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Thread: Little Big Planet 2 - F*** me

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    Little Big Planet 2 - F*** me


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    Meh, still have no interest in playing the first one.
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    This was posted on neogaf a few days ago

    Quote Originally Posted by neogaf
    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:


    - 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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    I think the physics weren't all that fun. Rag-doll is cool but it doesn't feel right when it comes to 2D platforming..not in a manic way, say like Super Mario. Sackboy always felt like he leaped more than he jumped..

    I have the first one but I ve only played it a bit. The user-created stuff is just a sea of mediocrity with very few worthwhile ideas. Let's face it, most people aren't level designers ;p
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    Hell, most level designers aren't (good) level designers...
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    Quote Originally Posted by Barc0de View Post
    I think the physics weren't all that fun. Rag-doll is cool but it doesn't feel right when it comes to 2D platforming..not in a manic way, say like Super Mario. Sackboy always felt like he leaped more than he jumped..

    I have the first one but I've only played it a bit. The user-created stuff is just a sea of mediocrity with very few worthwhile ideas. Let's face it, most people aren't level designers ;p
    I agree on the jumping for the first game (along with the psp iteration). It was too driven by physics. The nice thing about the second one is you get to have control over customizing this stuff when making levels. Plus also being able to do viecles will be awesome.

    Also. You can`t tell me that some parts in the video didn't make you want to see a 2d recreation of pikmin. ;-)

    As for user generated levels. Much like iPhone market. There is a sea of shit to swim through but luckily there is some good stuff out there. LBP team just needs to improve the interface so this stuff is easier to get to then the crap.

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    There is a sea of shit to swim through
    This is true for any hobby, whether it be the library of the media (games), or libraries within the media (LBP's levels). I don't see why people are moaning.

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    LBP was a fun game, made a nice change from all the FPSes out there...

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    Looking forward to this. It also reminds me to play the PSP version again.
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    I think the trailer wowed me throughout, but if there's one thing that really stood out for me...it was when they showed a fully-functioning Bust-A-Move/Puzzle Bobble game. Puzzle Bobble. If they can do Tetris then I think we can officially say that anything is possible in LBP2. :3

    Oh, and hold on: Custom protagonists? RPGs?

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    Basically LBP2 is a klick&play clone ? Hey good for them.
    Last edited by WolverineDK; 05-11-2010 at 05:47 AM.
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    Someone needs to come into my house and make me unwrap my copy I've had since after launch.

    Or buy it from me.

    Yes, I would like to play it, and I'm sure I'll have a lot of fun. I just haven't wanted to play it enough to open it. Plus, I feel like my SDTV will ruin it.
    Last edited by alecjahn; 05-11-2010 at 11:32 PM.

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    media molecule has developed such a crisp graphics engine, its too bad they don't use it to develop an actual game instead of this build your own level nonsense.

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    Quote Originally Posted by DeckardBR View Post
    media molecule has developed such a crisp graphics engine, its too bad they don't use it to develop an actual game instead of this build your own level nonsense.

    the times I have agreed with you :lol:
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    Both first games (PS3 & PSP) are really annoying to me I think I won't purchase the second one if there isn't a big change in the game :-(

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    1. Buy the game, play it.
    2. Don't buy the game, don't play it.
    3. [Some combination of 1 and 2].

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    I think no matter what everyone thinks about the actual gameplay with physics, ragdoll and all - the game still deserves a lot of credit for the really innovative concept of interactive game design. It really let you create little own games, hidden inside the coat of a platformer. Few games tried that before, and none was as accessible and full of variety.

    I haven't played LBP for more than an hour and it's not really what I expect from a platformer. Slow movements (as said: rather leaping than jumping) etc., I need a platformer's controls to be fast and immediate, but it's still a great game and I appreciate the leap in interactive level design which it really stands for.
    <- can someone please make this as a repro and sell it so me?

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    I'm not saying LBP was a bad game, its just that for me it gets tired too soon...

    For me 3D puzzles are part of the game, not THE GAME itself, devs put them to cut the tension (or boredom, depending of the game) and change the gaming mechanics for a while.

    In LBP besides running around (slowly BTW) you only do puzzles, is too simple for me.


  20. #20
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    fuck it, everyone buy 3D Dot Game Heroes
    You can ask for any old woman
    You can ask for an army of ants
    You can ask for a pillar of poison
    You can ask for sheep and shavers

    And you can die for
    Be careful what you wish for

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