I'm quite happy with the floatiness as the levels are designed around it. If the levels were somewhat more akin to Super Meat Boy then I might have a different opinion.
That is definitely a good point. Still, in the first game, they had us pulling off somewhat difficult maneuvers in the end game, and with the unresponsiveness of the controls, I was hoping they would tighten it up a bit more.
So, did anyone else miss that the demo of this was out? At least on the Pal store anyway.
Fun demo levels, one normal story one showing off the grappling hook, one showing off the Sack Bots and one that was a bit crappy because I have no friends.
All good fun though. Definitely be picking up the full game.
The Sack Bots one was pretty impressive. I was surprised to see that they actually had some decent control. Everything still feels "floaty" though, but I suppose that's just the standard for these games now, similar to Mario's "floatiness."
They said that they had to keep the physics the same to keep backwards compatibility with all of the old levels people built. I seem to remember them also saying that they'll allow you to change the physics in any of the levels you build.
anoffdayTo be changed whenever Anoffday gets around to it.Registered Userregular
edited January 2011
So after already buying Tools of Destruction and the Sly Collection this month, I had told myself I'd hold off on LBP2 for awhile. Well I got somewhat of a good deal and caved and ended up pre-ordering the collector's edition.
LCDXXA flask of wood and glassTerre Haute, INRegistered User, ClubPAregular
edited January 2011
The first LBP was quite the charming little gem by itself without the large variety of user created content... but to be honest, the one thing I'm curious about the most with LBP2 is the soundtrack. Does it hold up to the first game? Because some of the tunes in the first LBP were just wonderful.
The first LBP was quite the charming little gem by itself without the large variety of user created content... but to be honest, the one thing I'm curious about the most with LBP2 is the soundtrack. Does it hold up to the first game? Because some of the tunes in the first LBP were just wonderful.
Won't all the song from the first game be coming over to LBP2 anyway, since the levels from LBP1 won't work properly if the music is gone.
The first LBP was quite the charming little gem by itself without the large variety of user created content... but to be honest, the one thing I'm curious about the most with LBP2 is the soundtrack. Does it hold up to the first game? Because some of the tunes in the first LBP were just wonderful.
Won't all the song from the first game be coming over to LBP2 anyway, since the levels from LBP1 won't work properly if the music is gone.
The first LBP was quite the charming little gem by itself without the large variety of user created content... but to be honest, the one thing I'm curious about the most with LBP2 is the soundtrack. Does it hold up to the first game? Because some of the tunes in the first LBP were just wonderful.
Media Molecule made a huge post about LBP2's soundtrack here: (clicky)
In short: it's going to be awesome.
Daniel Pemberton
Dmitri Shostakovich
Esquivel
Ferry Corsten
HP Riot
Ladytron
Lorn
Mahala Rai Banda
My Little Cheap Dictaphone
Nightwish
Ochre
Passion Pit
Plaid
Royksopp
Trüby Trio
Ray McVay and His Orchestra
Richard Strauss
Squarepusher
The Planet Rockers
Trentemøller
Walter Murphy
That's the list of people who are contributing tracks. There's also a team composing new music, which includes Richard Jacques and Baiyon (the guy who apparently did the music and artwork for Pixeljunk Eden.)
Also, I think you're right about the music from LBP1 transferring into the new game...
There's also a team composing new music, which includes Richard Jacques and Baiyon (the guy who apparently did the music and artwork for Pixeljunk Eden.)
oh god
I love Pixeljunk Eden, it's a great platformer, but it's music is absolutely painful.
There's also a team composing new music, which includes Richard Jacques and Baiyon (the guy who apparently did the music and artwork for Pixeljunk Eden.)
oh god
I love Pixeljunk Eden, it's a great platformer, but it's music is absolutely painful.
It is interesting that with 0% gravity, he falls back down...
yeah, there appears to be a minimum level of gravity which isn't actually zero.
Presumably they did this because the game is unplayable with proper zero gravity. It's still kind of annoying though... especially if you want to do a top-down level...
Can people who have the game post some comments on the jumping mechanics? The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
Darlan on
0
CarbonFireSee youin the countryRegistered Userregular
Can people who have the game post some comments on the jumping mechanics? The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
If you're that concerned about it, and that video (the 400% + Logic part) did nothing to assuage your fears, then you'll probably just want to skip this one.
I'd say keep in mind there will be a ton of non-jumping/platforming levels now that the editor is more robust, but you seem to have already written off the community-made levels.
Can people who have the game post some comments on the jumping mechanics? The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
If you're that concerned about it, and that video (the 400% + Logic part) did nothing to assuage your fears, then you'll probably just want to skip this one.
