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“A Story To Remember”
There’s something delicate about Tearaway; whether it be the absolute diligence put into folding flaps, gluing folds and strategically placing papercraft models around a paper world, or the cute soundtrack accompanying monumental views and scenic pleasantries. All we know is, it’s yet another success for the genii behind Media Molecule; it’s the innovative spiritual successor to yet another crafty game we all know and love. Of course, the clever nuts only went and established some abstraction of the ‘crafting’ that we’re used to, i.e. customise everything. Now we have an established protagonist and one clear goal, everything else is up to you...
It goes without saying that with the name ‘Tearaway’ holds certain connotations that don’t appear until you grasp the game’s background – the entire game is based around the art of crafting with paper, and each instance comprising the experience is made from the stuff you use to scribble on in the real world. Tearaway is the experience of one user and the collocation of wits, that’s you and your little pal. Depending on how you start the game, this could be iota or atoi – the male and female messengers of the game, respectively. Don’t judge too quickly, though... your position as the augmented protagonist doesn’t mean that you won’t be the star of the game. Or, the ‘sun’ of the game, as it turns out...
You’re a You. Let it sink in for a bit... yes, you are a You. You’re the gigantic star in the sky that beams brightly for the spirited messenger throughout the game. Your messenger has something to deliver to you, and you manipulate the world around the messenger in order to retrieve this message. It’s a highly-regarded message, at that – no spam or junk mail, no pink slip, no jury duty – just something tailored to you and your methods of playing the game. It’s a little something for the avid gamer; an incentive that will inspire you to conquer all and fall for nothing throughout your trip. You’re going to meet a whole crafted cast of characters on your way, so keep your eyes peeled for regulars and not-too-regulars who’ll share their woes and wisdom while you wander gracefully through the world of Tearaway.
You appear as the equivalent of our very own Earth’s Sun in the cunning environment of Tearaway, and you’ll casually make appearances during gameplay and real-time cutscenes in order to help your little friend on their way to success. It’s like teamwork, but without the team. And who said there’s no I in team? Well, they were pretty observational in their linguistic efforts, but we beg to differ on a contextual scale; you can very much have your own team. That’s the important thing to consider while you’re undertaking this spiritual and physical journey. You’ll be learning a lot on your way to the ultimate prize, so it’s up to you both to make it as easy as possible to get there.
The narrative is completely linear, there’s no deviation apart from the side-quests, but this is scarcely a negative thing. Tearaway lives up to its branding as an action/adventure platformer, but there are certain paths you can take which allow for a greater understanding of the world behind the game. Of course, they’re not mandatory, but will aid you on your endeavours.
Another great thing about Tearaway is the balanced ratio of exposition to gameplay; the absurd storyline with laugh-out-loud segments is more than enough to quell your insatiable thirst for excitement and magic, while the interesting gameplay mechanics are enough of a pleasant interruption in your adventure. They’re certainly not chin-rubbing head-scratchers of any sort, but it gives a certain sense of accomplishment while you’re gawking at all the pretty scenery and dynamic attention-grabbers. Another great feature of Tearaway is the crafting aspect; certain sections of the game will require you to utilise this crafting interface where you drag pieces of paper onto a cutting mat and carve out a required shape that will be used in the game’s dynamic scenery. You don’t always have to stick to the rules, though... if some other idea in mind begins to tickle your fancy, then you can carve it out with using the pencil, eraser and scissor tool in the interface, and give more life to this amazing craft world.
Likewise, the well-utilised touch functions of the game come naturally during the course of the game. Every fundamental function of the PlayStation Vita console is put to the test, and you’ll be working your way around the aforementioned puzzles using the touchscreen, the rear touch pad, and in some cases you’ll be roaring into the microphone, too. Then there’s the camera which will put you on the spot as the savior of the messenger, so dress well before playing or otherwise face the consequences of looking unfit for practice, justly contrasted with your status as the ‘Sun’ of the world. Who knew such a bright star could look so bloody miserable?
