LittleBigPlanet 2 Info From Game Informer Surfaces

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Thanks blumatt!

It looks like a forum member of NeoGAF got their hands on the next issue of Game Informer a little bit early and he posted his findings for information on LittleBigPlanet 2 that was supposedly in the magazine. The forum member posted a good amount of details, which can be seen after the break but some of the most important information is that LittleBigPlanet 2 will be much more than the simple platformer level creater that LittleBigPlanet is now.

LittleBigPlanet 2 will let you create racing, strategy, puzzle, role-playing games, shooters and the list goes on, you will also be able to add your own HUD to your levels too. There is also options to assigning your own buttons to certain tools in your levels like vehicles. You will be able to make much smarter, more detailed enemy AI. The game will also let people create their own short films with tools and everything!

The story will also focus on different periods of time and don’t worry, you will be able to transfer all of your levels, DLC, costumes etc… to LittleBigPlanet 2 so it will be quick and easy. The full list from the NeoGAF Forums is found after the break.

(Taken From NeoGAF Forums)

- 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:

- 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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BlindMango

I am a visually impaired tropical fruit with firm yellowish-red skin and a juicy pulp.

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Comments
  1. 5 / 8 / 2010 7:09 am

    This game is going to be amazing. There’s no limit now to the kinds of remakes of other games people can do!

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  2. m3xic4n_843

    5 / 8 / 2010 8:33 am

    Ok I like the sound of this. And what I like is you can use your DLC from LBP1 with out being charged. And recording you own voice in the game sounds good too but get ready to here some crazy stuff from peoples levels lol.

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  3. KILLEDMAN2

    5 / 8 / 2010 9:46 am

    why the hell do developers always do sh*t like this b4 the game even comes out…. i know they just hyping ppl up for the game but, y do they have to show off of what they doing, isn’t it their job to make a good game….anyways, wat im trying to get at is that they say wat they going to do with a game & once it’s out, it only has like 70% of wat they mentioned it’ll have…if it were me, I’ve would’ve just said that a LBP2 is in development and given a trailer…

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