Okay. Here we go:
LittleBigPlanet 2 Game Informer June 2010 Issue Information
Context about the first LittleBigPlanet
- The first LBP was never intended to be a simple platforming game
- Over 2 million levels available online
- About 56,000 new levels per week on average
LittleBigPlanet 2 Information Starts Here:
- LBP 2 has less of a focus on platforming altogether and it's more of a platform to actually create games with
- There is an all-new level creator and it is not just a tool to create platform games.
- As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
- A player can even customize a HUD. The example given is a health bar for a fighting game.
- A Media Molecule developer has created a fully-functioning Command & Conquer Clone
- Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won't need to be "hidden behind the curtain" when you make games with LBP2.
- There is a new super-important creator tool called "direct control seats"
- (from previous point) In LBP1, lots of people made rudimentary "hold R1 to accelerate" vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
- Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
- You are no longer limited to the game's stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
- Direct control seat's control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
- Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
- Example of the previous was Yoshi's Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
- There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he's mentioned by name)
- Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
- Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
- Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
- A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
- There are now movie editing options as well.
- Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
- There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
- If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
- For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
- Sackbots can be drastically increased or decreased in physical size.
- Sackbots can be controlled by direct control seats as well.
- There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
- Media Molecule says explicitly there are multiple more gadgets coming.
- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
- There is a major overhaul to the story level as well. There's the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
- Storyline is not country-based like last time, but is based in periods of time
- Here is a list of levels and summaries so far:spoiler (click to show/hide)- Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level
- Steam & Cake: Steampunk-style level based on a fucked-up tea and cake party
- Neon Propaganda: Cold-war era posters line a factory environment where Sackboy is liberating oppressed workers. There is a grim nature to the level that is totally opposed to the neon lights and signs.
- Fluffy High-Tech: Various high-end technology equipments like video walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic environment populated by adorable creatures
- Designer Organic: Eco-architecture comes together around a designed and controlled version of nature. Described as "art noveau". The closest to nature Sackboy gets in this game. Elaborate designs comprised of plants.
- Hand-Made Arcade: A super-tribute level to tons of arcade classics. Embraces the hand-made art from the first game. Pixels made of cardboard and wood.[close]
- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you're watching or playing the level.
So instead of making the tools easier and trying to perfect one game type (platforming) they opted to go for a more complicated, untested approach in the sequel? Hmmm.
I'm definitely interested in how it'll turn out but I really wish they'd address the problems with the first and make a more streamlined game, with casual friendly tools that are stupid-proof.
Why does Sony love making sequels to mildly popular IPs?
Why does Sony love making sequels to mildly popular IPs?
Why does Sony love making sequels to mildly popular IPs?
Becasue Sony cares for the fans.
Why does Sony love making sequels to mildly popular IPs?
So instead of making the tools easier and trying to perfect one game type (platforming) they opted to go for a more complicated, untested approach in the sequel? Hmmm.it's probably the best approach. The designer of a "good" level is probably willing to spend the time to learn the new tools and the actual players who just download the best 5 maps every week will love the variety.
I'm definitely interested in how it'll turn out but I really wish they'd address the problems with the first and make a more streamlined game, with casual friendly tools that are stupid-proof.
Well, the Motorstorm games don't really sell millions of copies, and the Ratchet games don't either. But Sony is still making them because there seem to be people out there who like the games.
MS ususally axes a whole studio after a game fails.
How active is the LBP these days? have any levels come close to the ones designed by MM?
I mean when the game first got out most of the levels I tried were poorly made. The more experienced the user-base got, the more effort they put into polishing the looks and style of the levels, without enhancing the gameplay aspect (whether it's platforming, puzzle solving, or whatever). I kept thinking: they need more time, more time, then a year or so later I gave up on the game.
Am I the only one who felt this way?No.
LBP2 = more sackboy avatars = easier to spot the fucktards over at GAF
Damn this sounds pretty hot. I've never made a level in LBP but the user generated stuff is what keeps me going back to it, some of the users are pretty dedicated, I'm definitely keen to see what people do with such an expanded tool set.
