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1

Friday, May 7th 2010, 10:18pm

LittleBigPlanet 2

Quoted

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:

Spoiler Spoiler

- 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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3

Monday, May 10th 2010, 8:43pm

Sehr schöne Ankündigung. Ich mag das Konzept von Sony, das man die Spieler eigene Games kreieren lässt. Hoffentlich wird der Editor diesesmal ein wenig einsteigerfreundlicher.
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4

Monday, May 10th 2010, 9:19pm

Einfach nur genial. Es ist wirklich immer wieder toll zu sehen, dass Sony auch abseits von Shootern Geld in große Titel investiert. Teil 1 war schon extrem geil und teil 2 wird das wohl nochmal locker toppen.

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5

Monday, May 10th 2010, 11:30pm

Ich freue mich das ein zweiter Teil kommt wobei ich sagen muss das ich Teil 1 nie weiter als etwa bis zur Mitte des Spieles gezockt habe. Für den Nachfolger wünsche ich mir auf jeden Fall eine nicht ganz so hakelige Steuerung und auch das aufkleben von Stickern fand ich sehr überflüssig was dem Spielfluss nicht zu gute kam.

Technisch finde ich LBP einfach super und der Trailer ist wieder super gemacht mit der passenden Musik.
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6

Friday, December 31st 2010, 12:53pm

Woah!
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7

Friday, January 21st 2011, 3:54pm

Dauert es lange sich in den Editor hineinzuarbeiten, dass man die Funktionen einigermaßen beherrscht?
"XBOX Go Home"

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8

Friday, January 21st 2011, 5:54pm

Dauert es lange sich in den Editor hineinzuarbeiten, dass man die Funktionen einigermaßen beherrscht?
Easy to learn, hard to master trifft hier zu wie kaum auf was anderes. Die Funktionen kriegst du schnell raus, aber wirklich was professionelles damit zu bauen ist nicht ganz einfach und vor allem zeitintensiv. Wie bei allen mächtigen Tools.

9

Friday, January 21st 2011, 7:23pm

wundert mich das weder auf der 360 noch für wii ein ähnliches spiel erscheint, LBP fand ich richtig GUT!
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10

Friday, January 21st 2011, 8:29pm

Für Wii gibts doch New Super Mario Bros. und Donkey Kong Country Returns. Oder meinst du ein 2D Jump'n Run mit einem Level-Editor?
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12

Saturday, January 22nd 2011, 10:39am

Für Wii gibts doch New Super Mario Bros. und Donkey Kong Country Returns. Oder meinst du ein 2D Jump'n Run mit einem Level-Editor?


Genau, das gibt es ja nicht :(

bei LBP gab es schon richtig geile level zum Download von der Community
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13

Saturday, January 22nd 2011, 10:41am

wundert mich das weder auf der 360 noch für wii ein ähnliches spiel erscheint, LBP fand ich richtig GUT!


Create von EA?
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14

Saturday, January 22nd 2011, 4:48pm

Dieser Beitrag wurde bereits 999 mal editiert, zuletzt von »Funkuchen« ( Heute, 10:28 )

15

Saturday, January 22nd 2011, 5:21pm

wundert mich das weder auf der 360 noch für wii ein ähnliches spiel erscheint, LBP fand ich richtig GUT!


Create von EA?


Soll das ein scherz sein, das ist weit weg von LBP.. Multiplayer hat es ja auch nicht mal oder?
Gamertag : Master DK X - Origin(EA) : Master_DK_X - Battletag : MasterDK#2781 - STEAM : MasterDKxx - Uplay : MasterDK

16

Saturday, January 22nd 2011, 8:34pm

Kann man mit dem Tool eigentlich eigene Shoot Em Ups machen wie damals mit dem Shoot-Em-Up Construction Kit auf dem Amiga? Das wäre klasse!
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17

Saturday, January 22nd 2011, 10:59pm

wundert mich das weder auf der 360 noch für wii ein ähnliches spiel erscheint, LBP fand ich richtig GUT!
Ist weder nen Shooter noch nen Sportspiel. Also vollkommen ungeeignet für die 360 ;)

18

Sunday, January 23rd 2011, 12:08pm

wundert mich das weder auf der 360 noch für wii ein ähnliches spiel erscheint, LBP fand ich richtig GUT!


Create von EA?


Soll das ein scherz sein, das ist weit weg von LBP.. Multiplayer hat es ja auch nicht mal oder?


Keine Ahnung. Hat mich nie sonderlich interessiert, daher hab ich's mir auch nie näher angeguckt. Hatte nur mal gelesen, dass das basteln dort im Vordergrund steht.
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19

Monday, January 31st 2011, 2:45pm

Unser Review ging gerade online! :)

>>> http://www.nexgam.de/games/LittleBigPlanet-2.html
currently playing: Fire Emblem: Awakening (3DS), DC Universe Online (PS3)

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20

Monday, January 31st 2011, 3:05pm

- Für Gelegenheitsspieler wenig Neuerungen

Lol?

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