well couldnt find a thread dont know how many people cared for this game the first one was pretty cool
For the past few days, I've been in Sackboy heaven. See, the preview code for LittleBigPlanet showed up in the IGN office, and it's packed with levels from the upcoming sequel. It isn't the whole game and there's plenty left to be discovered, but just this dozen-or-so level taste has reawakened my love for this franchise.
Now, I could sit here and type line after line about how the jumps are still floaty because that's how LBP plays and you need to get over it, how you need to drag things around with R1 to make certain jumps and a ton of other minute details. However, I'm not going to. We've written a lot about LittleBigPlanet 2. In the past seven months, we've posted six previews. Hell, if you count this one, we've posted seven in seven. Don't get me wrong, LittleBigPlanet 2 is huge and has enough to keep us writing for years, but with you already knowing so much, there's really no sense in beating around the bush.
I've been playing LittleBigPlanet 2 for about a week now, and here's why you should be freakin' pumped for Jan. 18, 2011.
An Actual Story
In the original LittleBigPlanet you were collecting stuff to collect stuff. Sure, in the end you went up against "the collector," but that was really kind of tacked on. You weren't playing through all the worlds and thinking "Yes, this is going to help me stop the final boss of the game." You were playing and thinking "Where the hell is that last sticker?"
Well, this time around, LittleBigPlanet has a story. The sequel starts off by introducing the Negativatron, a universe gobblin' beast that's come to your world to feast. In your quest to stop the monster, you'll team up with other heroes, help assemble the nations and basically get ready for war. The build I have jumped around a lot to the different worlds, but even those quick glances framed the story in the quest to stop the overarching bad guy. For folks who kind of lost interest in the original game or felt like there was no real point, LittleBigPlanet 2's story should give them a bit more structure... while keeping all the hidden prize bubbles that are sure to drive us all mad.
Sackbots
Oh sweet Jack Tretton, these Sackbots are adorable. If you missed their video debut a few months back, these are little robots that look like Sackboy. When I ran into them in the story, I was trying to save them so that I could lead an army of Sackbots into battle against the Negativatron. Problem was, the little guys thought I was a bad guy, so whenever I walked towards them, they'd run from me. This led to a number of jump pads I'd have to chase the little guys into so that they'd bounce past me and I could keep chasing them. A few other spots made me pick'em up and toss them into bins so locked doors would fly open.
Still, the real "hell yes" moment came when I popped into create and tooled around with the bots. In create mode, you can tweak the Sackbots like everything else in the game -- make'em mean, set their trigger radius, etc. -- but you can also put them in the costumes you own. Up until that moment, the majority of Sackbots I had seen were simply cardboard robots running around levels with hearts in their eyes. I had kind of forgotten the early footage of them in outfits. If you want, you can make a world and fill it with customized, dressed Sackbots that look just like normal Sackboys. You can finally create that LBP RPG level and have it filled with NPCs that are real, moving Sackpeople. People are going to make so many awesome levels with this. Imagine an Assassin's Creed level populated with people milling about the streets. It's going to happen, and it's going to be cool.
It's frickin beautiful
The original LittleBigPlanet was no slouch when it came to visuals, but the sequel has already blown it away in my mind. Everything from the incredibly detailed worlds that each feel different to the tiny details such as Sackboy's costumes and the animations for level loads and dancing icons on your Popit menu look great. It's just a sharper version of HD, but it looks so good.
The creatinator
The Creatinator's another LittleBigPlanet 2 goodie that popped up in a Sony-produced trailer and never made much of an impact on me, but once I got it in the game, I totally understood why it was rad. Basically, this is a device Sackboy wears on his head and can fire at will. It shoots out -- well, it shoots out whatever the creator tells it to.
In my preview, the Creatinator debuted in a bakery level and spat out delicious-looking pieces of cake. I used the thing to best a few enemies, but the real use was much more ingenious. I'd come to ledges that were too high for Sackboy, and I'd have to shoot out a piece of cake for a makeshift platform to the next level. Later, I'd come upon doors and contraptions that needed me to stick cake to specific areas so that gravity could take over and tip scales so I could pass. Ingenious stuff.
