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LittleBigPlanet 2 [PS3]

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    LittleBigPlanet 2 [PS3]

    Wasn't sure if this needed it's own thread but I suppose it's likely there will be news at this E3 this year.

    I think we all knew it was on the way, especially after musician announced Ochre that he was licensed by Sony to produce some of the music on Twitter. That Tweet was of course removed within minutes after Sony found out about it.

    There's new info on a few sites that has apparently been leaked by somebody on the dev team.
    • 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.
    As is standard, it's best to file it under rumour at the moment but much of the info does seem to tie in with previous comments made by MediaMolecule.

    I thought the first one was a bit special and if this is true it has potential to be really good...hopefully.
    Last edited by JP; 31-07-2010, 09:49.

    #2
    I was always against this in the sense that it would undermine the original (which doesn't need to be replaced IMO) but it sounds like they are changing this significantly. New game types/HUDs etc sounds very interesting indeed...

    Comment


      #3
      That's exactly what I was thinking, to release what would essentially be new levels with a few improvements runs contrary to what the first game stood for.

      This really looks to be far more than just a sequel if those notes are to be believed. Just after those details were leaked MediaMolecule updated their Facebook & Twitter status with this message...
      Originally posted by Media Molecule
      We're excited to say that we are making LittleBigPlanet 2 - Full mega details on Monday (10th May '10).
      ...which gives the leak a little more credence.

      I'm really please that it's possible to carry the DLC from the first game across into the second as I must have spent a fortune on it. I got rid of my copy a while back but I've just ordered the LBP: Game of The Year Edition with the exclusive content as I still have quite a bit of the multi-player stuff to do which means there's still content to unlock.

      The original game wasn't perfect but it was an absolute to play for me and it still shocks me that it has some of my favourite platforming levels in the game.

      I never really got into the create side of things as I lacked the patience needed to create good levels but there was some really good stuff out there. Although I son't want to miss out on that side of things again I'd really rather they didn't simplify the create side if it was going to reduce options for people.

      I'll probably just stick with ModNation Racers when it comes to creating as that seems far more streamlined even though it doesn't seem to have the depth of LBP when it comes to creation.

      Comment


        #4
        Curious to see where they go with this. OPM have tweeted that it looks amazing (No surprise I guess). I enjoyed LBP anyway - there's more than enough content in there even without the creation to warrant the purchase.

        I wonder what this means for the supposed Move patch for the original though? Seems pointless adding it in there at all, unless they just want to do it to bolster the list of games that support the Move.

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          #5
          Looks like I'm rebuying a PS3!

          Comment


            #6
            Here are some pics, I have seen the scans but these look like captures and not scans.
            If they are though by all means remove





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              #7
              this is like every megaton in one for me!



              what they're promising here is insane

              Comment


                #8
                I'd be curious to see how they manage the tools to make it adept at fitting around several game types rather than purely platforming now, though it'll likely be a very soft launch sales wise.

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                  #9
                  I know they have a track record of delivering something in the style of this but it does feel a bit like a variant of the Scribblenauts thread.

                  colour me sceptical, it will do a lot of what they say but as soon as you add you the play/create/share element to a game you get substandard versions of what they set out to allow you to build.

                  the pitch is a game builder that lets you build any type of game - sounds doubtfull to me.

                  Comment


                    #10
                    Seems like embargo will left at 13:00. Looking forward to a blow-out of information on this!

                    Comment


                      #11
                      Originally posted by merf View Post
                      the pitch is a game builder that lets you build any type of game - sounds doubtfull to me.
                      They were nearly there with LBP1


                      If you check out the most ingenious levels from the best LBP creators (which are admittedly hard to find), a lot of them bear no resemblance to LBP's base gameplay.
                      And those were created in an editor which provides no tools at all for altering the core gameplay mechanics or defining behaviours.


                      With the new tools specifically for changing the core gameplay, and the new advanced logic system, the players who pushed LBP1 to the limit are going to start coming out with truly mad stuff, believe me.
                      The new features read like a Create Mode fanatic's wishlist.



                      Of course there will be limits. But this is no Scribblenauts.
                      I reckon LBP's create mode overdelivered if anything

                      Comment


                        #12
                        Holy Toledo.

                        Your trusted source for video game news, reviews and guides, since 1999.


                        So much radness in those 2 short minutes!

                        Comment


                          #13
                          Hi everyone - get ready for some very exciting Sack-news to start off your week! I'm very pleased to be able to pass on this message from the gang over at Media Molecule... Gather round Sackfolk, and listen up, we have something to show you! Now sit down, take a deep breath, and look at [...]




                          Not really much of a blow out. Be interesting to see more in depth coverage from external sources.

                          EDIT: This is interesting though:

                          Circuit boards are your new friends, the very best friends you?ll ever have. You can resize them, cover them in all manner of switches, wire it all up, and then shrink it down to a tiny, tiny microchip... stick that on your creation, and give it all the logic you?ve just defined.

                          Remember that insane calculator level, made up of hundreds of pistons? You can fit that entire thing into one microchip.
                          EDIT2: Just read the EG preview in full. Does a better job of explaining some of those mechanics than the video does.

                          EDIT3: Full Move support will be patched in (That answers my previous question then).

                          EDIT4: KBM support incoming. Hopefully they'll go the whole hog and let you import items from PC.
                          Last edited by Number45; 10-05-2010, 14:27.

                          Comment


                            #14
                            The circuit boards sound really interesting! Those combined with the programable physics and direct control open up the creation side of things quite a bit.

                            I'm so pleased that all the DLC and user created content from the first game is compatible with this. This isn't a brilliant picture but it gives a fair idea of the improvements you get if you download a user level from the first game and play it in this one.


                            Hope we get to see some more new stuff at E3.

                            Comment


                              #15
                              Remember that insane calculator level, made up of hundreds of pistons? You can fit that entire thing into one microchip.

                              If they managed to make a calculator using bricks and pistons, I dread to think what they'll achieve with this.


                              How long before we see Linux running in an LBP2 level?



                              Edit: jesus edgar christ, nested circuit boards? This is going to get silly.
                              Mark Healey says it,

                              I can see there being a whole subculture of creators that make ridiculous microchips that do horrendous things...
                              Last edited by Tig; 10-05-2010, 21:16.

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