LBP2 = more sackboy avatars = easier to spot the fucktards over at GAF
this.
lbp was an awful game.
people would spend all this time creating these elaborate and beautiful levels, only to ruin it by requiring precision jumping, which would in turn lead me to react by saying "fuck your level" and one-starring it
There were some that were poorly designed, and then there were straight-up platforming levels that were better, but it didn't matter too much because both were kinda boring. I don't think the draw of the game was the precision platforming. Story mode levels played like a puzzle-platformer. The physics, sticker, contraptions, etc. you interacted with made it more than just running through the level like a Mario game. If it was a bunch of Mario levels with LBP mechanics, it would be boring, and that's what a lot of the user created levels were.
like I said, I think it is a good that they are letting people customize levels to the point where you can change controls and mechanics. If people make levels that seem like they're from a Mario game, then make the gameplay match that.
LBP is a really great game, especially on multi. I thought it had most of the stuff I've wanted from a new Sonic the Hedgehog game for ages: levels full of secrets, physics and momentum platforming and multiplayer is just icing. It's a really cute game and it's fun to play. Popping into a random game and playing with a bunch of random folks is a blast.
I honestly would much prefer they make a proper Single Player experience and leave the creation tools as an extra.
And for the love of god, can everyone agree to never play Sleepyhead ever again? I mean I really liked the song at one point but I swear it's freaking everywhere now. It's the "Don't Worry, Be Happy" song of this generation.
I'll definitely at least rent LBP2 and give it a shot but I'm not over optimistic about it because I seem to be in the minority when it comes to the mechanics of LBP gameplay.
The mechanics are deeply flawed, anyone who disagrees with that is delusional. Most critics recognized those shortcomings.
And for the love of god, can everyone agree to never play Sleepyhead ever again? I mean I really liked the song at one point but I swear it's freaking everywhere now. It's the "Don't Worry, Be Happy" song of this generation.
I'd...never heard the song before ^^; Then again, I'm completely out of the loop with modern music.
No, its looks exactly the same...
I'm an LBP fan and I think that looks stupid. Why would I want to race mice? I want to jump.
If LBP 2 just had jumping levels, then LBP 2 wouldn't really be all about playing, creating, and sharing unique content.
If LBP 2 just had jumping levels, then LBP 2 wouldn't really be all about playing, creating, and sharing unique content.
What? LBP just had jumping levels but that didn't stop people from playing, creating, and sharing a bunch of other stuff like shooters and what not. They weren't fun, but it was being done.
Go play a racing game, triplea.
I have never tried little big planet, it looks fun to me but I'm not really sure if it is. I have tried physics sandboxes where you build stuff and so on but I get bored after an hour max. Is it the same thing with this game? It seems interesting, I guess I will have to look up some gameplay on youtube.
I have never tried little big planet, it looks fun to me but I'm not really sure if it is. I have tried physics sandboxes where you build stuff and so on but I get bored after an hour max. Is it the same thing with this game? It seems interesting, I guess I will have to look up some gameplay on youtube.
Oh I missed the trailer! First impression: the friggin' "globe" menu design is back in the sequel? fuck off.
I have never tried little big planet, it looks fun to me but I'm not really sure if it is. I have tried physics sandboxes where you build stuff and so on but I get bored after an hour max. Is it the same thing with this game? It seems interesting, I guess I will have to look up some gameplay on youtube.
"So for everything from the crucial question of content discovery to the not-so-little matter of how Sackboy should move - short answer, the floaty jump should no longer be a problem, as you can tweak all aspects of his movements, from his stickiness to his inertia, in the Popit menu"
Glad they took care of that issue, let's just hope that tweaking those options are enough to make the controls tighter and the jumps more precise.
[youtube=560,345]http://www.youtube.com/watch?v=afjZUFRNLqc&feature=player_embedded#![/youtube]
LBP2 :bow