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It
probably speaks volumes about my character that I like to consume more than create. It's
not even that I don't think I'm terribly uncreative; it's just easier to read, watch, or play something
someone else MORE creative made. That's probably why I like LittleBigPlanet so much. The LittleBigPlanet
series is widely known for its games' ability to create fantastic single player and co-op
platforming experiences supplemented by an immensely robust, and, at least to me, complicated
creation system. It's what others do with those tools that draws me to Sackboy's imaginative
world, sure, but I've always enjoyed the story levels more than most. It helps that co-op
exponentially increases the fun factor, but a LittleBigPlanet game with MANDATORY, offline
co-op, no Media Molecule, an absent creation system, one set of levels, and the...PlayStation
Move for $5.99? LITTLEBIGPLANET: SACKBOY'S PREHISTORIC MOVES
is a strange release. A stand-alone spin-off download on PSN before LITTLEBIGPLANET 2 that
was actually bundled with it on release, PREHISTORIC MOVES is obviously meant to show off Move
and its features in LITTLEBIGPLANET 2. Except that it runs on the first LITTLEBIGPLANET
engine, a strange MOVE if it was indeed supposed to drum up hype for the sequel. It might have
had something to do with development being delegated to Xdev, a team in within a team
of Sony's first party studios as I understand it. But even with all these apparent detractors
on the surface, PREHISTORIC MOVES proves to actually be a fun little diversion...provided
you have Move and a friend to play it with. The game is mostly a standard LITTLEBIGPLANET
game; up to four players can go through fantastic displays of prehistoric platforming genius.
But the requirement of Move throws a fifth player into the mix (or second or third or
fourth...ok you get it). So certain parts of the environment are clearly
labelled as something the wand of motion must point at with a bright pink hue. This may
involve raising platforms, launching catapults, or opening a dinosaur skull's jaw all in the
interest of allowing Sackboy to progress. Beyond that, it's the original LittleBigPlanet
game in regards to straight platforming and polish. Level design is thoughtful, in some
cases more so with Move's consideration. The prehistoric theme never truly gets old, and
character and environment design has that same handcrafted LBP charm we've all come
to love. But everything else we've come to love about LittleBigPlanet is conspicuously
absent because of this fact. Costumes are kept to the prehistoric theme,
and the special bubbles, prize bubbles without a prize, are apparently only meant for completionist
purposes. The lack of a creation system can't really be used to take away from this game;
that's not the point of the game. And, after all, despite its stand-alone release, the
narrator, who is as great as ever by the way, does reference it as a demo. In that context,
its length can't really be too heavily criticized...but it is six dollars. PREHISTORIC MOVES' ten
levels can be completed very quickly, constituting a one hour straight playthrough. But the one
hour is a fun experience, its level of fun relative to your
disposition towards the mostly ignored Move peripheral and your love for LittleBigPlanet.
Because if there's one definitely positive thing to be said about LITTLEBIGPLANET: SACKBOY'S
PREHISTORIC MOVES, it's that it feels like a LittleBigPlanet game. A lot of spin-offs
can't say that. But you have to decide if that's worth six dollars...if you have Move.
And friends.