Double Eleven is a British video game developer and video game publisher based in Middlesbrough, United Kingdom. It was founded by former Rockstar Games developers, Lee Hutchinson and Matt Shepcar, in June 2009. In 2010 they began working on an undisclosed title with Sony Computer Entertainment Europe, revealed at the E3 2011 to be LittleBigPlanet for PlayStation Vita. In 2011 they joined the trade association TIGA. Between 2011 and 2012, Double Eleven were contracted to work with Sony Computer Entertainment Europe. During this time, they opened an additional studio in West Yorkshire. In 2013 they announced that they are working on a remake of Frozen Synapse - by Mode 7 Games - for the PlayStation Vita and PlayStation 3, entitled'Frozen Synapse: Tactics'. After finishing PixelJunk Shooter Ultimate for PS4 and Vita in June 2014, development for FS: Tactics took off and by 5 September 2014 it took on a new name of Frozen Synapse Prime along with a release date of 24 September 2014 for the PlayStation Vita.
Two months it was released on the PlayStation 3 and Windows. In August 2014, at Gamescom 2014, it was announced that they were working on the next PixelJunk game, Nom Nom Galaxy for the PlayStation 4 and PlayStation Vita and Goat Simulator for Xbox One and Xbox 360. Goat Simulator was released in April 2015. In February 2016, it was announced that Shahid Ahmad, who had headed up PlayStation's strategic content division in the UK for many years, had joined the board of Double Eleven in an advisory capacity. "Shahid's role in elevating independent games as a whole to the mainstream audience is remarkable, so it's a great honor to have his guidance as Double Eleven continues to grow in the games space.” Said COO, Mark South. In 2017 Double Eleven announced they were releasing two new titles, Super Cloudbuilt by Coilworks and Songbringer by Wizard Fu Games, which released between July and September. Double Eleven received recognition from GamesIndustry.biz, named one of the'Best Places To Work 2017'.
The company was featured in The Sunday Times Tech Track 100, placing at number 42 out of 100 with a sales rise of 92.32% over three years. Double Eleven official website
The PlayStation Portable is a handheld game console, developed by Sony Computer Entertainment and competed with the Nintendo DS as part of the seventh generation of video-game consoles. Development of the handheld console was announced during E3 2003 and it was unveiled on May 11, 2004, at a Sony press conference before the next E3; the system was released in Japan on December 12, 2004. The PSP was the most powerful portable console, it was the first real competitor of Nintendo's handheld consoles after many challengers, such as SNK's Neo Geo Pocket and Nokia's N-Gage, had failed. Its advanced graphics made the PSP a popular mobile-entertainment device, which can connect to the PlayStation 2 and PlayStation 3 games consoles, computers running Microsoft Windows and Apple Macintosh software, other PSPs and the Internet; the PSP is the only handheld console to use an optical disc format – Universal Media Disc – as its primary storage medium. It was received positively by most video-game critics and sold 76 million units by 2012.
Several models of the console were released. The PSP line was succeeded by the PlayStation Vita, released in December 2011 in Japan and worldwide in February 2012; the Vita has backward compatibility with many PSP games that were released on the PlayStation Network through the PlayStation Store, which became the main method of purchasing PSP games after Sony shut down access to the PlayStation Store from PSPs on March 31, 2016. Hardware shipments ended worldwide in 2014. Production of UMDs ended when the last Japanese factory making them closed in late 2016. Sony Computer Entertainment first announced development of the PlayStation Portable at a press conference preceding E3 2003. Although samples were not presented, Sony released extensive technical details. CEO Jose Villeta called the device the "Walkman of the 21st century". Several gaming websites were impressed with the handheld's computing capabilities and looked forward to its potential as a gaming platform. In the 1990s, Nintendo had dominated the handheld market since launching its Game Boy in 1989, experiencing close competition only from Bandai's WonderSwan in Japan and Sega's Game Gear.