And that’s not all! While the side-missions are fancy ways of leading you off the track to victory, there are other things to look out for. Every chapter seems to contain a few hidden nooks and crannies which lead to gifts and presents. Oh, and we forget to mention some plot devices and narrative incentives... near the beginning of your journey, you will be blessed with a fancy little camera to take photos on your adventure! This is where the community gets involved, since you can choose your fanciest pictures and display them on your Tearaway.me profile, and share away to social networking sites to brag off your photography skills. Who says you have to stay all basic, though? There’s a massive array of options to get you on your way to finding your arty signature with the camera – check out the filters or features, you’re able to select different colour schemes and visual effects such as ‘magazine filter’, ‘negative colour filter’ and the ever-hipster ‘sepia tone’ filter. You can also get a wider view with different shot options, and you can even start taking photos of the real world and uploading it to the expansive world of Tearaway... just with a slide of the menu. Snazzy! Put that camera to good use, and all; taking photographs of characters and objects in Tearaway that have lost their natural hue will inhibit them with a new lease of life and reward you with some fancy-as-pantsy papercraft plans.
“But what are those?” I hear you think. Well, I didn’t hear you think. That was a blatant guess. Basically, the objects that you give colour to with your magical camera in Tearaway will make their way to your Tearaway.me profile where you can download plans and instructions so you can be on your way to building a vast gallery of real-life Tearaway thingymajigs! You’ll need some card, glue and scissors, but you’ll be alright. There are around sixty different papercraft plans to collect, so you’ll be busy finding and delivering these gorgeous little crafted statues in good time. What’s most important, however, is getting a good photo of the plans you finalise with the in-game quantum filter, and uploading your brilliance to the vacuous and tricky internet.
The customisation doesn’t halt at the camera functions, though. Goodness, no! If you touch and hold the messenger during gameplay, you’ll access the character customisation menu. From here you can find different sub-menus containing facial features such as eyes, mouths and noses, along with a great variety of random paper decals to give your messenger a great edge. Oh, and remember the crafting interface? All the shapes that you create are also available, so you can customise your messenger to the best of your ability, if you so please. After you’re all done fancying up your protagonist, then you can save the ensemble you’ve squandered to quickly switch to and fro between your creations. Or don’t. It’s your experience, not ours! That’s the beauty of Tearaway, no?
Naturally, the world of Tearaway is laden by a wide range of pseudo-microtransaction collectables. In your adventure, you’ll come across mysterious bundles of confetti which will grant you access to different bits and pieces in the game, over time. You’ll start off unlocking some shapes for your character, and soon will follow the filters for your camera. So, if you’re looking to make a difference with your style in Tearaway, then collecting the confetti is a must. Not much else can be said for the confetti, except that it sparkles and it looks pretty. They’re also difficult to find, sometimes, but it’s entirely your choice to grab them. You can keep a check on the statistics screen in the pause menu to see how much confetti you’ve found, but you can also check your gifts and side-missions here. Each chapter contains a certain amount of each variation of a path diverge, and you’ll want to head for one-hundred percent completion in order to attain every papercraft plan and brag away on your Tearaway.me profile. So, yeah, best of luck with fully completing the game!
The experience wouldn’t be complete without a little conflict, would it? Introducing the ‘scraps’... they’re the negative spirits of paper that you’ll find throughout the journey in Tearaway. As you continue through the game you’ll find different ways of dealing with the cretin, such as utilising the features of the PlayStation Vita system (rear touch pad, front touch pad), rolling into the scraps and throwing them away, and blowing them away with the almighty squeezebox which you’ll find further on in the game. The critters show no mercy and you’ll want to keep your stamp close to your heart, so keep up the diligence in the face of adversity and show those puny paper fiends who’s boss around here.
The interface of Tearaway is comparable to other third-person adventure games, but the twist is that the pause menu offers the entire range of options in one quick scroll. The game shows absolute display of on-the-go statistic dwelling as you reach high percentages in each chapter, and the quaintly created interface itself is a sight for sore eyes... it’s highly accessible and a pleasure to look at and manipulate. The options aren’t vast in magnitude, but instead they’re minimal for a good reason. There’s not an awful lot to modify in Tearaway in terms of the way it plays and how the player may interact with the console for the best experience with the game, but every option is covered. You know, apart from when you take a picture and you’re greeted with the life-affirming camera noise from the PlayStation Vita. It’s nice to keep your heart on edge, though. And other people. Especially if you’re cracking away at the last collectibles at two o’ clock in the morning.
