LittleBigPlanet 2 to support PS Move
Sony appears to confirm sequel.
Sony has confirmed the existence of LittleBigPlanet 2 and said the game will support the new PlayStation Move controller.
Sony Benelux's Folkert Langeveld spilled the beans to Tweakers.net (translated by Eurogamer Benelux), apparently unaware the game hadn't been officially revealed.
Nothing else was said about LittleBigPlanet 2 - a game the world had been expecting after Sony acquired developer Media Molecule earlier this month.
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Comments (37) Latest comment 2 years ago
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Sony buys MM... "Oh yes you will!"
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I don't think so...
[link url=http://www .youtube.com/watch?v=ogIOMEr_A4Y
]http://www .youtube.com/watch?v=ogIOMEr_A4Y
[/link]
Im very exited about these new possibilities but I don't think (or hope!) Move will be a requirement.
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Guess I better hurry up and publish some levels for TEH TROFEEZ!!
Judging by that youtube vid, Move will require a pad AS WELL AS the motion controller? Might be ok with two players but it'll be annoying having to keep shifting pads.
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]http://ww w.eurogamer.net/articles/lbp-se...[/link]
Funny how quickly it can go from being the most "counterproductive" thing they could do to being something they now have to do.
Still, sort out the dodgy jumping mechanics & i'll probably be all over it.
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Keep it compatible with levels from the first one and people will feel cheated and it isn't much different from the old one. If it is a big upgrade to full 3d or something similar that requires people to effectively start over people will also feel cheated.
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I mean, a long standing complaint has been sackboy's jump, which isn't really changeable/fixable without risking breaking all existing content.
The best way would be to have a new "LBP2" mode and assets, plus a fallback mode that makes the game act like LBP when opening user-content created with the previous version.
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How can LBP content be backwards compatible?
I don't belive there ever was a LBP Zero...
(I know what you mean)
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The only way i can think of getting round it is to not have them automatically work but then have the option to import old levels and rework them as needed to fit the new mechanics
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The reason its not an add-on in the vein of the MGS or POTC packages is that the new features are only available to owners of LBP2 both to play with and to use as creation tools.
Pure guesswork, but I suspect they'll pitch it a bit like this.
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I have zero interest in sticks and waggle.
Shame, cause I really like LBP.
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edit:
I said it before, I'll say it again... the create mode is buggy, you can't edit layers that are not visible, which is stupid, the grid pattern is sometimes inconsistent while on the same layer depending on the object. The shift between game/front view modes could use a dedicated shortcut, and you need the PSP option added by studio Cambridge to make ANY object static (hanging in mid air).
Also the shapes available for design need to have a "negative" option so that you can use their outlines as well, and not just cut the print off of a big chunck of material.
Clockwork pieces need to wedge themselves more effectively into one another. Translation of some options could be clearer, but then cheesy translation is a problem with photoshop too.
An icon system would be nice for overall viewing of your crazy contraptions. Re-working the menus would be cool as it's a bore to search it from up to bottom all the time.
For example there is a bug when you place a screw or a string or a piston you have to do their settings twice over or it won't work.
All this needs to be adressed, and yes LBP2 is needed for that.
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Even if it isn't LBP 2 it's certainly a spin off, in which case MM would still be correct in saying that there isn't a sequel.
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Wiimote or Move != just waggle
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LBP was 1/3 of the reason I bought a PS3 (the other 2/3 being MGS4 and Blu-ray). I was really looking forward to it but it just left me cold.
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Don't get me wrong though I loved the original and I think they need to do this in some way that doesn't split the community, similar to how Rock Band has worked.
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With any luck waggle won’t be a fundamental part of the play mechanic. This way we can just get on with enjoying the game instead of getting frustrated over having to make pointless waving motions to do something a simple button press does a thousand time better.
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"Aww man, I can't wait to try the level editing with Natal..."
Let me know how it worked on Natal after you wake up
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