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LittleBigPlanet 2

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LittleBigPlanet 2

LittleBigPlanet 2

  • Platformos

    • PlayStation 3
    • PlayStation Network (PS3)
  • Kūrėjas

    • Media Molecule
    • Supermassive Games
    • Tarsier Studios
  • Leidėjas

    • Sony Interactive Entertainment Europe
    • Sony Interactive Entertainment America
  • Temos

    • Comedy
  • Išleidimo data


  • Apie žaidimą

    LittleBigPlanet 2 expands the creation tools introduced in the first game, allowing user levels to diverge even more from the base gameplay. It also features a new story mode.

LittleBigPlanet 2

Apie žaidimą

LittleBigPlanet 2 expands the creation tools introduced in the first game, allowing user levels to diverge even more from the base gameplay. It also features a new story mode.

Aprašymas

Overview

LittleBigPlanet 2 was developed by Media Molecule and is a PS3 exclusive. Originally scheduled for a November 16th 2010 release, the game was delayed to January 18th, 2011.

The story mode featured a new adventure and characters, while showcasing the new set of features in the form of objectives. Players still control Sackboy or Sackgirl, collect stickers, decorations and tools which they can use in create mode. Whereas creators were mostly restricted to making platforming games in the original Little Big Planet, LBP2 broadens the creation possibilities, allowing the creation of dual stick shooters, racers, fighting games, RPG's, real-time strategy games and so on. Creators have since been able to exploit the engine to give their creations a three-dimensional appearance, though the games that employ this are usually unstable and are graphically inferior.

History

LittleBigPlanet 2 was first revealed in the June 2010 issue of Game Informer, with an official announcement from Media Molecule announced alongside a trailer shortly after.

During the lead-up to E3 2010, Media Molecule invited a handful of the original LittleBigPlanet top creators over to their studios for a "Community Game Jam" event for LBP2. The creators were given a challenge to create a level within 24 hours. The winner was given a prize and all of the contestants had their levels briefly shown at E3.

Later, at Gamescom 2010, PlayStation Move content was showcased. Briefly shown in motion before LBP2's reveal, it was confirmed that 10 additional (separate from the main story) levels would ship on the disc, with tools for level creation for the Move coming later. This was later announced as Sackboy's Prehistoric Moves, a PSN for up to two players locally.

No Caption Provided

August had the announcement of a Beta trial for both LBP2 and the new web-portal LBP.me that allowed players to promote their levels, search for levels and even add them to a que for instant acces on the console. The Beta was originally restricted to specific European users, and after a lift of the Beta's Non-Disclosure Agreement (NDA), was available to North American users as well.

While development was approaching the original release date of November 16, Media Molecule announced that the game would be pushed back to January 18th, 2010 in order to better polish the game, most likely due to responses during the Beta tests. This also lead to an extension of the Beta trial itself.

September held the official announcement of Sackboy's Prehistoric Moves for release on December 15th (still free on the LBP2 disc), and a story only demo of LittleBigPlanet 2 for December 22nd.

Less then a week before the game's release, Sony with the help of IGN announced an event for the Guinness Book of World Records 2011 Gamer's Edition. On January 17th through to the 19th, a selected group of players sat down and played LittleBigPlanet 2 for a total of 50 hours and 1 minute (with mandatory breaks in-between) to get the following records:

  • Longest marathon playing LittleBigPlanet 2
  • Longest marathon playing a platform video game
  • Most video game genres played in one video game in 24 hours
  • Most user-generated video game levels played in 24 hours
  • Most user-generated video game levels played in a marathon

And also recognition for the following records:

  • Most gaming genres in one video game
  • Most player-created levels in one video game

Gameplay

LittleBigPlanet 2's main focus is no longer platforming, although that is still an integral part. The game's new level creation tools allow for much more than simple platforming gameplay.

The game's new motto a "Platform for Games", tells of the new focus of the creation aspect: Allowing the user to create the experience they want to share.

Examples mentioned are racing games, fighting games, RPGs, and more.

This new initiative presents itself in the developer levels, where a lot of the tools that the players use are in turn used by the devs to create these new skewed genre level varieties.

Sackboy's interaction is no longer limited to jumping on buttons or grabbing switches or blocks. New tools (that are detailed below) allow each button on the controller to be literally wired to a multitude of commands, opening up control schemes to the creator.

Story

The game starts with Sackboy frolicking about in a developer/pre-credits level, when he is then attacked by an "inter-dimensional, hyper-spatial, 1800 watt Vacuum Cleaner" known as the "Negativitron". Before Sackboy can be sucked up, Larry Da Vinci intervenes and rescues Sackboy.

Some of The Alliance. From left to right: Avalon, Victoria, Eve, and Larry. Not Pictured: Clive and Dr. Higginbotham
Some of The Alliance. From left to right: Avalon, Victoria, Eve, and Larry. Not Pictured: Clive and Dr. Higginbotham

Larry is the leader of "The Alliance", a group dedicated to fighting the evil vacuum cleaner before it destroys the Cosmos. Sackboy gets recruited to The Alliance so they can fight off the vacuum cleaner.