When I jumped into create mode, I spent a bit of time fiddling with just trying to make a decent IGN logo. After I was crushed to find my LBP create skills were super-rusty, I settled on the crappy design I made and saved it as one of my objects. When I tinkered with the Creatinator, it was a breeze to pop the logo in as something my device would spit out at any and all Sacktrolls who dared come into my level. Not too shabby.
The Grappling Hook
The Grappling Hook is self-explanatory. You leap into the air, hold R1, and it flies out to grab-able surfaces so Sackboy can swing around. You can lengthen and retract the rope it's attached to, and that's going to be key in getting to those hard to reach score and prize bubbles. For me, the fun really starts when Media Molecule tosses in Jump Pads and multiple grab points. The preview disc I have has a few sections where I'd grapple to a wheel, bump into a pad, and be flung in another direction at a crazy speed. From there, I'd have to let go, grapple to another section and repeat the whole process until I got to the final destination and/or the amazing prize bubbles waiting for me in the end.
And -- to sound like a broken record -- I can't wait for the community to get this tool and whip up some awesome Spider-Man and Bionic Commando levels.
The clever stuff
There's one level that I started, and Sackboy immediately jumped into this little controller chair and sat down. As he did this, two doppelgangers popped up in two mazes situated to the right. I was controlling both of the clones through the controls my Sackboy was holding, and I had to navigate the two different puzzles at the same time in an effort to get each Sackboy to his respective goal. Awesome.
he levels I'm seeing in this preview are just the tip of the iceberg, and I can't wait to see what all is included on the final disc. There are challenges here that have you jump into a small shaft and have to propel yourself up with the jump pads on each side. Another had me riding a llama whose spit can take down enemies. Media Molecule has upped the creativity here, and it's going to be fun to see what they're holding back.
http://ps3.ign.com/articles/113/1138954p2.html
theres some videos if you wanna watch em click the link
For the past few days, I've been in Sackboy heaven. See, the preview code for LittleBigPlanet showed up in the IGN office, and it's packed with levels from the upcoming sequel. It isn't the whole game and there's plenty left to be discovered, but just this dozen-or-so level taste has reawakened my love for this franchise.
Now, I could sit here and type line after line about how the jumps are still floaty because that's how LBP plays and you need to get over it, how you need to drag things around with R1 to make certain jumps and a ton of other minute details. However, I'm not going to. We've written a lot about LittleBigPlanet 2. In the past seven months, we've posted six previews. Hell, if you count this one, we've posted seven in seven. Don't get me wrong, LittleBigPlanet 2 is huge and has enough to keep us writing for years, but with you already knowing so much, there's really no sense in beating around the bush.
I've been playing LittleBigPlanet 2 for about a week now, and here's why you should be freakin' pumped for Jan. 18, 2011.
An Actual Story
In the original LittleBigPlanet you were collecting stuff to collect stuff. Sure, in the end you went up against "the collector," but that was really kind of tacked on. You weren't playing through all the worlds and thinking "Yes, this is going to help me stop the final boss of the game." You were playing and thinking "Where the hell is that last sticker?"
Well, this time around, LittleBigPlanet has a story. The sequel starts off by introducing the Negativatron, a universe gobblin' beast that's come to your world to feast. In your quest to stop the monster, you'll team up with other heroes, help assemble the nations and basically get ready for war. The build I have jumped around a lot to the different worlds, but even those quick glances framed the story in the quest to stop the overarching bad guy. For folks who kind of lost interest in the original game or felt like there was no real point, LittleBigPlanet 2's story should give them a bit more structure... while keeping all the hidden prize bubbles that are sure to drive us all mad.
