LittleBigPlanet 2

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  • uglygamer 23 Mar 2010 12:23:21 11,787 posts
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    Its been confirmed and supports the PSMove

    http://www.eurogamer.net/articles/littlebigplanet-2-will-support-ps-move

    I used the search and checked through the threads today. If theres already a thread on this, I apologise and I promise I will never create another thread again :)
  • Syrok Designer, Tarsier Studios 23 Mar 2010 12:36:05 14,031 posts
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    There is, though it's called Little Big Planet 2, which probably a search didn't reveal it . Click
  • X201 23 Mar 2010 12:52:00 14,696 posts
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    One of the threads needs the same alternate spelling trick that was used on the original thread.

    The mod that locks this thread will do it...won't you? ;)

  • Flying_Pig 23 Mar 2010 13:34:52 10,276 posts
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    Just not your day is it, Bengali?
  • Widge Moderator 7 May 2010 20:52:58 12,595 posts
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    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.
    - 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.

    _ _ _

    www.unpaused.co.uk - electronic noise adjective salad

  • Deleted user 7 May 2010 21:02:48
    That sounds wonderful and impossible.
  • TheFisherman 7 May 2010 21:04:34 96 posts
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    an april fools in may lol.

    if that is true i will kiss sackboys ass.
  • Deleted user 7 May 2010 21:11:20
    Widge wrote:
    You can record your own sounds and voices, attaching them to characters or objects

    Jizzed in my pants.
  • the_dudefather 7 May 2010 21:14:49 8,976 posts
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    '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.

    :o

    while the first game was a little dissapointing, and had it's flaws, it was enjoyable and they seem to be building a lot on top of it for the sequel

    (ง ͠ ͟ʖ ͡)

  • Deleted user 7 May 2010 21:18:56
    the_dudefather wrote:
    while the first game was a little dissapointing

    News to me.
  • Widge Moderator 7 May 2010 21:22:33 12,595 posts
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    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

    The article goes into a bit of detail regarding the famous calculator level from the first LBP that Upsilandre created. He had tons and tons of wires and switches in the background working to make that happen. Media Molecule didn't want players to have to take up all that space just to make that happen. So in LBP2 you can create microchips that handle all of that logic stuff. You can condense all of it and the commands and function onto one chip and have it take up drastically less space in the level.

    Additionally you can use the microchips to program enemies and such as well. You can control their properties, weak points, animations, whatever. They can all also be condensed onto a microchip.

    The interface for animations and some properties of Sackbots is shown. It's clearly not all there is to do with the Sackbots but it looks a lot like the first game's menus in that respect. However once you have programmed that aspect and other aspects, you can condense it onto a little circuit board with microchips like I was mentioning in that particular post. They blow up considerably so you can see what aspects have been copied onto a particular Sackbot or whatever. This is very hard to explain in words but once you see it I think it will make more sense.

    From the article, Media Molecule implies that the floaty controls are "signature gameplay" of LBP1, but they know that a lot of fans didn't like the way they worked with their levels. So you can customize the control scheme of a user-created protagonist within a level. It doesn't mention anything specifically about the physics but it does allude to it heavily for the user-created protagonists.

    _ _ _

    www.unpaused.co.uk - electronic noise adjective salad

  • Psychotext 7 May 2010 21:31:48 52,776 posts
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    I love the idea of this in theory, but I quickly became bored of the first game because a lot of the fun was through creation (which never interested me)... and I hope the second game doesn't follow suit.
  • Syrok Designer, Tarsier Studios 7 May 2010 21:49:36 14,031 posts
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    That sounds almost too good to be true. :D

  • Res 7 May 2010 21:51:53 1,814 posts
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    I'll forgive MM for not pumping out more map-packs if that list turns out to be true.

    The various game types the list suggests you can create will need an interface to back it up though. While searching for levels in LBP was improved over time, it could still be a frustrating exercise at times when scrolling around the planet.