The story totals 50 levels and the themes span several mixed time-period styled abstract design as opposed to country based history which was how the original themes were structured.

Da Vinci's Hideout

Techno Renaissance: a mix of microchips and electricity with wood, chalkboards, and hand-made structures. This is where Sackboy meets Larry Da Vinci, the short-tempered leader, who trains him on the basics of gameplay to see if he's worthy of his group: The Alliance. The player is also introduced to the grappling hook power-up, and where they first see the Negativitron. The final Boss Level is Larry in a wooden monkey-mech that uses electric yo-yos to attack.

Victoria's Lab

Steam & C ake: steampunk mixed with 'a little girl's tea party'. Here Sackboy meets Victoria Bathysphere, an insecure bipolar baker, whose kitchen has been invaded by evil cupcakes manipulated by the Negativitron. Also introduced is the Creatinator, being used in these levels as a "Cakeinator." The Boss Level is a creature that sprouts legs, and climbs a building after Sackboy, using electric floors and beams to attack.

The Factory of a Better Tomorrow

Neon Propaganda: Cold War style propaganda mixed with a grim feeling neon factory. Here Sackboy finds Clive Handforth, a depressed calendar, who lost his factory's control to the Negativitron. Sackboy n eeds to free the Sackbots from being enslaved by the factory. The Boss Level is actually a chase sequence where Sackboy must run away from the factory's guard chicken Copernicus.

Avalonia

Fluffy High-Tech: take high-tech future, and throw in fluffy bunnies and sheep. Here is where Sackboy meets Avalon Centrifuge, a vain character with a very high ego. This area also introduces the Controlinator, which is attached to multiple fluffy animals and creatures. In this Boss Level, Sackboy must protect "Huge Spaceship" from a Negativitron created attack robot.

Eve's Asylum

Designer Organic: nature and design, where plants become architecture. Here, Sackboy meets up with Eve Silva Paragorica, the self-absorbed curator of the asylum. He needs to defeat the Negativitron manipulated Sackbots in order to get to Dr. Higginbotham to can repair Huge Spaceship. One of the levels features a top-down caterpillar driving sequence as well as using a Creatinator to douse flames in water. The Boss Level is actually Sackboy shrinking down inside Dr. Higginbotham to defeat the meanies inside him.

The Cosmos

Hand-Made Arcade: Arcade influenced levels combined with space, this is also the final showdown, and a combination of all the things learned. Having saved Dr. Herbert Higginbotham, a far-thinking far-out professor, he repairs Huge Spaceship and everyone sets course for the Negativitron. The player is briefly introduced to changing gravity before they finally take on the Negativitron. The Final Boss is of course the Negativitron. Use a Creatinator hamster, the grappling hook and bounce pads, and finish him off with old fashioned throwing things at him.

New Create Mode Features and Tool-sets

More tips and descriptions on tools and logic can be found in the ever growing LittleBigPlanet Wiki. The following only details additions and changes from LBP1.

New "Create" Devices

Controlling
Controlling "Direct Control"

The Controlinator is a tool that allows the creator to assign commands to the controller when Sackboy is in the seat. Almost every button and option is mappable including the Sixaxis tilt commands. The trigger radius for entering the seat can be tweaked, setting automatic entering, enabling exiting, and even setting remote controls that allow a sackperson to be as far away from the device as they want. All this combined allows creators much more vehicle manipulation then Sackboy's simple jumping grabbing switches and buttons.

[external image]
Sackbots of many sizes, and some of their cool features.

Sackbots by default look like a squarish Sackboy without a face, like a puppet or marionette. But by adding a costume to the Sackbot, the player can make them look like any type of Sack-person, including ones who play the level they're in.

Sackbots can be tweaked to single layer restriction, have a fear of hazards or heights, be faster then a regular Sack-person, use old and new pick-up power-ups, use multiple animation styles based on the story characters, and even record player movements for animation.

Sackbots can follow or flee from Sackboy very well, even over pits, they can use direct control seats to follow Sackboy if the device isn't too complicated, they can even be controlled by Controlinators.

Movers are tools that do just as their titled. They can be controlled using logic switches and improved with Anti-Gravity Devices (detailed below) to make the effects of flying machines and such. They allow more freedom then complicated piston contraptions.

Linear Movers are controlled by the x and y speed with properties for speed, acceleration, and deceleration. They move along the x and y axis relative to the level or the object. A follow/flee device can be used to set the Mover to follow/flee a Sack-person or Magnetic Key, with maximum/minimum distance settings, and x/y axis movement locking. There is also a non-physical magic rocket tool that simulates the existing jet tool, but can be compacted into microchips.

Rotational movers have the same logic control as the linear Movers and a look at player/magnetic key option. A gyroscope tool will attempt to stand the object upright vertically, which can be tweaked for speed and activate via switch.

The final special Mover moves things between layers. The movement according to the physics is instant, but the animation takes time. The movement cannot be stopped mid animation, so no keeping things off the set layers.

