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LittleBigPlanet 2 confirmed by Media Molecule - Will be a FULL GAME creator

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Posts

  • IcemopperIcemopper Registered User regular
    edited January 2011
    Mr_Grinch wrote: »
    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.

    Still very fun to play though.

    Icemopper on
  • tribuzztribuzz Registered User regular
    edited January 2011
    Icemopper wrote: »
    Mr_Grinch wrote: »
    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.

    tribuzz on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2011
    the multiplayer level has low gravity so you can definitely tweak the physics

    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!

    Speed Racer on
  • DiarmuidDiarmuid Amazing Meatball Registered User regular
    edited January 2011
    Diarmuid on
  • hatedinamericahatedinamerica Registered User regular
    edited January 2011
    the multiplayer level has low gravity so you can definitely tweak the physics

    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!

    yeah, I thought the same thing. I was disappointed, but not really surprised.

    demo was awesome though, so psyched for this!

    hatedinamerica on
  • ItalaxItalax Registered User regular
    edited January 2011
    Anyone know where I can pre-order the Collectors Edition in the UK? Can't find it anywhere but Game's website and I don't trust them at all.

    Italax on
    PSN: Italax - Steam ID : Italax
    Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    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.

    anoffday on
    Steam: offday
  • TigTig Registered User regular
    edited January 2011
    the multiplayer level has low gravity so you can definitely tweak the physics

    There's some interesting examples of custom physics in this video:

    http://www.youtube.com/watch?v=ddjlQ2Q7L6Y
    (Mute button strongly advised)

    Tig on
  • LCDXXLCDXX A flask of wood and glass Terre Haute, INRegistered User, ClubPA regular
    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.

    LCDXX on
    XBL: LCDXX | PSN: LCDXX | Steam: LCDXX
  • ItalaxItalax Registered User regular
    edited January 2011
    LCDXX wrote: »
    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.

    Italax on
    PSN: Italax - Steam ID : Italax
    Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
  • unintentionalunintentional smelly Registered User regular
    edited January 2011
    Italax wrote: »
    LCDXX wrote: »
    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.

    you raise a wonderful, wonderful point

    unintentional on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2011
    One of the songs in the demo is a goofy uptempo version of the theme from 2001

    the soundtrack is already amazing

    Speed Racer on
  • TigTig Registered User regular
    edited January 2011
    LCDXX wrote: »
    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...

    Tig on
  • IcemopperIcemopper Registered User regular
    edited January 2011
    Tig wrote: »
    the multiplayer level has low gravity so you can definitely tweak the physics

    There's some interesting examples of custom physics in this video:

    http://www.youtube.com/watch?v=ddjlQ2Q7L6Y
    (Mute button strongly advised)

    It is interesting that with 0% gravity, he falls back down...

    Icemopper on
  • hatedinamericahatedinamerica Registered User regular
    edited January 2011
    Tig wrote: »
    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 hurts me.

    hatedinamerica on
  • TigTig Registered User regular
    edited January 2011
    Tig wrote: »
    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 hurts me.


    Really? :? That doesn't bode well.


    Icemopper wrote: »
    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...

    Tig on
  • FettS1FettS1 Registered User regular
    edited January 2011
    Got my copy from the Subway Firey Footlong contest today!

    If anyone else won it - check the mail for a FedEx box!

    FettS1 on
    Diablo3: FettS1#1626
    PSN: FettS1
    FFXIV: Kashell Valeth
  • DarlanDarlan Registered User regular
    edited January 2011
    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
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited January 2011
    Darlan wrote: »
    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.

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • StuntofthelitterStuntofthelitter Registered User regular
    edited January 2011
    The copy I won through Subway just arrived (I honestly wasn't expecting it to arrive until monday, just like with GT5), so...WOOOOO.

    Hopefully I'll be able to answer some questions after a bit. For now though, the game is on!

    Stuntofthelitter on
  • DarlanDarlan Registered User regular
    edited January 2011
    CarbonFire wrote: »
    Darlan wrote: »
    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.

    Darlan on
  • hatedinamericahatedinamerica Registered User regular
    edited January 2011
    Darlan wrote: »
    CarbonFire wrote: »
    Darlan wrote: »
    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.

    hatedinamerica on
  • TigTig Registered User regular
    edited January 2011
    Darlan wrote: »
    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.

    Tig on
  • tetsuoZshimatetsuoZshima Registered User regular
    edited January 2011
    Tig wrote: »
    Darlan wrote: »
    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..

    tetsuoZshima on
  • GihgehlsGihgehls Registered User regular
    edited January 2011
    I think I'd rather just play one game than two.

    Gihgehls on
    PA-gihgehls-sig.jpg
  • bsjezzbsjezz Registered User regular
    edited January 2011
    Darlan wrote: »
    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

    bsjezz on
    sC4Q4nq.jpg
  • DarlanDarlan Registered User regular
    edited January 2011
    bsjezz wrote: »
    Darlan wrote: »
    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.

    Darlan on
  • StuntofthelitterStuntofthelitter Registered User regular
    edited January 2011
    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.

    Stuntofthelitter on
  • unintentionalunintentional smelly Registered User regular
    edited January 2011
    i love LBP's control scheme

    unintentional on
  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    edited January 2011
    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.

    anoffday on
    Steam: offday
  • TigTig Registered User regular
    edited January 2011
    Tig wrote: »
    Darlan wrote: »
    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.

    Tig on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2011
    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

    Speed Racer on
  • elliotw2elliotw2 Registered User regular
    edited January 2011
    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.

    elliotw2 on
    camo_sig2.pngXBL:Elliotw3|PSN:elliotw2
  • StuntofthelitterStuntofthelitter Registered User regular
    edited January 2011
    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.

    Stuntofthelitter on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2011
    elliotw2 wrote: »
    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

    Speed Racer on
  • TigTig Registered User regular
    edited January 2011
  • NailbunnyPDNailbunnyPD Registered User regular
    edited January 2011
    Did they fix online play this time around, addressing lag and adding voice chat?

    NailbunnyPD on
    XBL: NailbunnyPD PSN: NailbunnyPD Origin: NailbunnyPD
    NintendoID: Nailbunny 3DS: 3909-8796-4685
    steam_sig-400.png
  • TurkeyTurkey So, Usoop. TampaRegistered User regular
    edited January 2011
    I just wanted to chime in and say that I am really jealous of you PS3-owning bastards. :P

    Turkey on
  • TigTig Registered User regular
    edited January 2011
    Did they fix online play this time around, addressing lag and adding voice chat?

    yep, I'm pretty sure they fixed all of that in the first game...

    Tig on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited January 2011
    not like anyone owns a mic for PS3...

    that reminds me, is recording your own voice/sound/whatever still a feature?

    Speed Racer on
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