Apart from the shock of the wild camera in its natural habitat, the sound effects in the game are plentiful and pleasant. Expect a well-coordinated set of paper-related sounds and gibberish voices to give the game an extra edge, ultimately comprising this heptakaidecagon of wonderment. It’s not the uncool thing to experience the entire game with a pair of headphones so you can hear the crisp quality effects cracking out of the speakers, so it’s time to ward off the surrounding life forms and concentrate entirely on the game. Similarly, the original soundtrack to Tearaway is none other than brilliantly brilliant, it’s a mostly acoustic set of numbers ranging from eastern folk to hip-hop renaissance beats that trade-off with the punchy gameplay and visuals. One of the more sophisticated soundtracks to a video game? No doubt about it.
So take a hint and buy the game as soon as you possibly can. The game is near flawless, if not for its short length. However, the ability to craft and customise beyond most imaginable means is more than enough incentive to replay, and you can justify your later journeys with more photo opportunities. The world of Tearaway is decidedly endless, but that’s for you to experience.
Tearaway was reviewed using the downloadable pre-order retail copy from the PlayStation Store.
What's all this about?
- All you want for Christmas is this, a big ol’ sack of pressies to bring some Festive joy to LittleBigPlanet!
- This kit available for LittleBigPlanet 2 and LittleBigPlanet PS Vita is released in time for Christmas each year and should fit nicely down the chimney.
What's in it for you?
- Sackboy Present Costume and Christmas Tree Head Costume
- Wrapping paper
- Festive Bauble, Bell, Wrapping Bow, Candy Cane, Card and Stocking
- Including a Red Nose Reindeer, Elves and Turkey Holiday themed light
- Release date: 27 Nov 2013
- Release dates may vary, depending on your territory.
- Price: £2.39
- Product compatibility: LittleBigPlanet, LittleBigPlanet 2, LittleBigPlanet PSVita
- Included: Costumes, Decorations, Objects, Materials
Cross-Buy - LittleBigPlanet™, LittleBigPlanet™ 2 , LittleBigPlanet™ PlayStation®Vita.
Buy this product for any of the above and receive the other versions AT NO EXTRA COST. After purchasing, simply head to the PlayStation®Store “Download List” and you’ll find this product ready to be downloaded.
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It’s time again to celebrate the release of another Media Molecule
video game. We’ve only been going on about how awesome this one is going to be, so if this is news to you then we’re incredibly and genuinely shocked. Plus, a full sixth of this site is now dedicated to it (technically) so you should be in the know. If you’re not really familiar with this ‘Tearaway
’ malarkey or if you want a bit of background knowledge on this territory, then please keep reading. You might just find yourself one heckuva bargain of a game. You’ll find some lovable characters, some trendy scenes and some great gameplay in this ‘just published’ phenomenon, so keep your wallet at the ready and keep your eyes peeled.
Tearaway, for those heathens amongst us, is a brand-new video game released for the PlayStation Vita
console and it revolves around a little guy or girl called Iota or Atoi, respectively. You’ll be following their story through a world made entirely from artisan paper, using every fundamental gimmick of the console to its full extent in order to deliver a ‘message’ to the player. What the message is, we don’t know. Nobody will know until you complete your journey. It could be something cryptic, something personal, something wonderful, something informative… you’ll just have to see.
The end of November crept up to us like a well-dressed poltergeist, but we don’t want to scare away the opportunity of setting your heart on such a wonderful little game with so much packed inside. To those knowledgeable folk who had pre-ordered the game, you’ll be indulging in the snazzy soundtrack to the game or be gadding around in LittleBigPlanet
, donning none other than these strikingly Iota and Atoi-based costumes. Talk about trendy. Then you’ll have the pleasure of playing through the game! All of that and much, much more with the release of one of the most highly-anticipated Vita games of the year. Eat your heart out, LittleBigPlanet PS Vita. No offence, Tarsier and Double Eleven. We love you too.
The game idea was conceived by Media Molecule’s very own Rex Crowle
, senior doodler and dabbler whose post-it graffiti inspired the main character Iota and the concept of papercraft
. As you play through the game you’ll be unlocking all sorts of stuff, and they’ll be viewable on Tearaway.me where you can browse and print off some paper-crafting instructions to make your very own Tearaway objects in real life! We’re not entirely sure how much fancier this game is going to become. You can purchase Tearaway from your local video games retailer or online on popular wholesaler sites, not to mention the PlayStation Store itself. So if you’re going to treat yourself to a game this season, let it be Tearaway; the gaming equivalent of Mona Lisa made entirely from bits of paper.
