroying these weak spots at the wrong time will usually leave the player no choice but to die.
  • They Changed It, Now It Sucks!: Say goodbye to the wonderful Music Sequencer!

Sackboy: A Big Adventure:

  • Broken Base: While few would say it's a straight-up bad looking game, the actual artstyle and animation have become points of contention. Some find say that it evolved the series' staple arts-and-craft style to the best it has ever looked with animated cutscenes on the level of big-budget cartoons, while others find it to be overproduced and lacking the homemade feel that the mainline games had.
  • It's Easy, So It Sucks!: A Big Adventure is far and away the easiest installment in the series, with even the Knitted Knight Trials not being especially challenging to get through.
  • Magnificent Bastard: Vex initially comes off as a generic supervillain until his true colors are revealed. Planning to use a machine to throw Craftworld into chaos, Vex kidnaps the residents of Loom and has them work on his machine, while purposely letting Sackboy escape. After seemingly dropping his plans in the process and later fighting in an underwhelming manner when encountered, Vex eventually reveals to Sackboy that he dropped them on purpose so that he can get the MacGuffins which power his machine for himself, stealing them all from him and engaging him in a much more intense battle. Even after he's seemingly defeated, it's revealed that Vex had escaped and activated the Topsy-Turver already, planning to replace the Tree of Imagination with it to become a god. Nearly winning in the end, Vex proves to be the craftiest foe Sackboy's faced yet.
  • Nightmare Fuel: The cutscene before Vex's third boss fight has Vex drop from the ceiling like a spider in front of Sackboy; he then picks up Sackboy and squeezes him, causing the little guy to cry in pain.
    Vex: The Imagisphere has already been cast into darkness! This is the land of Uproar now. And I'm the god of nightmares who rules it!
  • Older Than They Think: This is not the first time a LittleBigPlanet game didn't have Stephen Fry as its narrator — the LittleBigPlanet 2 Move Pack DLC had Morwenna Banks narrate over the story in his stead, though the key difference being Fry still introduced the expansion before passing off narration duty to Banks.
  • So Okay, It's Average: Once it finally released, the general consensus the game received was that it's a perfectly competent albeit bland and slow 3D platformer.
  • Suspiciously Similar Song: "Psyche Rock (Malpaso Mix By Fatboy Slim)", the song used in the Tomorrowland-themed "The Struggle is Rail", sounds distressingly like the Futurama theme song, but the bells never play in a rhythm that makes the two match up.
  • Tainted by the Preview: Let's just say that revealing a LittleBigPlanet game with no create mode and very minimal outfit customization did not go over well with longtime fans.
  • They Changed It, Now It Sucks!:
    • The fact that the game ditched nearly all of the creation aspects in favor of being a more straight-forward 3D platformer did not sit well with fans, as most felt that removing them stripped the series of the things that made it unique to begin with.
    • The total absense of Stephen Fry was also criticized by fans as his narration was a staple element of prior games, with even PlayStation All-Stars Battle Royale including him.
    • By far the most reviled change, however, was Sumo's decision to characterize Sackboy. While Sackboy had always been a 'character' in the sense that he was the face of the franchise, the actual games never gave him any proper characterization as to allow the player to project themselves onto him (as evidenced by every story character in the games referring to the player character by gender neutral terms such as "Sackthing"). A Big Adventure went against this by giving him a voice, a more defined personality, and now referring to the player as "Sackboy" with exclusively male pronouns. Even those who enjoyed the game found this to be an offputting decision, as they found that by giving the player character more of a identity the ability to customize the character felt a lot more superfluous.
  • Unexpected Character: No previous characters aside from Sackboy were really expected to make an appearance due to the spinoff nature of this installment. Because of that, it came as a surprise to some players when they beat the first level and were greeted by LBP3's clothing store owner Zom Zom running another shop, especially since none of SABA's prerelease content referenced him.

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