| PlayStation Paradise / LittleBigPlanet 2 | | | Author | Message | | | April 20, 2010 - 7:10:04am | 1 of 15 | | | Login |
| Apparently a sequel has been sort of revealed, sort of: Whether a Sony brand manager accidentally announced "LittleBigPlanet 2" in Dutch or not, a musician named Ochre seems to be convinced that the sequel exists — and that he has licensed music to be used in that sequel. The artist, whose real named is listed on Twitter as Christopher Leary, reportedly mentioned "LB2" in his feed Friday, but later erased the post.
http://multiplayerblog.mtv.com/2010/04/19/littlebigplanet-2-revealed-and-un-revealed-by-musician/
I thought the idea behind LBP was to keep the gaming going through DLC but I guess a proper sequel could allow for a lot more to be added to the game's engine.
I'd really like to see another one but does anyone else really care? Or are your cold, cold hearts DEAD inside? |
| | | | I'd like to see this. I've been desperately trying to get you guys to go online create for some time now... |
| | | | I'd definitely love to see more LBP games. Maybe this time they could give it better advertisments. I only saw one LBP ad that I actually liked, the one with Kevin Butler. The footage and trailers available on PSN were great, but the TV stuff was generally pretty weak. The game itself was brilliant. I recommend it to everyone. |
| | | April 22, 2010 - 8:44:55am | 4 of 15 | | To: chi | Login |
| | Yeah, we should definitely give the online create mode a go sometime. I've been a bit busy killing people in Modern Warfare 2 but I'm sick of that game now, as I believed I outlined in some depth the other day. Maybe we should start some kind of PVC project of sorts? Any ideas, chief? |
| | | April 22, 2010 - 9:02:42am | 5 of 15 | | To: AKS | Login |
| Yeah, LBP did seem to get a bit of an odd advertising push from Sony. I didn't see a lot of promotion when it came out. Quite a bit a few months later there were some Tv adverts and then nothing again. Odd.
The main thing I hope is that they improve the sorting mechanism for user created levels – it can be a real pain looking for good stuff with the current game. Tried a few 4 player games with some mates a while back and I just couldn’t find any good levels when searching. A bit of a shame really. |
| | | | You can search levels by their stars, search from there and there are a lot of good levels, some of which are clearly better than the scenario chapters. |
| | | | First word you pick in a dictionary; we're doing it. |
| | | May 8, 2010 - 10:39:23am (edit: 5/8/10 - 10:39am) | 8 of 15 | | | Login |
| I've found this about LBP 2 at Neogaf, that sounds unbelievable. Sorry too long:
- 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 |
| | | May 10, 2010 - 8:43:51am (edit: 5/10/10 - 3:51pm) | 9 of 15 | | | Login |
| Images of LBP2:
http://ps3media.ign.com/ps3/image/article/108/1088515/littlebigplanet-2-20100510062012154.jpg
http://ps3media.ign.com/ps3/image/article/108/1088515/littlebigplanet-2-20100510062000623.jpg
And a trailer:
http://www.viddler.com/explore/sceablog/videos/963/124.947
That's a very versatile editing tool, especially one that is so user friendly and accessible.
That trailer has me pumped for this game. It's awesome that I get Super Mario Galaxy 2 in a few days and LittleBigPlanet 2 for the holidays. I hadn't heard much about this until recently. I'm wondering what else may be on the way at E3. It looked like the early 2010 may overshadow the holiday season given that we received God of War III, Mass Effect 2, Heavy Rain, Battlefield: Bad Company 2, Bioshock 2, ect., but perhaps I underestimated what's to come by the year's end. My list of must-haves for later this year continues to grow, and LBP 2 is quickly rising towards the top. |
| | | May 11, 2010 - 4:16:14am | 10 of 15 | | To: AKS | Login |
| | I shudder to think how my poor thermometer is going to cope with all these new additions. |
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