|LittleBigPlanet 2 has been announced, with a promised release sometime this year! There's an announcement trailer packed to the brim with new information, as well as a fantastic new Official Littlebigplanet 2 website which also happens to be filled with information about the new game.|
OFFICIAL ANNOUNCE TRAILER:
LittleBigPlanet 2 in 60 seconds:
Sleepyhead - Passion Pit (video song)
Qore LBP video
Theme and Style
(page stretchers so I'll just link)
Announcement video breakdown
KNOWN THINGS (some of it might not be confirmed.)
| * 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-*** 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:
o Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level
o Steam & Cake: Steampunk-style level based on a ****ed-up tea and cake party
o 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.
o 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
o 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.
o 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.
|-You can make Sackbots harmful (electrify, fire etc)|
-You can grapple sackbots
-Microchips work like so: Once you place them, it projects a space in which you can build logic etc. When you are done it minimizes the logic and store it inside one little microchip
-Colour filters for certain areas, eg x-ray
-Instead of sliders in lighting and sound menus, they have percentages
-It IS possible to record something and apply it to a sackbot
-If you program a sackbot to follow you, and then jump into a vehicle, the sackbot will catch up and jump in with you.
-You can use direct control seats with sackbots
-Cutscene cameras are now white... (Seen in a screenshot)
-You can program sackbots to hang off things
-New hazard: Laser
-Direct control does control momentum, so no unwanted shooting up into the air
-Photos on lbp.me will be the ones posted on the level itself
-Usernames on lbp.me will be PSN names
-New torch/flashlight lighting object (Just looks like one, sackboy cannot actually hold it)
-You can place decorations and stickers on your planet
-There will be a facebook-style 'stream' (possibly lbp.me) which will show highscores, hearted levels etc for each player
-So far it is 4GB extra content (will get bigger).. Meaning it is too big for a patch
-If they were to make it as DLC it would be VERY expensive DLC. (Last 2 points for all those 'Is LBP2 necessary'-ers)
-There are cool Futurama-esque green clear tubes which suck Sackboy through them
|you can tweak gravity for your levels:|
|Speaking to the website, creative director Mark Healey explained why Media Molecule use the SixAxis to create the officially packaged levels: “The funny thing is that the PC tools we were using were quite crap, to be honest, a pain in the ****, and it got to the point where the pop-it in Create mode was actually much better.”|
“Obviously, we’ve really embraced that now, and from scratch [on LBP2] we’ve only been using that to create stuff,” he added. “Which is the obvious thing to do really because it forces us to make the improvements that mean you can do things better and faster, so it’s real-time playtesting of it, if you like. But something we’ve also added is keyboard and mouse support for the PS3, so you can draw things and navigate Pop-it with a mouse and stuff.”
|New in LBP2 will be "Grappling Hooks and Power Gloves|
- Finally, the game will feature bonus levels that support the PlayStation Move as well. No word if players will be able to make levels that support the controller or not
- Also included are new multiplayer abilities so games can have life meters, scoring, and other elements to advance the types of games available for a social/competitive multiplayer experience, including puzzle games, sports, action/adventure, and more.
- compose your own music
|1. Sackboy can, at will, do flips, presumably using the right stick whilst jumping.|
2. The costumes can be shaped in a variety of ways including new flat costumes.
3. You can change the length and width of a sackbots pieces.
4. You can make anything follow you whether it has moving parts or not, example given is a light.
5. Older costume pieces are brought back with some unexplained new actions. (No detail given)
6. You can change different attributes of sackbots, like how shiny, texture, etc..
Edited by oldage, 18 August 2010 - 04:11 PM.