KnackChap Posted May 7, 2010 Report Share Posted May 7, 2010 Developer: Media Molecule Publisher: SCE Genre: Play Create Share Players: 1-4 Release: Q4 2010 GI mag officially announced and have a feature on it in their june issue. Details soon - 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-a*s 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 f**ked-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. Link to comment Share on other sites More sharing options...
dante77 Posted May 7, 2010 Report Share Posted May 7, 2010 really? Link to comment Share on other sites More sharing options...
KnackChap Posted May 7, 2010 Author Report Share Posted May 7, 2010 HOLY FCKIN sh*t Link to comment Share on other sites More sharing options...
Snake Posted May 7, 2010 Report Share Posted May 7, 2010 LittleBigPlanet 2 Information - 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-a*s 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 f**ked-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. Courtesy: Neogaf Link to comment Share on other sites More sharing options...
Ei8t Posted May 7, 2010 Report Share Posted May 7, 2010 LittleBigPlanet 2 Information - 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-a*s 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 f**ked-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. Courtesy: Neogaf OMGGGGG Link to comment Share on other sites More sharing options...
KnackChap Posted May 7, 2010 Author Report Share Posted May 7, 2010 Link to comment Share on other sites More sharing options...
HundredProofSam Posted May 7, 2010 Report Share Posted May 7, 2010 LittleBigPlanet IS ONE WORD! peace Link to comment Share on other sites More sharing options...
HundredProofSam Posted May 7, 2010 Report Share Posted May 7, 2010 So let me get this straight. LBP2 is more a tool to create games than a game in itself? f**k that sh*t! peace Link to comment Share on other sites More sharing options...
KnackChap Posted May 7, 2010 Author Report Share Posted May 7, 2010 Next gen FF7 remake is no longer a dream. Maybe that's why that sephiroth costume never got released. Link to comment Share on other sites More sharing options...
KnackChap Posted May 7, 2010 Author Report Share Posted May 7, 2010 So let me get this straight. LBP2 is more a tool to create games than a game in itself? f**k that sh*t!peace it Still has the story mode and everything the original game had Its just that the tools are more robust and allow for a much wider r ange of level creation. Link to comment Share on other sites More sharing options...
akashkhannabond007 Posted May 8, 2010 Report Share Posted May 8, 2010 Link to comment Share on other sites More sharing options...
winny29 Posted May 8, 2010 Report Share Posted May 8, 2010 Seems exciting. But i am still to finish LBP1 Link to comment Share on other sites More sharing options...
pArth Posted May 8, 2010 Report Share Posted May 8, 2010 LittleBigPlanet 2 was revealed in this month’s issue of Game Informer. Media Molecule isn’t waiting around to tell the rest of the world about it. The developer posted the following message on their Twitter: It's all true! We're excited to say that we are making LittleBigPlanet 2 - Full mega details on Monday Link to comment Share on other sites More sharing options...
Hot-Drake-Pixel Posted May 8, 2010 Report Share Posted May 8, 2010 Must buy for me. Link to comment Share on other sites More sharing options...
pArth Posted May 8, 2010 Report Share Posted May 8, 2010 Scans Link to comment Share on other sites More sharing options...
KnackChap Posted May 9, 2010 Author Report Share Posted May 9, 2010 EDGE's cover this month is LBP 2. MM will also give out first details and screens on the ps blog tom. Link to comment Share on other sites More sharing options...
pArth Posted May 9, 2010 Report Share Posted May 9, 2010 LittleBigPlanet 2 Beta: Details & New Features It looks like LittleBigPlanet 2 isn't anything like the original we played on the Sony console last year. The developers have taken it more seriously and have provided a robust platform that will let you "clone" just about any kind of game and environment. The LittleBigPlanet 2 beta version leaked on the internet about sixteen hours ago and while we haven't had much time to give it a try there were some obvious new features we are happy to report. LittleBigPlanet 2 does Mario dynamics in hours For starters, you can now mimic just about any move your mind can envision. We tried it out with a simple side-platformer, Marios Bros. We attempted to clone the behavior of the sack jumpers from the game. We were able to replicate the physics easily with all the tons of gadgets thrown in and totally knockoff Super Mario Bros dynamics within hours. Furthermore it allowed us to integrate Playstation Move and Eye, making it the most robust level editor to date. The AI editor wasn't troublesome to setup and the sound creator came in handy especially when developing cut scenes. Did we forget to mention you could make cut scenes now? Next thing Monday we will give LittleBigPlanet 2 a go when it comes to developing first-person shooters and possibly a racing game. Furthermore we will be showing off some LittleBigPlanet2 scans so stay tuned. Link to comment Share on other sites More sharing options...
pArth Posted May 9, 2010 Report Share Posted May 9, 2010 Preview: Little Big Planet 2 THIS is digital puppetry on an epic scale... ... the sort that would make Gepetto rush out and buy a PlayStation 3. We were treated to a First Play of the mind-blowing Little Big Planet 2 - the follow-up to Sony's smash hit which shifted 3 million units. As well as picking up 14 game of the year awards in 2008, LBP1 has seen 2.3 million ingenious levels uploaded to the LBP community. And like He-Man on steroids, you have the power in LBP2 - and lots of it. STUNNING: LBP2's graphics have been improved no end Not only is it a platform game, but it's now a platform FOR games. Because it's not just levels you'll be creating - this time you build entire games! LBP2 is massive, with an endless scope for players show off their creativity to 1 BILLION internet users. Stream allows you to keep up with your LBP earth when away from the PS3. You can see a pal's earth, put one of their creations into your play queue, and play it when you get home. All levels from the original are compatible with LBP2. And they even look better thanks to some up-scaling wizardry from Media Molecule. The re-mastered graphics engine also adds a flawless finish to the artwork, which has different themes from Techno Renaissance to Fluffy Hi-Tech. SACK IT TO THEM: With even more customisation LBP2's a blast FLYING HIGH: New vehicles are just some of the updates in LBP2 The original suffered from the limited amount of non-player characters. This time round though there are Sack Bots. These cute numbers can be customised to your liking and you can also tweak their A.I (microchip adjustable fun) - make your Sack Bot follow, patrol or afraid of heights. We were also treated to a brain-melting display of new gaming. The 6-axis Direct Control Seat sees the circuit board of your PS3 controller on screen, which you change to suit a wacky vehicle. Basically, you design your very own control mechanism. And no game is complete without an interactive cutscene. Jump into the director's chair, set your cameras, get some actors (Sack Bots), and add a voice over. LBP2 is more than just a game. It's a creative tool that serves MILLIONS - a 21st century canvas for 21st century artists. With such an endless reach, it won't be long after its release in the autumn before someone, using LBP2, creates an entire new genre of gaming. OMG Link to comment Share on other sites More sharing options...
dante77 Posted May 9, 2010 Report Share Posted May 9, 2010 it wont be 3D right? Link to comment Share on other sites More sharing options...
playstation Posted May 9, 2010 Report Share Posted May 9, 2010 WOW! this game is looking very very promising .. Link to comment Share on other sites More sharing options...
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