LittleBigPlanet 2 - Out now! Get yer levels/games/genres today!

Cao Cao

CAGiversary!
4597505463_9a8d160cbc.jpg

Trailer
Official Website
Official Announcement

Screenshots:
http://www.neogaf.com/forum/showpost.php?p=21186053&postcount=785
http://www.neogaf.com/forum/showpost.php?p=21190261&postcount=889
http://www.neogaf.com/forum/showpost.php?p=21190404&postcount=891
http://www.flickr.com/photos/48949920@N03/sets/72157623906173733/
http://www.flickr.com/photos/s3ntry93/sets/72157624037447628/




Previews:
http://ps3.ign.com/articles/108/1088513p1.html

LittleBigPlanet 2 was confirmed to be in development some time ago, but today, NeoGAF's Crisis posted information from the latest Game Informer issue (And for the folks in the UK, EDGE Magazine), which will have a lengthy feature on LBP2. Crisis' info is quoted below. The burning question: How do you improve on a DIY platformer? The Answer: By expanding beyond the platformer design, allowing people to directly create fighting games, shooters, and even RPGs using LBP2's improved creation tools. Creators will also have access to better NPCs known as "Sackbots." The DLC from the first game will be transferable to LBP2, and there is support for QR codes.

http://www.neogaf.com/forum/showthread.php?t=394825

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:

- 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.
Sure. Quality-wise is is very, very close to the first game. However this is not even close to true of all the screenshots of the levels. Things look far less rudimentary in the levels this time around. One thing that I am genuinely liking and I hope is transferring to all the other user-creation tools is how the game shows you what commands are assigned to what microchips. Best way to explain it is to have you think of what happens when you press on a link on the iPhone. It blows up the microchip's commands with a little transparent, green comic-book style speech bubble part at the bottom pointing to the microchip it represents.

Sackbot templates start as a square-ish version of Sackboy with no faces. They resemble a wooden puppet very much. There are all kinds of various lighting effects on display. My favorite one (because it's so unique) is the 8-bit pixel Apple II-style lighting. You'll see what I mean by that when your issue gets in.

Summary of the EDGE article:
http://www.littlebigland.com/all-details-about-lbp2-from-edge-summed-up/
Changes in Little Big Planet 2:
# Huge visual upgrade
# Colour filters for certain areas, e.g. x-ray
# Instead of sliders in lighting and sound menus, they have percentages
# Cutscene cameras are now white… (Seen in a screenshot)
# You can place decorations and stickers on your planet

New features in Little Big Planet 2:
# Bounce Pads
# New hazard: Laser
# You can make Sackbots harmful (electrify, fire etc.)
# You can grapple Sackbots
# It is possible to record something and apply it to a sackbot
# If you program a sackbot to follow you, and then jump into a vehicle, the sackbot will catch up and jump in with you.
# You can use direct control seats with Sackbots
# Direct control does control momentum, so no unwanted shooting up into the air
# You can program sackbots to hang off things
# Level Linking ‘Badges’
“Place the new level-linking ‘badge’ in your level and you can seamlessly transport players to another. Useful for building multi-level games as well as for collector types to create level hubs for great levels that they’ve found”
# Photos on lbp.me will be the ones posted on the level itself
# Usernames on lbp.me will be PSN names
# There will be a facebook-style ’stream’ (possibly lbp.me) which will show highscores, hearted levels etc for each player

New tools in Little Big Planet 2:
# Grappling Hook
“A powerup in the mould of LBP’s MGS DLC, the grappling hook is thrown out with R1 and attaches to any grabbable [so sponge etc] surface until you let go in the same way a grab would usually work. You can reel it in and out by pressing up and down on the stick, and also swing, your tether flexing with a satisfying ‘boing’.”
# Microchips: Once you place them, it projects a space in which you can build logic etc. When you are done it minimizes the logic and store it inside one little microchip
# New torch/flashlight lighting object (Just looks like one, sackboy cannot actually hold it)

Extra round:
# So far it is 4GB extra content (will get bigger). Meaning it is too big for a patch.
# If they were to make it as DLC it would be VERY expensive DLC.

Thanks for the summary, plasmavore.

What do you think about Little Big Planet 2 ? Add you comment below!
 
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So they're making LBP2 like SC/WC3?

Except easier to create stuff, I suppose.

SC and WC3 are not alive today because of its standard gameplay (Although SC is for competitive reasons, WC3 somewhat follows that statement too).
 
so first they gave us little too complicated level editor with tackled on platforming game and terrible controls(either change the game or don't use real life physics in Mario type platformer) and now they will give us 60$ game maker?

first game was terrible(well it was hardly a game thanks to broken controls and physics that made this game nearly unplayable) but had good level editor.

they better fix controls and simplify level editor cause it took way too much time to make something good in the first game. they better allow to change physics in this game cause if this will be simillar to LBP1 it will fail hard.
 
[quote name='wildcpac']Sofik, did you put on a flame shield?[/QUOTE]

i'm just saying. i bought it on launch day(when i still had ps3) and after 2 weeks i sold it regretting that i actually picked it up. controls sucked hard and physics just made it worse(i was looking forward to get 3d Mario game with level editor). level editor wasn't fun either - it's good but not for game pad(after an hour of making a level i just got tired).

i could forgive them making complicated editor but if they use the exact same controls and physics 90% of games/levels made by userbase will suck thanks to them just like 90% of LBPs user created levels i played.
 