In January 1999, Sony had released the successful PocketStation in Japan as its first foray into the handheld gaming market. The SNK Neo Geo Pocket and Nokia's N-Gage failed to cut into Nintendo's share. According to an IDC analyst in 2004, the PSP was the "first legitimate competitor to Nintendo's dominance in the handheld market"; the first concept images of the PSP appeared in November 2003 at a Sony corporate strategy meeting and showed it having flat buttons and no analog joystick. Although some reviewers expressed concern about the lack of an analog stick, these fears were allayed when the PSP was unveiled at the Sony press conference during E3 2004. Sony released a list of 99 developer companies. Several game demos such as Konami's Metal Gear Acid and SCE Studio Liverpool's Wipeout Pure were shown at the conference. On October 17, 2004, Sony announced that the PSP base model would be launched in Japan on December 12 that year for ¥19,800 while the Value System would launch for ¥24,800.
The launch was a success. Color variations were sold in bundle packs that cost around $200. Sony announced on February 3, 2005, that the PSP would go on sale in North America on March 24 in one configuration for an MSRP of US$249/CA$299; some commentators expressed concern over the high price, US$20 higher than that of the Japanese model and more than $100 higher than the Nintendo DS. Despite these concerns, the PSP's North American launch was a success. Sony said 500,000 units were sold in the first two days, though it was reported that this figure was below expectations; the PSP was intended to have a simultaneous PAL region and North American launch, but on March 15, 2005, Sony announced that the PAL region launch would be delayed because of high demand for the console in Japan and North America. The next month it announced that the PSP would be launched in the PAL region on September 1, 2005, for €249/£179. Sony defended the high price by saying North American consumers had to pay local sales taxes and that the Value Added Tax was higher in the UK than the US.
Despite the high price, the console's PAL region launch was a success, selling more than 185,000 units in the UK. All stock of the PSP in the UK sold out within three hours of launch, more than doubling the previous first-day sales record of 87,000 units set by the Nintendo DS; the system enjoyed great success in other areas of the PAL region. The PlayStation Portable uses the common "bar" form factor; the original model measures 6.7 by 2.9 by 0.9 inches and weighs 9.9 ounces. The front of the console is dominated by the system's 4.3-inch LCD screen, capable of 480 × 272 pixel video playback with 24-bit color, outperforming the Nintendo DS. On the unit's front are four PlayStation face buttons; the system has two shoulder buttons, a USB 2.0 mini-B port on the top of the console, a WLAN switch and power cable input on the bottom. The back of the PSP features a read-only Universal Media Disc drive for access to movies a
PlayStation is a gaming brand that consists of four home video game consoles, as well as a media center, an online service, a line of controllers, two handhelds and a phone, as well as multiple magazines. It is created and owned by Sony Interactive Entertainment since December 3, 1994, with the launch of the original PlayStation in Japan; the original console in the series was the first video game console to ship 100 million units, 9 years and 6 months after its initial launch. Its successor, the PlayStation 2, was released in 2000; the PlayStation 2 is the best-selling home console to date, having reached over 155 million units sold as of December 28, 2012. Sony's next console, the PlayStation 3, was released in 2006 and has sold over 80 million consoles worldwide as of November 2013. Sony's latest console, the PlayStation 4, was released in 2013, selling 1 million consoles in its first 24 hours on sale, becoming the fastest selling console in history; the first handheld game console in the PlayStation series, the PlayStation Portable or PSP, sold a total of 80 million units worldwide by November 2013.
Its successor, the PlayStation Vita, which launched in Japan on December 17, 2011 and in most other major territories in February 2012, had sold over 4 million units by January 2013. PlayStation TV is a microconsole and a non-portable variant of the PlayStation Vita handheld game console. Other hardware released as part of the PlayStation series includes the PSX, a digital video recorder, integrated with the PlayStation and PlayStation 2, though it was short lived due to its high price and was never released outside Japan, as well as a Sony Bravia television set which has an integrated PlayStation 2; the main series of controllers utilized by the PlayStation series is the DualShock, a line of vibration-feedback gamepad having sold 28 million controllers as of June 28, 2008. The PlayStation Network is an online service with over 110 million users worldwide, it comprises an online virtual market, the PlayStation Store, which allows the purchase and download of games and various forms of multimedia, a subscription-based online service known as PlayStation Plus and a social gaming networking service called PlayStation Home, which had over 41 million users worldwide at the time of its closure in March 2015.
