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Author Topic: GameInformer Announces LittleBigPlanet 2  (Read 1236 times)
ULTROS!
People seem to like me because I am polite and I am rarely late. I like to eat ice cream and I really enjoy a nice pair of slacks.
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« on: May 07, 2010, 03:46:41 PM »

From Neogaf:

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:

- 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.

- 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.
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ShadowLaguna
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« Reply #1 on: May 08, 2010, 01:02:59 PM »

KEEN!
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FlamingR1ft
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« Reply #2 on: May 09, 2010, 04:00:09 AM »

I am both very excited and a little disappointed by reading about this.

Of course it was inevitable that a sequel would be released, but I can't help but feel after it does come out the first game will be neglected. Chances are it'll be one of those cases where the sequel makes the first one near obsolete. The best thing about LBP1 (after beating the 1-Player) is the community levels. Once #2 comes out the best developers will probably move on. Nothing wrong with that but it probably means I'd never go back to play #1 again. Especially being able to transfer everything across.

But I adored the first one and am looking forward to a second one. I hope they release a "campaign" like in the first one too. For those of us who aren't developers I don't want to have to wait for good levels to be created. Though I could probably wait a few months before buying it too.
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« Reply #3 on: May 09, 2010, 04:07:39 AM »

I am both very excited and a little disappointed by reading about this.

Of course it was inevitable that a sequel would be released, but I can't help but feel after it does come out the first game will be neglected. Chances are it'll be one of those cases where the sequel makes the first one near obsolete. The best thing about LBP1 (after beating the 1-Player) is the community levels. Once #2 comes out the best developers will probably move on. Nothing wrong with that but it probably means I'd never go back to play #1 again. Especially being able to transfer everything across.

But I adored the first one and am looking forward to a second one. I hope they release a "campaign" like in the first one too. For those of us who aren't developers I don't want to have to wait for good levels to be created. Though I could probably wait a few months before buying it too.

Agree completely. It's ok that they are trying new things and new directions but sad that the first game will become a ghost house. I'm patient and waiting to see how it turns out.
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« Reply #4 on: May 10, 2010, 04:24:47 PM »

I must confess that when I first started hearing rumours about LBP2 I wasn't very excited.  There is already so much content available for the first one and it seemed like such a flexible platform for making content that a sequel would just confuse things (though I wouldn't have minded more official level packs as DLC).  It was almost like the first one did such a good job that a sequel seemed unnecessary.

But now that I've started hearing more solid details about LBP2 and seen the trailer for it my excitement couldn't be higher.  Guess I should have had more faith in the developers at Media Molecule, as LBP2 looks to be much more than just LBP again.  The ability to make whole new game types from scratch is by itself enough to get me excited, but it looks like there will be a lot of other enhancements as well.  Plus rumour has it that the level creator will have keyboard and mouse support this time around...a minor thing but there are definitely times when that would make things a lot easier.

Anyway, this should be awesome.  And if it actually does make it out this year that will be even better, because up until now there hasn't been much that I've been looking forward to in the second half of the year (though oddly enough I'm still working on my backlog of March releases...).

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