Little Big Planet's emphasis on creativity is completely embodied by its mascot, Sackboy. This endearingly cute rag doll acts as a blank slate for your creativity, and as you collect new materials and clothing in the story mode, you can constantly try out new looks. You can dress him up in costumes, add accessories such as hats and glasses, and even change his covering from that familiar brown to a particularly gaudy pink. Sackboy is also highly expressive, and you can use the controller's triggers and analog stick to move his arms and even smack unruly players. The D pad controls his facial expressions: up for happy, down for sad, left for scared, and right for angry, and repeatedly tapping in that direction further emphasises these emotions. You can also use the motion sensor to move Sackboy's head and hips, nodding knowingly if you win a level, at least until someone inevitably smacks you in the face for being so smug. With so much control over your character, you often end up spending a good deal of time just changing clothes, pulling faces, and maybe even sticking a "LOLZ" sticker on your buddy's forehead.
The main story mode follows a sequential progression, so you open up new levels by completing them in order. However, even when you've finished a level, you'll want to return to collect the hidden items, keys, and point bubbles that you likely missed the first time around. Collecting items allows you more creative freedom in the form of stickers and costumes, whereas music and materials can be used in the creation mode afterward. You can also collect loot drops by putting stickers down in certain places, and there are puzzles that you can only solve by playing in the two- to four-player mode. These include gates that can only be opened remotely, objects that require multiple characters to pull, and in one brilliant scene, a car driven by one character while another dangles on a trapeze underneath.
Little Big Planet poses a bit of a dilemma; it's miles more fun in multiplayer, but also more flawed. Figuring out the puzzles and experiencing the set pieces for the first time with others is one of the most memorable experiences we've had this year, and chances are that you'll find yourself recounting the best moments with your friends afterwards. Unfortunately, there's a downside to playing in multiplayer, and it's something that often afflicts platforming games: the camera. It frequently struggles to frame the action, and considering many precision jumps are required, certain sections become nigh-on impossible. The generous spacing of respawn points lets you retry most of the tricky sections, but if you fail after using up your lives, you have to restart the entire level. There were many occasions in multiplayer in which we intentionally killed ourselves, just so that one player could try a section without the camera jerking around all of the time.
Sadly, with no scalable difficulty level and relatively few truly testing challenges, stalwarts of the genre will be able to reach the last boss in less than six hours. This isn't counting the time it takes to go back and collect everything, but the fact remains, you can see all the main levels in one prolonged sitting. Clearly, if the community jumps on the creation tools then this longevity will be extended, but it will take time and great skill from home designers to match the creativity and professionalism of Media Molecule's work.