PlayStation Mobile is a software framework. Version 1.xx supports both PlayStation Vita, PlayStation TV and certain devices that run the Android operating system, whereas version 2.00 released in 2014 would only target PlayStation Vita and PlayStation TV. Content set to be released under the framework consist of only original PlayStation games currently.7th generation PlayStation products use the XrossMediaBar, an award-winning graphical user interface. A touch screen-based user interface called LiveArea was launched for the PlayStation Vita, which integrates social networking elements into the interface. Additionally, the PlayStation 2 and PlayStation 3 consoles featured support for Linux-based operating systems; the series has been known for its numerous marketing campaigns, the latest of which being the "Greatness Awaits" commercials in the United States. The series has a strong line-up of first-party titles due to Sony Interactive Entertainment Worldwide Studios, a group of fifteen first-party developers owned by Sony Interactive Entertainment which are dedicated to developing first-party games for the series.
In addition, the series features various budget re-releases of titles by Sony with different names for each region. In October 2018, Sony President Kenichiro Yoshida stated the necessity of the new PlayStation console. Yoshida said, it has become "necessary to have a next-generation hardware" to replace the PlayStation 4, now 5 years old. PlayStation was the brainchild of Ken Kutaragi, a Sony executive who had just finished managing one of the company's hardware engineering divisions at that time and would be dubbed as "The Father of the PlayStation"; the console's origins date back to 1988 where it was a joint project between Nintendo and Sony to create a CD-ROM for the Super Famicom. Although Nintendo denied the existence of the Sony deal as late as March 1991, Sony revealed a Super Famicom with a built-in CD-ROM drive, that incorporated Green Book technology or CD-i, called "Play Station" at the Consumer Electronics Show in June 1991. However, a day after the announcement at CES, Nintendo announced that it would be breaking its partnership with Sony, opting to go with Philips instead but using the same technology.
The deal was broken by Nintendo after they were unable to come to an agreement on how revenue would be split between the two companies. The breaking of the partnership infuriated Sony President Norio Ohga, who responded by appointing Kutaragi with the responsibility of developing the PlayStation project to rival Nintendo. At that time, negotiations were still on-going between Nintendo and Sony, with Nintendo offering Sony a "non-gaming role" regarding their new partnership with Philips; this proposal was swiftly rejected by Kutaragi, facing increasing criticism over his work with regard to entering the video game industry from within Sony. Negotiations ended in May 1992 and in order to decide the fate of the PlayStation project, a meeting was held in June 1992, consisting of Sony President Ohga, PlayStation Head Kutaragi and several senior members of Sony's board. At the meeting, Kutaragi unveiled a pro
Platform games, or platformers, are a video game genre and subgenre of action game. In a platformer the player controlled character must jump and climb between suspended platforms while avoiding obstacles. Environments feature uneven terrain of varying height that must be traversed; the player has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen. Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves; these mechanics in the context of other genres, are called platforming, a verbification of platform. Games where jumping is automated such as 3D games in The Legend of Zelda series, fall outside of the genre. Platform games originated in the early 1980s, which were about climbing ladders as much as jumping, with 3D successors popularized in the mid-1990s.
The term describes games where jumping on platforms is an integral part of the gameplay and came into use after the genre had been established, no than 1983. The genre is combined with elements of other genres, such as the shooter elements in Contra, Beat'em up elements of Viewtiful Joe, adventure elements of Flashback, or role-playing game elements of Castlevania: Symphony of the Night. While associated with console gaming, there have been many important platform games released to video arcades, as well as for handheld game consoles and home computers. North America and Japan have played major parts in the genre's evolution. Platform themes range from cartoon-like games to science fantasy epics. At one point, platform games were the most popular genre of video game. At the peak of their popularity, it is estimated that between one-quarter and one-third of console games were platformers. No genre either before or since has been able to achieve a similar market share; as of 2006, the genre had become far less dominant, representing a two percentage market share as compared to fifteen percent in 1998, but is still commercially viable, with a number of games selling in the millions of units.