    It needs clear categories for the levels to be placed in, so if I want to go online and just run through a decent platforming level, I can go to 'Platforming Planet' (I just made up a name!) and find a list of the latest user created levels there. If they all get dumped to the same place it'll end up being a mess.

  • Ged42 7 May 2010 22:02:49 7,641 posts
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    Sounds very awesome :D
  • Deleted user 7 May 2010 22:45:03
    Syrok wrote:
    That sounds almost too good to be true. :D

    Almost? That feature list makes Krazy Ken sound restained.
  • dsmx 7 May 2010 22:47:45 7,412 posts
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    lol I miss the krazy kenny show

    "If we hit that bullseye the rest of the dominoes will fall like a a house of cards, checkmate." Zapp Brannigan

  • Widge Moderator 7 May 2010 22:54:25 12,595 posts
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    Well I would hope they make the creation interface more intuitive. Less battling the interface and more ability to create.

    Then again, someone suggested that it could be a great idea to alienate people from the creator. Leave that to the hardcore who can create awesome pieces of work, the players can just reap the rewards.

    _ _ _

    www.unpaused.co.uk - electronic noise adjective salad

  • VandelayIndustries 7 May 2010 23:00:10 1,521 posts
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    Sounds like the ideal game for tinkerers the world over and I love the idea of being able to make short films with it.
  • Res 7 May 2010 23:00:10 1,814 posts
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    disc wrote:
    This sounds like it is putting far more pressure on the creator while it is giving him more power. I think the relative simplicity and logic of the LBP editor was key to its success.

    Now it is getting very complicated and I fear that the investment to create a level/game is much much higher and I'm not sure as many people will play with the tools.

    I guess it depends how well the levels are managed. There is no reason you couldn't continue to make simple platforming levels, MM just needs to make sure the people who want to play those levels have easy access to them. If the levels are categorised well then I can't see expectations from the creators being raised.

    If the levels are well organised then it should avoid good levels being marked down because it isn't want the user was expecting.
  • VandelayIndustries 7 May 2010 23:02:57 1,521 posts
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    disc wrote:
    Well to make the interface better they would have to have mouse and keyboard support imo.

    Using the dualshock was frustrating and the interface had some small niggling bugs.
    It may be easier with Move, I hope so anyway.
  • Retroid Moderator 7 May 2010 23:22:22 44,501 posts
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    If the engine is more varied then I'd be very interested.
  • Deleted user 8 May 2010 00:47:37
    Psychotext wrote:
    I love the idea of this in theory, but I quickly became bored of the first game because a lot of the fun was through creation (which never interested me)... and I hope the second game doesn't follow suit.

    Most of the fun was playing through levels with friends. If you're playing by yourself or with randoms it can get boring fast. Playing through with a couple of friends I was crying with laughter sometimes.

    I actually jumped on again last night as there's been a resurgence of interest on another forum I frequent. Some of the levels that have been made are completely mindblowing. I played one level that retold the whole Apollo 13 story. It's a real shame MM never had a section spotlighting some of the brilliant user made stuff.
  • Deleted user 8 May 2010 00:48:42
    Hhahahahha
  • morriss 8 May 2010 06:55:09 70,749 posts
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    Where's the "game"?
  • drumbaby 8 May 2010 08:11:10 2,688 posts
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    I'm guessing there will be a vanilla level or two of every game type to keep the kiddies happy for a few hours...I mean there would have to be, right?
  • Syrok Designer, Tarsier Studios 8 May 2010 08:52:59 14,031 posts
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    Confirmed \o/
  • Widge Moderator 8 May 2010 09:57:00 12,595 posts
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    morriss wrote:
    Where's the "game"?

    Would pointing out the bit about the story mode and the level descriptions ruin the lol moment or do you want to carry on?

    _ _ _

    www.unpaused.co.uk - electronic noise adjective salad

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