I'd say keep in mind there will be a ton of non-jumping/platforming levels now that the editor is more robust, but you seem to have already written off the community-made levels.
Oh, I don't mean that I don't trust there will be neat and inventive community made levels, I'm just not sure how many will bother altering the jumping physics since it's a thing that doesn't bother everyone.
Can people who have the game post some comments on the jumping mechanics? The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
If you're that concerned about it, and that video (the 400% + Logic part) did nothing to assuage your fears, then you'll probably just want to skip this one.
I'd say keep in mind there will be a ton of non-jumping/platforming levels now that the editor is more robust, but you seem to have already written off the community-made levels.
Oh, I don't mean that I don't trust there will be neat and inventive community made levels, I'm just not sure how many will bother altering the jumping physics since it's a thing that doesn't bother everyone.
I predict unimaginable amounts of variety from community levels.
It'll just be hidden by 42,000 identical levels ;-)
Yeah, it sounds like it might not be for you, but I really wouldn't write it off yet considering what this one is capable of.
The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
they couldn't change the default physics, because that would've screwed backwards compatibility with all the user levels from LBP1.
well... maybe, but I'm sure the game is capable of telling a lbp1 lvl from an lbp2 level... so it could just set the physics based on that. I mean, it's pretty much as simple as making a flag on all lbp2 content; if the flag is missing, default physics it is..
Can people who have the game post some comments on the jumping mechanics? The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
even if there is an alteration in physics it's not going to change the spirit of littlebigplanet from madcap chaos to 8-bit precision. if you didn't understand that the first game played like it did for a reason, then the platforming in the sequel isn't going to spark a revelation, i'd imagine
Can people who have the game post some comments on the jumping mechanics? The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
even if there is an alteration in physics it's not going to change the spirit of littlebigplanet from madcap chaos to 8-bit precision. if you didn't understand that the first game played like it did for a reason, then the platforming in the sequel isn't going to spark a revelation, i'd imagine
Bollocks. Nothing about supporting user generated content necessitates shitty controls.
See, I (and a lot of other people) don't agree that the controls are shitty though. I totally understand that some people don't like the way it handles, and that's cool. I've never really had much of a problem with it, and to me I think it would feel weird if the base game suddenly played more like mario.
But like I said, I totally get some people just not digging that. Not all games are for everyone.
See, I (and a lot of other people) don't agree that the controls are shitty though. I totally understand that some people don't like the way it handles, and that's cool. I've never really had much of a problem with it, and to me I think it would feel weird if the base game suddenly played more like mario.
But like I said, I totally get some people just not digging that. Not all games are for everyone.
This. Shitty controls are shitty controls. But this is nothing more than difference of opinion.
The floatiness ruined the first game for me, and I just heard a podcast claim it's more or less still in there. :?
they couldn't change the default physics, because that would've screwed backwards compatibility with all the user levels from LBP1.
well... maybe, but I'm sure the game is capable of telling a lbp1 lvl from an lbp2 level... so it could just set the physics based on that. I mean, it's pretty much as simple as making a flag on all lbp2 content; if the flag is missing, default physics it is..
True... but it would have confused the hell out of new players if the default controls kept switching.
And in truth, I don't believe that the controls would be that easy to "fix" either.
I think the real problem people had with LBP's controls is the fact that Sackboy inherits the velocity of whatever he's standing on.
Other platformers don't behave like that, which makes it feel unfamiliar. There is a learning curve.
But, I'd guess that that aspect of the controls is an integral part of the physics engine. They probably couldn't just turn it off - not without writing a different game, anyway.
for me the fixes I'd like to see is less finicky movement between layers
and also I dunno how they'd fix it but there's always a really annoying thing that happens where you jump and just barely don't make it and sackboy just kind of fidgets around on the corner for a little bit before falling off
it'd be rad if they could smooth that out but at the same time I understand why it'd potentially be really hard to
I think that one of the fixes would be to have an option where you can make it so that sackboy will never auto-switch layers. This option could be right next to the option that lets you use the D-Pad to move.
I can report that so far the music is AWESOME (at least in my opinion), so no worries there. Everything about the game feels polished and better than the first. It still feels like LBP, but there is so much more awesome afoot.
Also, I am really impressed with the new anti aliasing tech going on in this. I am startled by how much better it looks than the first one. Still 720p, but due to great AA and a new lighting engine I'm not sure it even matters.