Since 2010, a variety of endless running platformers for mobile devices have brought renewed popularity to the genre. Platform games originated in the late 1970s - early 1980s. Most, but not all, early examples of platform games were confined to a static playing field viewed in profile. Space Panic, a 1980 arcade release by Universal, is sometimes credited as being the first platform game, though the distinction is contentious. While the player had the ability to fall, there was no ability to jump, so the game does not satisfy most modern definitions of the genre. However, it influenced the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games. A difficult game to learn, Space Panic remained obscure as an arcade game, but the 1981 unauthorized clone Apple Panic was a hit for home computers. Another precursor to the genre from 1980 was Nichibutsu's Crazy Climber, which revolved around the concept of climbing vertically-scrolling skyscrapers.
Donkey Kong, an arcade game created by Nintendo and released in July 1981, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer. It introduced a modern icon of the genre, under the name Jumpman. Donkey Kong was ported to many consoles and computers at the time, notably as the system-selling pack-in game for ColecoVision, a handheld version from Coleco in 1982; the game helped cement Nintendo's position as an important name in the video game industry internationally. The following year, Donkey Kong received a sequel, Donkey Kong Jr.. The third game in the series, Donkey Kong 3, was not a platformer, but it was succeeded by Mario Bros, a platform game that offered two-player simultaneous cooperative play; this title laid the groundwork for other popular two-player cooperative platformers such as Fairyland Story and Bubble Bobble, which in turn influenced many of the single-screen platformers that would follow. Beginning in 1982, transitional games emerged that did not feature scrolling graphics, but had levels that spanned several connected screens.
Pitfall!, released for the Atari 2600, featured broad, horizontally extended levels. It was a breakthrough for the genre. Smurf: Rescue in Gargamel's Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner and its sequel Jet Set Willy continued this style of multi-screen levels on home computers. Wanted: Monty Mole won the first award for Best Platform game in 1984; that same year, Epyx released Impossible Mission, which further expanded on the exploration aspect and laid the groundwork for such games as Prince of Persia. The term platform game is somewhat ambiguous when referring to games that predate the widespread, international use of the term; the concept of a platform game as it was defined in its earliest days is somewhat different from how the term is used today. Following the release of Donkey Kong, a genre of similarly-styled games emerged characterized by a profile view of tiers connected by ladders; these included Kangaroo, Canyon Climber, Miner 2049er, Lode Runner, Jumpman.
The two most common gameplay goals were to get to the top of the screen or to collect all of a particular item, both of which are found in Donkey Kong. The North Ame
LittleBigPlanet PS Vita
LittleBigPlanet PS Vita is a puzzle platform video game developed by Double Eleven, Tarsier Studios and XDev Studio Europe. For the PlayStation Vita handheld game console, it is the fourth game of the main LittleBigPlanet franchise. The game was first announced in January 2011 along with the reveal of the PlayStation Vita console known as the Next Generation Portable, the first details of the game were revealed on 6 June 2011 at the Electronic Entertainment Expo, it was released on 19 September 2012 in the UK, 20 September 2012 in Japan and Australia, 25 September 2012 for the North American markets. As in previous titles in the LittleBigPlanet series, players control a character named Sackboy through a variety of worlds utilising the character's various abilities such as jumping and grabbing objects, it features various non-platforming mini-games. Numerous multiplayer options are available; as well as up to four-player online competitive or co-op gameplay, the PlayStation Vita's multi-touch display can be used by two players for competitive games.
"Pass'n'Play" is available, enabling turn-based gameplay. The Vita's rear touchpanel is used for pushing objects toward the player, creating platforms out of parts of the world. Players are able to share them online using the PlayStation Network; the PlayStation Vita's touch-screen display can be used to directly draw objects and platforms in the game world. As well as unique creation tools such as these, the game includes all of the tools available in LittleBigPlanet 2. Costumes bought from the PSN used to customise the player's character are transferable between the PlayStation 3 and PlayStation Vita games. Content can be shared over both Wi-Fi and a 3G network; the PlayStation Vita version of the game has tools from previous versions of LittleBigPlanet that have been adapted to suit the Vita's control system, as well as new tools such as the Motion Recorder, the Touch Sensor, the Touch Tweaker, the Touch Cursor, the Touch Material and the Layer Tool, all of which provide players with touch controls.