What's in it for you?
- iota Costume
- iota Mask, iota Torso, iota Legs, Messenger Backpack.
- atoi Costume
- atoi Mask, atoi Torso, atoi Legs, atoi Shoes, Messenger Backpack.
- Release date: 22 Nov 2013
- Release dates may vary, depending on your territory.
- Price: Included with Tearaway Pre-Order bonuses at retailer
- Product compatibility: LittleBigPlanet 2, LittleBigPlanet Karting, LittleBigPlanet PSVita
- Included: Costumes
What makes these so special?
These extra-special costumes based on Sackboy's newest friends iota and atoi are available as a bonus for pre-ordering Tearaway from specific retailers.
Retailer availability may vary.You can also purchase Tearaway as a digital download directly from the PlayStation Store!
EU Digital Download
: Pre-order the Tearaway: Special Delivery Pack to get these costumes.US Digital Download
: Purchase Tearaway within the first week of its release to get the costumes.
This Item is only available through the Tearyaway™ Pre-Order Bonus Mini Pack be can be worn in: LittleBigPlanet™ 2, LittleBigPlanet™ Karting, LittleBigPlanet™ PlayStation®Vita.
Pre-order and purchase Tearyaway™ and receive the other versions of this costume AT NO EXTRA COST. After purchasing, simply head to the PlayStation®Store “Download List” and you’ll find this product ready to be downloaded.
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“It's a Little Bit Funny”
There's a theory which is representative of all things barmy. Surrealism, 'the absurd', farfetched, Dadaism... whatever you want to call it, it's there. Essentially, it’s the medium of production without reason, but apprizing nonsense and absurdity. This might sound like a blatant and eleventh-hour compromise for the times you just can’t muster a narrative, but it can be well-executed if the focus of Dada is salient from the very beginning. Oh, and this isn’t just ‘random’. You know, like those posts on social media sites where someone declares their own randomness by saying they’re a llama or claim that “rawr means I love you in dinosaur”. Dadaism is the art of the unexpected and obvious nonsense. So, yeah. Marble genesis undulation.
Quiche serenades considered, the Venetian stallion casts but π rejuvenates per annum. Left-wing consciousness carries a marred err, albeit vest sheets reverse the common mayonnaise tint. Leave it unaided in a fridge, match the snare. Culture is synonymous only to vacate, suggested an angered
passage of time. Revere and consume to the tired of the infrared gospel; carry a link before you consider meiosis, and you’ll remain impartial wit. Chess through oneself?
Didn’t grasp that? Good. That’s a fairly condensed and improvised Dada paragraph. There’s a lot more to it than being tetchier than a double-edged spoon, though. Dada was, pretty much, an art movement which has been said to have established in Switzerland, moving quickly to Germany. “Dada
”, not to be confused with a common baby’s first word, is of the frequently-used “da, da” – meaning “yes, yes” – of Romanian artists Macel Janco
and Tristan Tzara
. The initial concept concerned graphic design, theatre, literature and poetry; and having spurred from the desolation of World War I, there was a fair concentration on the politics of war and a subversion of the respective art pinnacle. As such, Dada has become the foundation to the abstractive art and a preface to postmodernism. Uh… it’s magical.
As the cunning movement moves thoroughly, bygone the milestones of history, we can only look back and pretend to understand what it’s all about. Who says we can’t create in lieu of reason and justification right now
? In fact, we already are. If a level goes completely against the conceptions of flow and continuity, then you may have stumbled upon a Dada level. Sure, it’s not entirely the same, and probably relates more to the movement of surrealism, but it’s widely-considered that surrealism is one of the many sub-movements created due to the appealing features of Dada... it’s just the festivity of anti-art which was once used as anarcho-political satire. It’s all the same thing, when it’s boiled down. Just a bit of history, here or there, and suddenly it changes movements. Like a high-speed train chase. Unless, of course, your level rebels against the cool pages
or Team Picks
. In that case, I guess we’re making movements all around. Once again, like a high-speed train chase.