Sackbots
Oh sweet Jack Tretton, these Sackbots are adorable. If you missed their video debut a few months back, these are little robots that look like Sackboy. When I ran into them in the story, I was trying to save them so that I could lead an army of Sackbots into battle against the Negativatron. Problem was, the little guys thought I was a bad guy, so whenever I walked towards them, they'd run from me. This led to a number of jump pads I'd have to chase the little guys into so that they'd bounce past me and I could keep chasing them. A few other spots made me pick'em up and toss them into bins so locked doors would fly open.
Still, the real "hell yes" moment came when I popped into create and tooled around with the bots. In create mode, you can tweak the Sackbots like everything else in the game -- make'em mean, set their trigger radius, etc. -- but you can also put them in the costumes you own. Up until that moment, the majority of Sackbots I had seen were simply cardboard robots running around levels with hearts in their eyes. I had kind of forgotten the early footage of them in outfits. If you want, you can make a world and fill it with customized, dressed Sackbots that look just like normal Sackboys. You can finally create that LBP RPG level and have it filled with NPCs that are real, moving Sackpeople. People are going to make so many awesome levels with this. Imagine an Assassin's Creed level populated with people milling about the streets. It's going to happen, and it's going to be cool.
It's frickin beautiful
The original LittleBigPlanet was no slouch when it came to visuals, but the sequel has already blown it away in my mind. Everything from the incredibly detailed worlds that each feel different to the tiny details such as Sackboy's costumes and the animations for level loads and dancing icons on your Popit menu look great. It's just a sharper version of HD, but it looks so good.
The creatinator
The Creatinator's another LittleBigPlanet 2 goodie that popped up in a Sony-produced trailer and never made much of an impact on me, but once I got it in the game, I totally understood why it was rad. Basically, this is a device Sackboy wears on his head and can fire at will. It shoots out -- well, it shoots out whatever the creator tells it to.
In my preview, the Creatinator debuted in a bakery level and spat out delicious-looking pieces of cake. I used the thing to best a few enemies, but the real use was much more ingenious. I'd come to ledges that were too high for Sackboy, and I'd have to shoot out a piece of cake for a makeshift platform to the next level. Later, I'd come upon doors and contraptions that needed me to stick cake to specific areas so that gravity could take over and tip scales so I could pass. Ingenious stuff.
When I jumped into create mode, I spent a bit of time fiddling with just trying to make a decent IGN logo. After I was crushed to find my LBP create skills were super-rusty, I settled on the crappy design I made and saved it as one of my objects. When I tinkered with the Creatinator, it was a breeze to pop the logo in as something my device would spit out at any and all Sacktrolls who dared come into my level. Not too shabby.
The Grappling Hook
The Grappling Hook is self-explanatory. You leap into the air, hold R1, and it flies out to grab-able surfaces so Sackboy can swing around. You can lengthen and retract the rope it's attached to, and that's going to be key in getting to those hard to reach score and prize bubbles. For me, the fun really starts when Media Molecule tosses in Jump Pads and multiple grab points. The preview disc I have has a few sections where I'd grapple to a wheel, bump into a pad, and be flung in another direction at a crazy speed. From there, I'd have to let go, grapple to another section and repeat the whole process until I got to the final destination and/or the amazing prize bubbles waiting for me in the end.
And -- to sound like a broken record -- I can't wait for the community to get this tool and whip up some awesome Spider-Man and Bionic Commando levels.
The clever stuff
There's one level that I started, and Sackboy immediately jumped into this little controller chair and sat down. As he did this, two doppelgangers popped up in two mazes situated to the right. I was controlling both of the clones through the controls my Sackboy was holding, and I had to navigate the two different puzzles at the same time in an effort to get each Sackboy to his respective goal. Awesome.
he levels I'm seeing in this preview are just the tip of the iceberg, and I can't wait to see what all is included on the final disc. There are challenges here that have you jump into a small shaft and have to propel yourself up with the jump pads on each side. Another had me riding a llama whose spit can take down enemies. Media Molecule has upped the creativity here, and it's going to be fun to see what they're holding back.
http://ps3.ign.com/articles/113/1138954p2.html
theres some videos if you wanna watch em click the link