There are tools used for other purposes such as the Dephysicalise Tool, the Sticker Scrubber and a tool that makes a jelly like substance that Sackboy can pass through. Another new tool, the Memoriser, can store data between levels and play sessions. Additional Materials include a Waterfall Material. A bonus with BioShock costumes was included to those; the pack includes a costume of a Little Sister. A "Knights Of Old" Pack was announced, allowing you to dress as a knight, dragon or a princess. LittleBigPlanet PS Vita received critical acclaim, garnering metascores of 88/100 at Metacritic and 88.68% at GameRankings. Justin Calvert from GameSpot called the game the best in the series so far and stated: "This is the game that your Vita has been waiting for. For months, the shiny handheld has been aching to show you what it's capable of, with the arrival of Little Big Planet PS Vita, it has an opportunity to do so." Calvert, who gave the game an 8.5 out if 10, praised the "wonderfully varied" story levels, "excellent" controls, the "easier than ever" creation tools, but disliked tutorials for feeling incomplete.
Matt Helgeson of Game Informer wrote: "While LittleBigPlanet has settled into a comfortable groove, it’s still one of the best pure platformers on the market. LittleBigPlanet PS Vita is another stellar entry on Sackboy’s impressive resume." Helgeson awarded the game an 8.75/10 and spoke well of the overall design, the graphics, the soundtrack, the developers' ability to create a LittleBigPlanet game on par with the main games. In his review, IGN's Greg Miller concluded: "LittleBigPlanet PS Vita is the definitive LittleBigPlanet game. It's everything you loved from the past games boiled down into a package you can play anywhere at any time. You can collect prize bubbles while watching TV, download user-created levels at home and play them on a plane, sink the hours into learning create mode via 10-minute chunks at the Laundromat. There's all the new stuff like touch controls, games that don't involve Sackboy, the creation potential that could give you an endless supply of free games. Yes, the jumping is still floaty, the creation complicated and the load times a bit too long, but that doesn't stop LittleBigPlanet PS Vita from being an amazing experience."Sophia Tong of GamesRadar commended the narration by Stephen Fry, the controls, the story levels, saying: "LittleBigPlanet PS Vita encapsulates what the system can do, deserves a spot in your Vita library.
Running through each level is a charming and rewarding experience, regardless of whether it's to beat your friend's leaderboard score or if you're going after every collectible for that satisfying "pop" sound. When you feel like you've exhausted all your minigame options, what you can create in the Imagisphere with the game's powerful toolset is only limited by your imagination." Official website Official community site Double Eleven Limited official website Tarsier Studios official website
The PlayStation 3 is a home video game console developed by Sony Computer Entertainment. It is the successor to PlayStation 2, is part of the PlayStation brand of consoles, it was first released on November 11, 2006, in Japan, November 17, 2006, in North America, March 23, 2007, in Europe and Australia. The PlayStation 3 competed against consoles such as Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles; the console was first announced at E3 2005, was released at the end of 2006. It was the first console to use Blu-ray Disc as its primary storage medium; the console was the first PlayStation to integrate social gaming services, including the PlayStation Network, as well as the first to be controllable from a handheld console, through its remote connectivity with PlayStation Portable and PlayStation Vita. In September 2009, the Slim model of the PlayStation 3 was released, it no longer provided the hardware ability to run PS2 games. It was lighter and thinner than the original version, featured a redesigned logo and marketing design, as well as a minor start-up change in software.