It says right in the OP that they're allowing control over some of the character physics with the Direct Control Seat tool. By putting a DCS on the protagonist, you can make their jump as floaty as you want it to be, and even share that jump with the community.

- 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.
 
[quote name='Cao Cao']It says right in the OP that they're allowing control over some of the character physics with the Direct Control Seat tool. By putting a DCS on the protagonist, you can make their jump as floaty as you want it to be, and even share that jump with the community.[/QUOTE]

if true then it's great.
 
will wait for the inevitable game of the year edition to hit GH status, like I did with the 1st one.
 
I just read this article as well in Game Informer lol. It says RELEASE DATE: 2010... wtf? Sooner than I expected...
 
I'm still waiting for my new issue of GI to show up. It seems to take forever each month for them to get it here.

But I'll probably wait on LBP 2 cuz I don't wanna get the gimped version when they decide to do a GOTY edition after releasing a vanilla version first.
 
[quote name='CoffeeEdge']Cool, so their ripoff of Kodu is complete now.[/QUOTE] Are you referencing Project Boku/Kodu as in Microsoft's idea? If so, this does not really compare and btw Kodu was fucking terrible.
 
[quote name='GTmaster39']Those screens look amazing. I've never had the chance to play the first one so this one will be a treat.[/QUOTE]

You should, it's pretty fun with a friend or gf, or even online...
 
I never did get around to making a level... I definitely want to give it a shot for LBP2... but now it's probably gonna be even more complicated.
 
Think this has a lot of potential to be great but it also has potential to be way too complicated for my liking. Definitely going to pick this up at some point and I hope its as great as it sounds
 
I don't know why I'm so excited. LBP was worth it for the gameplay alone, but like with most creatively oriented games, I suck at creating stuff, even though I am a creative individual normally.

This sequel has exponentially more possibilities. I just hope I can utilize them all. I only collected a little more than 25% of the item bubbles in the first.
 
Seems like a good idea to embrace all of the non-platforming levels people want to make them a little easier to create since the platforming's already well-covered. It looks like all of the original LBP levels will be coming over to the sequel, too.
 
I was wondering how they would create a sequel...but this looks like it will be a big leap forward. I love the different graphics mode, M+K implementation and the use of a grappling hook sounds like a lot of fun.

I may not have the talent to make levels myself but I cant wait to see what the community makes with all these new tools!
 
This is the stupidest sequel EVER. What's the fucking point? All they did was take the first game and add new features, which is exactly what they were SUPPOSE to be doing with LBP 1.

I can't believe I bough the first one last month, it was only $25 but it was a poorly spent $25. And NOW the little good parts about it just got destroyed cause they'll officially be outdated once this comes out.

fuck you, Media Molecule.
 
[quote name='Buuhan1']This is the stupidest sequel EVER. What's the fucking point? All they did was take the first game and add new features, which is exactly what they were SUPPOSE to be doing with LBP 1.

I can't believe I bough the first one last month, it was only $25 but it was a poorly spent $25. And NOW the little good parts about it just got destroyed cause they'll officially be outdated once this comes out.

fuck you, Media Molecule.[/QUOTE]

:lol::lol::lol:
 
[quote name='Buuhan1']This is the stupidest sequel EVER. What's the fucking point? All they did was take the first game and add new features, which is exactly what they were SUPPOSE to be doing with LBP 1.[/quote]

That's exactly what a sequel is, most of the time. They take the first game, build and expand upon it and improve it.

I can't believe I bough the first one last month, it was only $25 but it was a poorly spent $25. And NOW the little good parts about it just got destroyed cause they'll officially be outdated once this comes out.

fuck you, Media Molecule.

So it's their fault you just bought the game a year and a half after its release? In my opinion, it's worth $25 just for the 50 story levels, even without creating anything or playing created levels. And besides, anything anyone creates will be accessible in the sequel.
 
[quote name='JaxMoney']I don't know why Game Informer says it's releasing in 2010 when it's barely beginning development[/QUOTE]
Sony confirmed it for winter 2010. Since it's a sequel, they already have the basic engine in place, so it's more of a matter of making the graphical touch-ups and the other upgrades. Plus, LBP2 has likely been in development for quite some time already, as hints have been dropping since... January, was it?

http://blog.us.playstation.com/2010...k&utm_medium=social&utm_campaign=lbp_2_051010
 
[quote name='Josh5890']I smell a $20 gaming credit from Amazon. Anyone agree?[/QUOTE]

Hell yeah, they better! :bouncy:
 
Game is an obvious MUST buy.

- 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
Sadly missing fighting games, but I'm sure someone's going to pull through and make Sack-Fu
 
My problem is this is more of a rehash than sequel, they've admitted it's the same damn game but they just didn't want to release 4GB sized DLC pack. Sorry, but I expect more from a sequel.
 
I wonder if the 50 disc-based levels will carry over to LBP2.

This seems like a lot of changes that couldn't be done via expansion pack. From what they're describing so far, it sort of trumps what SSF4 did. Everyone knows that could've been a DLC add-on. This on the other hand, doesn't look like it. How do you improve the graphics for levels that were already made? How do you change the camera like that?

I hope they change the jumping mechanics somehow, because...sheesh. Or at least turn down the gravity in every level.
 
[quote name='KingBroly']
I hope they change the jumping mechanics somehow, because...sheesh. Or at least turn down the gravity in every level.[/QUOTE]

This is the most important point, IMO. If the platforming were Mario-esque, rather than the floaty, physics-based system, I would have kept the game. Will watch this one closely...
 
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