LittleBigPlanet Gets Street Fighter DLC
Available as individual $1.99 downloads or a $5.99 bundle, the four costumes bring recreations of classic Street Fighter characters Ryu, Chun-Li, Zangief and Guile to the Media Molecule-developed PlayStation 3 platformer.
-
how bout they release a patch for the shittttty jumping in a game that is all about...JUMPING.
-
-
well, there is the spring boards...to time your jump on those to jump higher is pretty close to impossible. its all about luck from what ive seen. then there is the , gotto stand still to jump high, to get on a block not even all that high right next to you. finally the detection of edges. youll fall off an edge or youll jump, but its not a science...which it should be! also the game is short, there is only jumping and grabbing and the cuteness wears off pretty quickly.
-
Well I've heard people describing it as "floaty" and inaccurate, complaining that they find difficulty in making precise jumps like you can in other platformers. I think it was a conscious decision by the developer as it lends to the cartoony style of the game, and is pretty forgiving as it allows for the "steering" of your jumps in mid-air. In that respect I find it doesn't feel much different from a platformer like Mario or something, so I don't really get what the issue is here.
What does suck though is the problems that arise with the layers. The game is played in "2.5D" across 3 different planes, with the player able to move back and forth between them. There is a kind of auto-alignment that takes place sometimes when the game sees that the player is jumping near a layer, and decides that the player probably wants to go there. This can be agonising at times as it will repeatedly steer you away from where you want to be going, and there is a lot of trial and error. It occurs more on the user-created levels than the story levels in the game I found, where the creator has put layers and obstacles too close together.
The thing is though, that the feature is also really helpful sometimes. If it wasn't there then the player would be spending a lot of time changing to the right layer before they can jump onto something, and it also helps in running around dangerous obstacles. I can see why the developer put it there, but it can be a major pain in the ass sometimes too.-
floaty is accurate. it's because the game is highly physics driven. the same principles that let you grab on to sponges tied to ropes and swing from them (fun) governs the way they jump (not so fun).
It's takes some getting used to, especially judging heights and distances, something as simple as jumping over spikes can become a pain in the ass when the sack decides he doesn't want to jump as high because he's on a slight slope or something. After you get used to it, everything makes sense. including the 3 planes.
-
-