A Super Slim variation was released in late 2012, further refining and redesigning the console. During its early years, the system had a critically negative reception, due to its high price, a complex processor architecture and a lack of quality games, but was praised for its Blu-ray capabilities and "untapped potential"; the reception would get more positive over time. The system had a slow start in the market but managed to recover after the introduction of the Slim model, its successor, the PlayStation 4, was released in November 2013. On September 29, 2015, Sony confirmed that sales of the PlayStation 3 were to be discontinued in New Zealand, but the system remained in production in other markets. Shipments of new units to Europe and Australia ended in March 2016, followed by North America which ended in October 2016. Heading into 2017, Japan was the last territory where new units were still being produced until May 29, 2017, when Sony confirmed the PlayStation 3 was discontinued in Japan.
The PlayStation 3 began development in 2001 when Ken Kutaragi the President of Sony Computer Entertainment, announced that Sony, IBM would collaborate on developing the Cell microprocessor. At the time, Shuhei Yoshida led a group of programmers within this hardware team to explore next-generation game creation. By early 2005, focus within Sony shifted towards developing PS3 launch titles. Sony unveiled PlayStation 3 to the public on May 16, 2005, at E3 2005, along with a boomerang-shaped prototype design of the Sixaxis controller. A functional version of the system was not present there, nor at the Tokyo Game Show in September 2005, although demonstrations were held at both events on software development kits and comparable personal computer hardware. Video footage based on the predicted PlayStation 3 specifications was shown; the initial prototype shown in May 2005 featured two HDMI ports, three Ethernet ports and six USB ports. Two hardware configurations were announced for the console: a 20 GB model and a 60 GB model, priced at US$499 and US$599, respectively.
The 60 GB model was to be the only configuration to feature an HDMI port, Wi-Fi internet, flash card readers and a chrome trim with the logo in silver. Both models were announced for a simultaneous worldwide release: November 11, 2006, for Japan and November 17, 2006, for North America and Europe. On September 6, 2006, Sony announced that PAL region PlayStation 3 launch would be delayed until March 2007, because of a shortage of materials used in the Blu-ray drive. At the Tokyo Game Show on September 22, 2006, Sony announced that it would include an HDMI port on the 20 GB system, but a chrome trim, flash card readers, silver logo and Wi-Fi would not be included; the launch price of the Japanese 20 GB model was reduced by over 20%, the 60 GB model was announced for an open pricing scheme in Japan. During the event, Sony showed 27 playable PS3 games running on final hardware. PlayStation 3 was first released in Japan on November 11, 2006, at 07:00. According to Media Create, 81,639 PS3 systems were sold within 24 hours of its introduction in Japan.
Soon after its release in Japan, PS3 was released in North America on November 17, 2006. Reports of violence surrounded the release of PS3. A customer was shot, campers were robbed at gunpoint, customers were shot in a drive-by shooting with BB guns, 60 campers fought over 10 systems; the console was planned for a global release through November, but at the start of September the release in Europe and the rest of the world was delayed until March. With it being a somewhat last-minute delay, some companies had taken deposits for pre-orders, at which Sony informed customers that they were eligible for full refunds or could continue the pre-order. On January 24, 2007, Sony announced that PlayStation 3 would go on sale on March 23, 2007, in Europe, the Middle East and New Zealand; the system sold about 600,000 units in its first two days. On March 7, 2007, the 60 GB PlayStation 3 launched in Singapore with a price of S$799; the console was launched in South Korea on June 16, 2007, as a single version equipped with an 80 GB hard drive and IPTV.
Following speculation that Sony was working on a'slim' model, Sony announced the PS3 CECH-2000 model on August 18, 2009, at the Sony Gamescom press conference
LittleBigPlanet 3 is a puzzle-platformer video game developed by Sumo Digital for the PlayStation 3 and PlayStation 4. It was released worldwide through November and December 2014, it is the third entry in the main LittleBigPlanet series, eighth entry overall, it was announced at Sony's E3 2014 media briefing on 9 June 2014. It was developed by Sumo Digital, with XDev and series creator Media Molecule assisting in an undisclosed capacity. LittleBigPlanet 3 received positive reviews upon release. Critics praised the visuals, the create mode, the many new gameplay elements, such as the addition of the new characters; the game did however draw criticism for its technical issues. On February 7, 2017, LittleBigPlanet 3 for PlayStation 4 was made available for free as part of the PlayStation Plus free games lineup for February 2017. Additionally, it is the first PS4 game to support preloading of game patches. LittleBigPlanet 3 features gameplay elements similar to the first two games in the main LittleBigPlanet series, LittleBigPlanet and LittleBigPlanet 2.
