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LittleBigPlanet 2

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Kotaku.com

 

PlayStation 3 do-it-yourself platformer LittleBigPlanet is getting a sequel, a fact confirmed by the latest issue of Game Informer magazine, which spills a sackful of new and fascinating details on developer Media Molecule's next game.

 

According to early details from the magazine from a NeoGAF forum member, LittleBigPlanet 2 is much more than just a side-scrolling platforming game. Media Molecule is creating new tools that will enable players to create racing games, puzzle games, "Space Invaders clones," role-playing games and even real-time strategy games.

 

"A Media Molecule developer has created a fully-functioning Command & Conquer clone," according to a recount of the mag's report.

 

LittleBigPlanet 2 will also apparently let players create and edit short films, record their own sound effects and manipulate the game's camera to make customized cut scenes using Sackboys.

 

The PS3 game also introduces the Sackbot, a fully customizable and programmable enemy unit. With new "direct control seat" options that let players define control schemes, creating customized controls for enemies, vehicles and even Sackboy himself—no more standardized floaty control?—LittleBigPlanet 2's game creation tools sound like a massive leap.

 

While it all sounds wildly different, LittleBigPlanet 2 is said to let players carry over all their levels, costumes and downloadable content from the original game.

 

Full details:

- 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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This could be great; the only thing limiting me in the original was the fact that I wasn't great at creating stuff. I remember spending hours to make such a short section of level. Still, I welcome this very much. :)

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I'm really looking forward to this.

 

Never owned the first...

 

But if the game making thing is true I wanna use it for prototyping, as weird as that sounds.

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Oh man, would have loved to be able to make 3D platformers, but this still sounds....absolutely fantastic!!!

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Oh man, would have loved to be able to make 3D platformers, but this still sounds....absolutely fantastic!!!

The information above doesn't explicitly rule that out, it just says the story mode will retain the three-plane system. I suppose we'll be able to infer more once scans and screens hit the web, but here's hoping there's scope for something a bit more expansive; it does say one of the developers made a C&C clone, and you have to wonder how that would work from a side-on perspective.

 

To be honest I think allowing people to make fully 3D levels would actually make things less complicated for the end-user. In the first game it's easy for the screen to get cluttered when you try to layer scenery and machinations on top of one another, but anyone looking to create content will be familiar with navigating 3D space.

 

This is just idle fancy, really, but I think a good solution would be to allow people to work on 3D planetoids, a bit like Mario Galaxy or the various asteroids in R&C: A Crack In Time. That method drastically reduces camera issues because a slight bird's eye view will be perfect the vast majority of the time, it confines creation to a finite space, would allow you to paint the environment a bit like ModNation Racers, fits in with the aesthetic of the first game and would work wonderfully with dynamic alteration of physics.

 

Damn, now I just want my hypothetical level creator... I've set myself up for disappointment.

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I got the impression that there is going to be a 3D level creator from the info, and the image in my mind is similar to that of the Super Paper Mario camera

 

i.e. this (minus the paper):

super-paper-mario-20060518045304352.jpg

 

SuperPaperMario(2).png

 

 

And if this were true, and more customisation was possible, it would be perfect for my Crash Bandicoot level remake.

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I can't wait for this and for what the community makes.

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I can't wait for this and for what the community makes.

 

Same.

 

I never did make a level on the first one but i enjoyed playing other ppls.

 

I really liked the MGS themed ones they did as well!

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The tune is adorable. They know how to make trailers, that's for sure.

 

Not sure if I'll buy this or not, I'd like a bit more information and hands on time (video preview) with the creation mode. Looks like they've got rid of the annoying scrolling sticker lists and opted for one phat list. I like.

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Hope it doesn't have baby music anymore.

I'm quoting this post so that you'll have to live with the shame of it forever, even if you delete the original.

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Well read the long eurogamer preview and can't wait to pick this up. Seems like they've made the interface and process for finding levels easier etc...and brought even more community features into play that will open things up for the more casual LBP player. Which if I'm honest I'd fall under. I'm not going to make epic amazing levels but do enjoy playing through others.

 

Interesting to hear about the floaty jump:

 

So for everything from the crucial question of content discovery to the not-so-little matter of how Sackboy should move - short answer, the floaty jump should no longer be a problem, as you can tweak all aspects of his movements, from his stickiness to his inertia, in the Popit menu

 

So for those level designers who want to make an out and out hardcore mario psyhics based platformer the options should finally be there, which can only be a good thing.

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They should let you do Master Chief jumps as well, for insane space levels.

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little-big-planet-2-boxart.jpg

 

The box art is awesome.

 

Been playing the first one again. I am genuinely shocked to see what some people have created.

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little-big-planet-2-boxart.jpg

 

The box art is awesome.

 

Been playing the first one again. I am genuinely shocked to see what some people have created.

 

Same as the most recent issue of EDGE. Kinda cool that they gave them the boxart for their coverart.

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Looks great. Love the first game and was working on new levels but this will really make them so much better. I have had an insane amount of people plsy my levels so thanks everyone :)

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