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However, an unlikely trio has banded together to stop them: Brandeis, a freelance hacker and enhanced human, Akara-184, an android that used to perform implant surgeries for Supercontinent, and Donovan, the implant-free human owner of The Red Strings Club. You will cycle through the three different characters and throughout the game, you will be given choices that will influence the way that your journey unfolds.
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The player begins inside their own "pod", a personal space from which they can access the three modes of gameplay, and decorate the room with stickers and decorations.[15] Initially, only the Play mode is available and the player must complete some tutorials, narrated by Stephen Fry;[16] once the basics are mastered, the player is free to play the rest of the game, having completed the tutorials.[17]
LittleBigPlanet's origin lies in a conversation between Media Molecule co-founders Mark Healey and Dave Smith after a cinema visit to see Howl's Moving Castle.[46] Healey and Smith discussed a game that had character controls similar to their previous game, Rag Doll Kung Fu, that would be playable on a console. Healey and Smith left Lionhead Studios in December 2005 along with another Media Molecule co-founder Alex Evans and art director Kareem Ettouney, and managed to arrange a meeting with Phil Harrison, the then-head of development for SCE Worldwide Studios. They created a prototype of their idea, a game called Craftworld, a physics-based, 2D side-scrolling game, with a place holder character called Mr. Yellowhead.[47] Mr. Yellowhead's arms were controllable with the right analogue stick of the PlayStation 2 controller that Media Molecule had connected to their PC,[46] whilst his legs were controlled with the left stick. The object of the game was to guide Mr. Yellowhead past a number of obstacles by grabbing onto objects and pushing or rolling them around.[47]
On 17 October 2008, SCEE instigated a worldwide recall of LittleBigPlanet and announced the game's release be pushed back,[66] after a PlayStation Community member reported the lyrics to one of the licenced songs in the game included passages from the Qur'an and could therefore be offensive to some Muslims.[67] The song, entitled "Tapha Niang", was by Malian artist Toumani Diabaté, himself a devout Muslim.[68][69] The game was patched twice, the day before its release for players who had received the game early, before its intended release date. The first update did not affect the song, and was released to patch online issues, modify jetpack controls, and add further costumes,[70][71] whilst the second updated the game to remove the vocals from the track, leaving only an instrumental.[72] Some American Muslims responded to the recall and stated that they were offended by the restriction of freedom of speech. M. Zuhdi Jasser M.D., head of the American Islamic Forum for Democracy, was quoted as saying, "Muslims cannot benefit from freedom of expression and religion and then turn around and ask that anytime their sensibilities are offended that the freedom of others be restricted."[73]
In April 2009, Media Molecule released a free software update dubbed "Cornish Yarg", the first major update for the game. New features that were introduced with this update include the ability for the user to play their own music from the PlayStation 3's hard drive whilst in their Pod or in "Create" mode, the ability to turn a prize collection in user-created levels on or off and improvements to the character customisation process. Changes were also made to some creation tools including the ability to hide mechanical objects such as bolts and pistons.[92] Shortly after this update, Creator Pack 1 was released as a free piece of downloadable content. This pack added new Create mode tools including a new type of checkpoint which provides the player with an infinite number of lives for a given section, a tetherless version of the jetpack and a power-up removal marker which forces the player to drop any power-ups such as the Paintinator or jetpack. The update also included a tool to allow the creator to trigger changes in the entire level's lighting and other environmental settings, when the player passes a certain point or performs an action.[93][94]
Some reviewers have criticised the game's control system. Eurogamer's review stated that the jump timing sometimes feels "off by a fraction of a fraction of a second" and that this can be a minor annoyance when attempting challenges which require dexterity and timing.[106] In IGN's review, Chris Roper also reported issues with the control system stating that the game's heavily physics-based gameplay "left a few corners on what should have been a razor-sharp control scheme". He goes on to say that the character acceleration and deceleration "isn't as quick as it could be" but that his biggest complaint is the way the game handles player movement between foreground, middleground and background on the 2.5D plane. He says that "there are instances where it doesn't do what you want it to do, and these points stick out like a sore thumb." This is an issue that has been raised by Media Molecule's co-founder Mark Healey who stated in an interview that "The Z [axis] movement is an incredibly hard thing for us to get right. There's times when it annoys me actually." He went on to say they would continue refining it, suggesting improvements via a future update[131] IGN's review commented that the story mode ended "in a somewhat disappointing manner" and the story as a whole doesn't make sense.[13]
The ten best selling games are no longer given sales figures, meaning that curious industry onlookers are left to piece together scraps of information given out by console manufacturers, games publishers, public relations teams, and various clues scattered by analysts and investors that do subscribe to the full reports. 2ff7e9595c
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