Simply searching ‘Dada’ in the LBP.me search bars won’t draw in as many surreal levels as you would hope, but we would suggest playing ‘Sentimental Pink
’ by azuki-in-kome
, mainly because it’s super surreal and pretty awesome to play. To be honest, most of their levels are surreal, so give them all a shot! Peace and grapes.
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“Brains Behind the Operation”
Sackpeople. They’re really black or white. Well, not really, there are plenty of materials that start as the basis of your Sackperson, some are even animated. What I mean is, they’re defined by binary oppositions which are bound by your imagination. Things like Good and Evil, Rich or Poor, things that are direct contrasts of one another. That’s what Sackpeople are. In their defense, they’re just creatures that are controlled by you. If they had their own imagination, we’d know about it by now. But do we don some kind of forced personality when we play with the Sackpeople, and is there much more to it than our thoughts… are we directly influenced by the creatures that we’ve created? Are we influencing ourselves?!
Eh. I suppose there’s more to it than just finding out more about what you put into a three-dimensional avatar than you would hope. However, since we’ve already mentioned in a certain previous post about the potential second lives of the common Sackperson, we’ve come to establish that even though the story behind it was completely, entirely fictitious (a vast array of apologies to those who believed every word) it had certain qualities that we can draw back from the tongue-in-cheek speculation which we can assume has some certain psycho-analytical approach. And, yes, it certainly does. It’s not entirely difficult to consider, but without spoiling so much it’s an abstraction of tangible emotions... to coin an oxymoron. Gulp.
Generally, the common player of LittleBigPlanet
will generate an amplification of their natural profile in order to appeal to other players, due to anonymity this process is seamless and, to a certain extent, indefatigable... see trolls for instance. Without hesitation, people will appeal because they’re representations of themselves – not the humans we’re used to, but a cartoony form which is cuter and far more appealing to the eye than those butt-ugly ‘people’ we have to put up with every day. Ugh. The reasoning behind the appeal towards Sackpeople in general is inexplicable, but you can’t deny that they’re the fanciest pants-iest bundles of joy you’ll ever come across. On a much lower note, like the sudden transition from G5 to B2 on a badly-tuned piano, people can abuse anonymity through deception and cunning trust abuse.
Over years you’ll have found that the community
is laden with idiots whose only function (bar breathing) is to annoy. I would not suggest that the people behind the screen are to blame, but their sudden ego boost through secrecy and concealment which allows their insecurities to melt from their souls. All you can do is stand idly by, because the only form of vengeance is the sporadically-set reporting function. Best of luck with that, I say.
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The next generation of gaming consoles are almost here guys and girls. Well, the first one of the two at least. You could even say 3 if you're counting the steam machine but odds are if you're reading this, you're a dedicated PlayStation
fan, so the rest don't matter. This week, Sony's PlayStation 4 console will be released on Friday the 14th of November. Surely greatness awaits since that's all we've been seeing around the web and on TV. Personally, I suggest you not even hesitate to question if greatness awaits or not. In other wishes and dreams, hopefully, we'll see a future LittleBigPlanet game on the PlayStation 4 that will also bring a few new ideas to the table and new ways to play. Until then, PlayStation fans all over the world will just have to wait and see what's in-store when these shiny new consoles hit the shelves. #PS4
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“Friends by Masses”
To say you must’ve been living under a rock to not have heard the news about the smashingly fantastic PlayStation Network
friends list capacity upgrade is a massive lie. In fact, living under a rock is probably a more conventional alternative than word of mouth, waiting for a newspaper, or using a crystal ball to predict it. In fact, living under a rock is probably more suitable for the average gamer, so there. The socialite masterminds behind PlayStation have finally decided that it’s much, much better if people had an absolute ton of friends to deal with... all in time for the PlayStation 4
. They were probably right! Instead of the basic hundred friends we’re used to, how about a whole two thousand? I’ll give you a minute to swallow that fact.
Swallowed? Great. Yes, instead of ever reaching the hundred friends list limit and rolling a seventeen-sided die to decide which poor soul to delete, you can now add back all those poor souls you’ve deleted. If they aren’t holding a grudge against you, that is. With ample coaxing and “it’s not you, it’s me” phrases to boot, you’ll be able to snag them back in little-to-no time. Remember all the times you’d say “wow, there’s ten people playing LittleBigPlanet
at once” – well, it’s going to be a whole lot more. Extrapolate and you’re expecting around 1 in 5 of your friends to be playing the game. That’s an interesting statistic, is it not?
