No more rumours! LittleBigPlanet 2 has been confirmed by Game Informer and the game’s a whole new beast in the Create, Play, Share genre.

For the LittleBigPlanet fans who constantly drool over its robust level-editor (like me =P), you would be monstrously shocked to know what the game’s developer, Media Molecule, has planned for Sackboy’s (and Sackgirl’s) next multi-million-level adventure.

Details (via NeoGaf) from the Game Informer Magazine (June 2010 Issue):

- 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”
- 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  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

The first game looks so puny compared to this. E3 is just a month away; expect a proper demonstration at Sony’s Press Conference. You creative trini gamers should be gathering up your ideas as to what type of game you’re going to make when LBP2 is released.

Hmm, now what do I do with the 2nd LBP level that I’m creating? I think I’d better go work on that now before I forget it for this game. If you haven’t played my first level, it’s called “The Experiment by Sudesh”.

[via Kotaku]

  2 Responses to “Massive LittleBigPlanet 2 Details Emerge!”

  1. Reading this list is giving me that ‘high’ in my stomach, that excited feeling.
    While I don’t think the RPG creation element is as strong as RPG Maker XP/VX, I’ll say it’s perfect and accessible enough for everyone to start making proper story-driven games. I especially expect this game to enormously help to bring game-design to young children.
    I’m a bit worried about the ‘add your own voice’ gadget…we must take a serious stand and vote down those crude and obscene levels.

    Anyways, my stomach’s butterflies continue to flutter :)

  2. At first I wasn’t sure how LBP2 would improve upon the original, but the developers have left me speechless. Imagine they have completely replicated some classics (with proper physics etc.) this time.

    Pretty neat how they named a calculator after the guy who created the calculator level in the original.

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