As impressed as I was by the quality of Gameglobe's playable half, I was even more impressed by its creation engine. Anyone that's used ModNation Racers' creation tools will find themselves comfortable here. You can "paint" new terrain by choosing objects and dragging them across the world. Various sprays can add grass, sand, dirt, and other textures. Props can be selected and dropped into the world, including power-ups, traps, and enemies. Interestingly, you can have enemy AI run automatically, or you can modify their behavior, not unlike in LittleBigPlanet 2. The creation process is very visual--very WYSIWYG. Other games I saw created by Gameglobe developers and closed beta participants included a horror game, Gameglobe's "take" on Dear Esther, if you will. I also saw a cinematic sequence of Final Fantasy-esque airships in battle, which showed off the engine's potential for machinima. I even saw a makeshift clone of Angry Birds. All of these games were launched by clicking a regular hyperlink on Gameglobe's website. Those hyperlinks can be shared like YouTube videos. And, that's what makes Gameglobe so truly exciting. If there's an incredible game within the Gameglobe ecosystem, all it takes to access it is to click the link. There will be a small plug-in download, and then the game will launch. There's no need to create an account or pay for anything--that's for creators and those desiring custom avatars to shell out for. BOOM video 12918 With a powerful, intuitive creation engine and a unique free-to-play business model, it's hard not to be impressed by Gameglobe's vision. The variety of levels I've seen showcased in Gameglobe, and the surprising level of polish they all exhibited, make me confident that Square Enix and Bigpoint are onto something big here--even if no one's really talking about it yet.
Gameglobe lets you 'paint' new 3D environments
Watch the Shacknews E3 2012 page to follow all our coverage of this year's show. This preview is based on a hands-off demo shown at a pre-E3 event.