LBP2 has officially been announced and unveiled by Media Molecule!
The announcement trailer is here.
Leaked from NeoGaf and confirmed by several people:
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. Uses a new "holographic" material.
- 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.
- 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.
Again, this IS CONFIRMED! David Dino, a friend of Media Molecule, featured on an episode of Sony's Qore and who has done other press for LBP, has seen it in action and confirms its validity.
It's all for reals!
I'm a HUGE LBP fan and this thing just shot to the very top of my most-wanted list.
Just afraid that it'll suck my soul out once it's released...
By the way, I know this info's posted in the "Pirates of the Carribbean" track pack thread, but it's HUGE news so I took the liberty of posting.
EDIT: Just to clarify, the June issue hasn't hit stands yet, but it is in the hands of some people, and I've been keeping my eye out for scans.
Posts
This just might become something amazing
Which makes it all the more ridiculous that GEARS OF WAR 3 is on the cover of this magazine.
I'm really hoping Sony finds out a way to sell this game, because I think it deserves to be in every PS3 owner's hands. With the new lbp.me and level queue functionality, it will no longer be difficult to find really great levels. And there will be PLENTY of them with this sort of toolset and community excitement.
I'm a regular at lbpcentral.com, which is home to a great many of LittleBigPlanet's best creators, and the excitement for this is through the roof.
Wow
I never really wanted a PS3 before, but I think I might have to pick one up now, just for this, because this is rad as hell
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Pants were shat when I got to that bit.
But how? How do you go about creating Command and Conquer in LBP2??
*enter create mode*
*set camera mode: top-down*
[steps missing]
*publish LittleBigC&C*
"Stuffing Silos needed."
So the big thing he mentions here is that he can't reveal more than what's already on the internets - that seems to work pretty close as confirmation of neogaf's details!
Anyway, Monday's only a couple days away so I guess it's better to just be patient.
SIIIIIIGGGGHHH.....
Fuck it.
*furiously searches for scans again*
What is happening to my dick
http://www.audioentropy.com/
Hyphae.
In other news; this is rad.
However, I do hope they take a few pages from Modnation Racers in terms of character customization, because having 300 pairs of eyes and 250 mouths or whatever is awesome and it would be great to see that level of creation possible on top of the mechanics.
Battle.net: Fireflash#1425
Steam Friend code: 45386507
it's scary
3DS FC: 5343-7720-0490
Expanding the toolset to let people make "games" instead of levels is definitely a step in the right direction.
Yeah, awesome. You created an Aliens level. Except all I get to do is walk from one side of the level to the other. How about giving me a challenge?
http://www.audioentropy.com/
http://www.audioentropy.com/
But then again there are people who build mechanical computers inside of it. So, yeah. It may scare people away from the creator, but it will definitely produce awesome levels for those people to still play. I mean, plenty of people devote tons of time to making Flash games--this will hopefully just be a better platform.
http://www.audioentropy.com/
That was one feature that I had thought was going to be part of the game at launch, and it was really my only disappointment with the game
edit: Google tells me that they did patch it in!!
LBP does not belong in the same sentence as Spore or Black and White
I was so proud when I made monkeys that dump toxic waste into rivers and make monkey noises when you kill them
Except being overhyped and not very fun, with a decent amount of user defined goodness. The Movies is another good example.
Including what I assume are giant sackbots, the grappling hook, logic boards, and more goodies!
Here they are for all to see:
It's official: Sackbots CAN look like real sackpeople -
Pretty slick looking wasp vehicle... and I think we're looking at our first glimpse at a direct-control seat!
Here's a logic board. Doesn't look too unfamiliar, does it?
Look at all the sackbots! Imagine the pikmin/patapon-type levels you might be able to make!
Disco-DANCING SACKBOTS!
Holy crap this one has more details and giveaways and goodies than you can shake a stick at. will look into details later.
Grappling hook! Looks like a portal gun.
Another direct-control seat!
I'm quite excited about this, though at the same time I'm more of a player than creator. I love editors and sort of messing about, but I haven't been able to build anything coherent. I got the game quite late, so the quality of user levels is generally a lot higher than mine. I'm still at the sponge + rope swing stage ^^''
If LBP2 is indeed even more complex I doubt I'll be making much. Eh well. Still very interested in how this is going to turn out
Head Explodes!
I can make my Samurai Hack & Slash game now!
I love how the grappling hook actually replaces one of sackboys arms, bionic commando style. Also, DLC carrying over is fantasic. Can start of in LBP2 as a colossus. 8-)
PSN:Hakira__
You're right, if there is any reason to be skeptical, this is it. Things that were promised on the back of the box didn't show up until over a year later. I'm not saying I'm personally skeptical, but those who are have a reason to be. Media Molecule has a track record, both good and bad. They initially over-promised and under-delivered, but I think they've done a great job in supporting their product and their community and if I had to guess I'd say they've likely learned a whole lot about how their team works, how the ps3 works, and what their fans expect. Color me very very excited.
I really hope they work on the net code. One of the reasons I don't play as many created levels as I should is because they take forever to load.
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