As such, it is a puzzle platformer game. Like other LittleBigPlanet games, LittleBigPlanet 3 places a heavy emphasis on creation. Players create their own levels, objects, such as power ups, decorations, stickers, or vehicles, hub levels and other things. Players may share their creations; the core gameplay revolves around navigating colourful and vibrant levels with a set character, using power ups, swimming, grabbing, interacting with switches and non-player characters, defeating enemies, completing the main objectives, finding collectibles, such as Collectibells, materials and gadgets. LittleBigPlanet 3 introduces three new characters in addition to Sackboy, each with their own unique traits and abilities. OddSock is a dog-like character who can run faster than Sackboy and can wall-jump. Swoop is a bird-like character who can fly around levels and can pick up other light objects. In addition to objects, Swoop can pick up other characters, with the exception of Big Toggle. Toggle is another character, who can transform between a large, heavy version and a small, light version.
The larger version, called Big Toggle, is much heavier than Sackboy and can weigh down platforms or pressure plates. His miniature version is called Little Toggle, can walk on the surface of water, is small and can fit through tight spaces. Level creators have the ability to allow players to play as more than one character during gameplay. In addition, Sackboy has a climbing ability. LittleBigPlanet 3 has several power-ups. One such power-up, the "Pumpinator", blows air to move light objects. In addition to pre-made power-ups, creators are able to make their own using the new Power-up Creator. There are 70 tools, in addition to enhanced ones retained from three previous titles, LittleBigPlanet, LittleBigPlanet 2 and LittleBigPlanet PS Vita. All previous downloadable content packs from LittleBigPlanet and LittleBigPlanet 2 are backwards compatible, being transferable to LittleBigPlanet 3 on both the PlayStation 3 and PlayStation 4 versions. However, story progression logged from LittleBigPlanet 3's predecessors does not transfer onto the PlayStation 4 version of the game.
In LittleBigPlanet 3, players can play any levels created in LittleBigPlanet and LittleBigPlanet 2. The PlayStation 4 version of the game is rendered with an improved graphics engine and textures at 1080p resolution, while the PlayStation 3 version renders everything at 720p. Unlike previous games in the series which had three playable layers of depth, LittleBigPlanet 3 allows creators to use 16 layers. Players are limited by the classic Thermometer rules by default, but players can choose to use the new "Dynamic Thermometer" streaming for levels. In addition, players can "stitch", their levels to make them longer. LittleBigPlanet 3 begins in a white void, as the Narrator teaches your controls on how to use the player character/mascot Sackboy. Midway through the opening, Newton interrupts the Narrator, uses one of his devices to create a wormhole; this wormhole sends Sackboy to another world called Bunkum, where he is greeted by Newton. Newton begins to tell a story on how Nana Pud is going to unleash three Titans that were sealed away long ago in a tea jar by Bunkum's heroes.
The duo fly off in Newton's airship landing on the doorstep of Nana Pud's home, Stitchem Manor. Newton stays behind. Sackboy reaches the roof, defeating all of Nana Pud's security measures. Newton appears, revealing that it was his plan to unleash the titans to make Bunkum more creative, that Nana Pud was his mother, who warned him not to open the jar. Newton proceeds unwittingly getting possessed by the three Titans; as a result, Newton flings Sackboy off the roof. Nana Pud and Sackboy strike an alliance after Nana finds out Newton tricked Sackboy, to which Nana suggests that they reawaken the three heroes of Bunkum. First, they reach Manglewood; the Creator Curator, Marlon Random, helps Sackboy find the three marbles needed to reawaken the hero. Once the hero, Oddsock, is found, Newton unleashes the first Titan to try and defeat Sackboy and company; the pair defeat the Titan, moving onto the next world. They reach The Ziggurat, home to the creator curator Papal Mache. Once again, they reacquire reawakening Toggle, a hero that can change size at will.
Newton once again tries to slow down the heroes by unleash