I think that one of the fixes would be to have an option where you can make it so that sackboy will never auto-switch layers. This option could be right next to the option that lets you use the D-Pad to move.
without auto-switching layers a lot of levels break
it's annoying when it happens and you don't want it to but it's the only way for him to switch layers while in midair
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That is definitely a good point. Still, in the first game, they had us pulling off somewhat difficult maneuvers in the end game, and with the unresponsiveness of the controls, I was hoping they would tighten it up a bit more.
Still very fun to play though.
They said that they had to keep the physics the same to keep backwards compatibility with all of the old levels people built. I seem to remember them also saying that they'll allow you to change the physics in any of the levels you build.
when I saw the community tab I almost thought they were gonna let you play all the beta levels with the demo. aw well. just two weeks to go!
http://www.audioentropy.com/
Joystiq early review. Five stars.
yeah, I thought the same thing. I was disappointed, but not really surprised.
demo was awesome though, so psyched for this!
Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
There's some interesting examples of custom physics in this video:
http://www.youtube.com/watch?v=ddjlQ2Q7L6Y
(Mute button strongly advised)
Won't all the song from the first game be coming over to LBP2 anyway, since the levels from LBP1 won't work properly if the music is gone.
Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
you raise a wonderful, wonderful point
the soundtrack is already amazing
http://www.audioentropy.com/
Media Molecule made a huge post about LBP2's soundtrack here: (clicky)
In short: it's going to be awesome.
That's the list of people who are contributing tracks. There's also a team composing new music, which includes Richard Jacques and Baiyon (the guy who apparently did the music and artwork for Pixeljunk Eden.)
Also, I think you're right about the music from LBP1 transferring into the new game...
It is interesting that with 0% gravity, he falls back down...
oh god
I love Pixeljunk Eden, it's a great platformer, but it's music is absolutely painful.
It hurts me.
Really? :? That doesn't bode well.
yeah, there appears to be a minimum level of gravity which isn't actually zero.
Presumably they did this because the game is unplayable with proper zero gravity. It's still kind of annoying though... especially if you want to do a top-down level...
If anyone else won it - check the mail for a FedEx box!
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(And yes, I see the custom stuff up there, but I really don't trust community levels to tweak the jumping physics just so, even assuming that's a real fix. It still looks floaty in that video...but I trust first hand impressions the most.)
If you're that concerned about it, and that video (the 400% + Logic part) did nothing to assuage your fears, then you'll probably just want to skip this one.
I'd say keep in mind there will be a ton of non-jumping/platforming levels now that the editor is more robust, but you seem to have already written off the community-made levels.
Hopefully I'll be able to answer some questions after a bit. For now though, the game is on!
I predict unimaginable amounts of variety from community levels.
It'll just be hidden by 42,000 identical levels ;-)
Yeah, it sounds like it might not be for you, but I really wouldn't write it off yet considering what this one is capable of.
they couldn't change the default physics, because that would've screwed backwards compatibility with all the user levels from LBP1.
well... maybe, but I'm sure the game is capable of telling a lbp1 lvl from an lbp2 level... so it could just set the physics based on that. I mean, it's pretty much as simple as making a flag on all lbp2 content; if the flag is missing, default physics it is..
even if there is an alteration in physics it's not going to change the spirit of littlebigplanet from madcap chaos to 8-bit precision. if you didn't understand that the first game played like it did for a reason, then the platforming in the sequel isn't going to spark a revelation, i'd imagine
But like I said, I totally get some people just not digging that. Not all games are for everyone.
True... but it would have confused the hell out of new players if the default controls kept switching.
And in truth, I don't believe that the controls would be that easy to "fix" either.
I think the real problem people had with LBP's controls is the fact that Sackboy inherits the velocity of whatever he's standing on.
Other platformers don't behave like that, which makes it feel unfamiliar. There is a learning curve.
But, I'd guess that that aspect of the controls is an integral part of the physics engine. They probably couldn't just turn it off - not without writing a different game, anyway.
and also I dunno how they'd fix it but there's always a really annoying thing that happens where you jump and just barely don't make it and sackboy just kind of fidgets around on the corner for a little bit before falling off
it'd be rad if they could smooth that out but at the same time I understand why it'd potentially be really hard to
http://www.audioentropy.com/
Also, I am really impressed with the new anti aliasing tech going on in this. I am startled by how much better it looks than the first one. Still 720p, but due to great AA and a new lighting engine I'm not sure it even matters.
without auto-switching layers a lot of levels break
it's annoying when it happens and you don't want it to but it's the only way for him to switch layers while in midair
http://www.audioentropy.com/
http://www.youtube.com/watch?v=jT9B_Nm88po
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yep, I'm pretty sure they fixed all of that in the first game...
that reminds me, is recording your own voice/sound/whatever still a feature?
http://www.audioentropy.com/