We would recommend building a nice and healthy friends list, so try messaging a few people you’ve always wanted on your friends list, and see if they’ll happily add you back. Rinse and repeat until you hit 2,000
. Then feel smugly superior that you’ve hit the latest friend list limit. Then complain to Sony that you still don’t feel the entire spectrum of the social aspect of the PlayStation Network. Complain a lot. Then get told to “get used to it”. Guiltily delete friends so you don’t hit the 2,000 friends limit. Die a little inside. Cry. If you are, however, completely contented with the new friends list limit, then that’s absolutely spectacular. It’s tough enough to reach the hundred friends, never mind the full two thousand. Welp, time for you to find some new friends, or even use the fancy new PlayStation Vita
friends application’s UI to pick them off like campers in a TDM. Happy adding!
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“Happy Birthday, From Us!”
celebrates its first birthday today since it's launch, on November 7th 2012. While LittleBigPlanet Karting was more of a spin-off than an actual platforming game revolving around the 'run, jump and grab' aspect of what is LittleBigPlanet's definitive gameplay, it still wriggles its way into the series seamlessly. It is, and always will be, a part of the LittleBigPlanet family and will always be near and dear to our hearts. The developers behind the cute kart racer, a.k.a. United Front Games
, meant no harm when creating this spin off. They only intended to bring the fun, charm and creativity that we've all come to love in LittleBigPlanet franchise
. It's even carried over all of the smallest qualities flawlessly that we adore so much, all jam packed into an instant classic.. So let's give LittleBigPlanet Karting three cheers for it's first birthday!
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So you’ve had a long day expressing the creative mind, and you’ve had your daily dosage of doddering around and playing picks. The night is drawing in and as you say goodbye to any friends you’ve been playing with, it’s also time for you to share your goodbye with your Sackperson
. A mere screen held between you two, but every intimate action goes noticed. You’re like the best of friends, really, but with such a distance between you. It’s difficult to hold this kind of relationship with your best friend, but you do it anyway. Holding the PlayStation button in a little while… down… down… down… turn off the system. Nighty-night. Wait, so what on Earth is Sackperson up to right now…? Erk… the possibilities are chilling.
Well, legend has it that the disconnection between yourself
and your Sackperson isn’t an easy task on the receiving-end… since your Sackperson is just another you; it’s a guise with which to play with others. A mask, perhaps… but it still has all the essence of you. And suddenly, all the essence is lost when you turn off the console, right? Or does some of that essence stay behind…? Well, it’s possible that the very inhibition of your dreams and aspirations aren’t lose when you’re gone. Your Sackperson stays behind like a pet left out in the rain, or Seymour from the Futurama
episode ‘Jurassic Bark’. [Insert Feels Here]
servers remain, and so does your Sackperson’s spirit or ‘being’, cast around an ethereal plane as though bound by creativity in a place without creators. Not is it until other creators retire for their slumber that other Sackpeople become available for interaction beyond primary means, i.e. user-controlled interaction. So what on earth do your Sackpeople get up to with other Sackpeople? They live their own lives? What. Well, that would be interesting, wouldn’t it?
That means there’d be some equilibrium between what we control in LittleBigPlanet and what we do outside of the aspect. Think of it this way: LittleBigPlanet is a connection between yourself and an avatar to achieve creativity and pleasure. When you decide to step down for the day, that’s when the bond has been broken. You get on with your life, as do the Sackfolk. It’s a nice theory, isn’t it? Especially considering your Sackperson, well… is you. You collaborate with yourself and, while the parallels remain, the atmosphere changes drastically.
I guess it almost establishes this ‘second life’ ideology, but in a different and more literal light. In a way, it’s almost depressing – all those people you meet through LittleBigPlanet are scattered across the globe and while you live your life, your Sackperson is out there interacting with the people you wish you could meet. Or may have already met. We’re not judgmental like that. In another way, it’s almost a relief. To know that another life you live is interacting with other manifested egos is kind of a relief. Hmm… lots of conflicts.
So as the cathartic link between avatar and being dissipates, do you consider the idea of a second life to be all that bad? It depends on how much of a taboo you consider an intricate relationship between the representation of a person and their actual selves, especially when one seems to outweigh the other. Does it really matter?