PlayStation Plus gets colorful 3D platforming fun this month in the form of Sackboy: A Big Adventure.
First released in 2020 and created by Sumo Digital, this UK-based developer draws on his previous experience in the platformer and multiplayer genres (LittleBigPlanet 3, Team Sonic Racing) to Created a charming yarn. Levels are imaginative and rewarding explorations, sometimes straying into music-driven stages fueled by pop hits. The collectibles are numerous and well worth discovering. Adorn your characters by providing secret pathways and increasingly attractive costumes.Co-op (up to 4 players locally or online) delights in the ongoing tandem of cooperation and competition .
To celebrate its launch on PlayStation Plus, we spoke with XDEV producer Mark O’Connor about the game’s origins. O’Connor shares his sketches of some early concepts, offering insight into how the core gameplay pillars were formed.
Highly interactive 3D world
“The concept for Sackboy: A Big Adventure began in 2017. The original pitch was simple (to put it mildly): At its core, Sackboy: A Big Adventure is an entirely new story set in Sackboy’s familiar hometown. It was to be a new platforming experience.Craft World; Beat levels, fight bosses and save the world!
“We wanted to reimagine the LittleBigPlanet franchise in a vibrant (and for the first time ever) fully 3D environment with familiar physical sensations woven into the DNA of the game. Advanced real-time physics creates highly interactive 3D worlds: fabric stretches and tears, sponges squish and absorb, balloons inflate and burst, liquids It dries up or runs off.
Caption: These early concept sketches show how real-world materials influenced the look and feel of the level and its inhabitants. At the top is a Himalayan-like area constructed of sculpted foam and metallic paper, and at the bottom are enemies with cardboard cylinder halos.
“We wanted to make sure there was something new and fresh around every corner, giving each level its own twist. We wanted to make sure it was responsive, yet still had accessible controls and was delivered by the PlayStation 5. I took advantage of the ability to
Levels tailored for both solo and multiplayer…
“LittleBigPlanet titles have always been designed as games that can be played solo or co-op, and this was something we didn’t want to change with Sackboy: A Big Adventure. Sackboy’s first 3D platforming adventure can be played solo or in It’s always been important to us that we can play with family and friends, and that every player can create and control their own Sackperson.
“So Sackboy: A Big Adventure started from the ground up as a four-player co-op adventure with fun physical character interactions that give players a variety of ways to work together (and target each other). We wanted to encourage players to work together to push, pull, slap, and roll on objects (and each other).
“One great example of this is stacking Sackboys and Sackgirls to create an unstable ‘Sack Totem’ that can reach hard-to-reach places. These different ways to play make the game truly co-op. Players now have more meaningful interactions and aren’t just running side by side on the same level.
“Players of all abilities can participate! A simple catch-up mechanic ensures that no one is left behind. If one player can climb over obstacles, so can everyone!”
…and fun competitive co-op
“We wanted to create a rich social experience with co-op and competitive mechanics so players of all skill levels can enjoy the adventure together.
“Playful interactions and scoring mechanics create plenty of opportunities for friendly competition. Trigger flash events to be the first to get showers of prize bubbles. Slap your earned collectible bell currency out of your friends’ pockets.Score the highest in a level for bragging rights and a winner’s trophy at the end of the level.
“Early on, we wanted to introduce character customization options that allow players to express themselves and make Sackperson their own… Now, add a photo finish at the end of the level. What better way than to do that? This way you can bask in all its glory and focus on the pose you want to show.
“And have you ever really played the game of Sackboy? !”
High level play with exploration rewards
“We wanted a level of difficulty that welcomed new players and scaled as they progressed and gained experience.
With the desired unlockables and rewards, you can continue playing. Some are in the general gameplay path, others need to be explored. That means there are always new areas to explore and new experiences to enjoy with Sackboy and friends.
“All of this comes together in a rich narrative that provides a sense of purpose and gives context to gameplay.”
music themed levels
“The franchise has a history of using music in creative ways, and we wanted to incorporate a wide range of music from up-and-coming leftfield and world music artists into the many world soundtracks of Sackboy: A Big Adventure. I was.
“But major international pop hits have never actually been featured. The challenge is what can be done with these famous songs that surprise and delight players. The answer was to design a level around the song, which the team at Sumo did brilliantly.
“There were some design considerations. The song had to run at an ideally set tempo and contain sections (verse, chorus, bridge, etc.). We looked at where it was set to see if it had the right lyrical or thematic content, and a “jungle boogie” in the jungle makes a lot of sense.
“Ultimately, the designers went out on the town and synchronized the tracks to events on these levels. For us, all levels are musical levels, but these stand out as examples of great harmony.
“check out soundtrack and Authorized playlist After playing the game, put a swing in your step!
Sackboy: A Big Adventure is available now for PlayStation Plus members.view the details here.