![]() ![]() It’s a pretty simple set-up but one that’s cleverly expanded on through the game as several different power-ups become available. You’ve got your X for jump, R2 for grabbing, square for punching and a few combinations for special moves, including a headbutt into the ground (X then Triangle) and a spin attack (O and then Square). These ideas extend out to the Knitted Knight Trials, which work similarly to the arcade levels on Moving Out, stripping out all aesthetic detail and relying heavily on speed and precision to beat the clock.įans of the franchise will be right at home with the controls but for those unaware, Sackboy eases you into all the different mechanics pretty quickly. You’ve also got your standard races called Remix levels, complete with a race against the clock and handy time deductions to try and secure the illusive gold on each of these across the worlds. There’s a great aspect of comradeship and with the ability to have up to 4 players joining the fray at once, there’s some lovely puzzles that force everyone to team up together despite some mid-game shenanigans that inevitably break out. Multiplayer levels are the real gem here though and rely heavily on teamwork. Thankfully the main story levels are fun enough to look past this and that’s before mentioning the slew of side content too. Given the abundance of material in Craftsworld, at times it feels like only a few different variants have been used to build everything together which is a bit of a shame. Within most of these dark and dingy areas, the same sort of colours tend to crop up and rely heavily on neon-lit walkways. Strangely, the game does feel somewhat muted at times, most notably during the levels that take place inside. There’s a distinct arts and crafts aesthetic which includes cardboard animals and monsters flailing in the background, lots of stitching and other little artsy details to feed into the feel of this being set in Craftsworld. Visually, the game nestles amongst all the same quips and ideas we’ve seen before from this franchise. At the edge of each world are level gates which prevent you from reaching far-away worlds until you collect a certain amount of Dreamer Orbs (more on that later). Throughout your 6-8 hour adventure, the main slew of story levels are presented on a simple map that feels like it’s been ripped right from Mario. This simple narrative ultimately acts as a foundation for the platforming levels to take shape. ![]() Determined to take over Craftverse with his super-powered weapon known as the Tospy Turver, it’s up to Sackboy to collect the Dreamer Orbs and stop Vex before it’s too late. The story is pretty simple and revolves around a megalomaniac stitched puppet known as Vex. This is an excellent platformer that takes everything we’ve seen before and streamlines it into a cohesive, challenging and enjoyable title. Level design has always been one of the strengths for this series and Sackboy: A Big Adventure is no exception. With Media Molecule moving over to work on Dreams, Sumo Digital picked up the sack-shaped rights and produced a much broader title, one that introduced a slew of new characters but didn’t do much else to expand what we’ve seen before.Īs a new console generation lays before us, Sumo Digital return for a much more streamlined experience, cutting out the create modes of old and producing a good ol’ fashioned platformer – Sackboy-style. While Little Big Planet 2 expanded that idea with more levels and customization, Little Big Planet 3 felt like a step back for many fans. Media Molecule done a fantastic job bringing Little Big Planet into the fold, boasting intuitive creative tools, a unique aesthetic and some challenging platforming to boot. A Big Adventure For A New Console Generationīack in 2008, Playstation unwittingly paved way for a new mascot to join the Bandicoot-sized shoes left behind in Crash’s wake. ![]()
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