[external image]
The Sequencer

The Sequencer was originally intended for strictly music, but as the developers used it, they found it could be used to trigger more then just the music. When placed, a timeline appears similar to a circuit board when using Microchips. When the creator selects an Instrument, an editing window appears displaying a keyboard and another mini timeline with different mix, key, and visual tools.

Not only can music notes be added, but logic triggers can be placed to allow music based gameplay triggers, and more cinematic quality. For sequences without music, a regular music-less sequencer exists.

MIDI Instruments

The Instruments featured in LBP2 are MIDI based. The original ones focused more on retro video game sounds, while the 17 additional instruments included in the Move Pack focused more on classical sounds. Media Molecule synthesized these sounds and developed some of them closely with Baiyon.

  • Keys: Honkytonk Piano
  • Keys: Piano
  • Percussion: 8 bit Kit
  • Percussion: Acoustic Kit 1
  • Percussion: Baiyon Kit 1
  • Percussion: Beatbox Kit 1
  • Percussion: Beatbox Kit 2
  • Percussion: Synth Kit 1
  • Percussion: Synth Perc. Kit 1
  • Plucked: Bass Guitar
  • Plucked: Electric Guitar (muted)
  • Plucked: Electric Guitar (distorted)
  • Plucked: Electric Guitar Power Chords
  • Plucked: Harp
  • SFX: Baiyon Guildford
  • SFX: Baiyon Kyoto
  • SFX: Record Static
  • Synth: Baiyon Bass 1
  • Synth: Baiyon Bass 2
  • Synth: Baiyon Shiny
  • Synth: Baiyon Tinkle
  • Synth: Bell
  • Synth: E-Piano
  • Synth: Ghost
  • Synth: Harpsichord
  • Synth: Mime Artist
  • Synth: Mosquito
  • Synth: Noise
  • Synth: Pulse Wave
  • Synth: Ray Gun
  • Synth: Robot
  • Synth: Saw Wave
  • Synth: Sine Wave
  • Synth: Space Piano
  • Synth: Square Wave
  • Synth: Strings
  • Synth: Tennis
  • Synth: Triangle Wave
  • Synth: Woodpecker
  • Synth: Worm
  • Tuned Percussion: Glockenspiel
  • Wind: Concertina

Additional Instruments included in the Move Pack

  • Plucked: Col Legno
  • Plucked: Double Bass Pizzicato
  • Plucked: Ektara
  • Tuned Percussion: Glass Harmonica
  • Plucked: Koto
  • Plucked: Nylon String Guitar
  • Plucked: Strings Legato
  • Plucked: Strings Pizzicato
  • Tuned Percussion: Kalimba
  • Tuned Percussion: Marimba
  • Tuned Percussion: Music Box
  • Tuned Percussion: Tubular Bells
  • Tuned Percussion: Vibraphone
  • Voice: Choir Aahs
  • Wind: Bassoon
  • Wind: Brass
  • Wind: Clarinet

New "Play" Devices

  • The Grappling Hook controls are simple. Press R1 to shoot out the hook that only latches onto surfaces that can be grabbed. The player can reel in/out by pressing the right stick up/down, and swing with left/right.
  • The Creatinator is a helmet that works as an emitter for the head. The creator chooses the object(s) that are emitted, and the player points the helmet, presses R1, and it emits in that direction.
  • Grabinators let the player lift items over their head with R1 and carry them between layers to throw them. The player can pick up and throw other players or Sackbots.
  • Bounce Pads are like trampolines that can be tweaked for specific heights. Also, multiple Sack-people wont mess up each others jumps.

New "Create Mode" Devices and Improvements

  • Objects can now be hidden to edit areas behind them by tapping R1.
  • The player can now group select individual objects by holding R2 when selecting them using the popit cursor. This is similar to PC Ctrl-Clicking.
  • There's an option where objects can be rotation snapped by any 5 degree increment up to 90, for those precise rotations.
  • Popit navigation improvements like a full screen option, sort by color option, collapsible categories, the ability to create custom categories the player can use for sorting, and a new section showing all the pop-it items used the level for easy access to already used stickers or objects.
  • Joystick Rotator - Attach the analog stick of a Controlinator to this, to create 1:1 analog rotation.
  • Anti-Gravity Tweaker - Allows an object to be partially or not affected by gravity. Dampening options allow the object to slow down as it moves.
  • Collision Switch - Activates upon a collision of anything, like a sack-person, an object/wall, an specifically tagged object, or any combination.
  • Material Tweaker - Can change the bounciness, friction, grab-ability, or destructibility of an object so it can't be crushed.
  • Lethalizer - Can make any object lethal or non lethal with either Fire, Electricity, Gas, or the new Plasma element.
  • Smoke Machine - Can tweak the color or intensity of smoke. Better effect then the jet from LBP1, and no noise.
  • Score Switch - Increase or decrease scores for the person who activates them, even through logic.
  • Score Detector - Activates when a set score is reached.
  • Level End Switch - Set to Win or Lose the level when activated.
  • Notes - Little notes that allow comments for players or creators.
  • A preview mode changes the display of objects that are normally invisible in Play Mode to invisible in Create Mode, so players don't have to constantly play-test levels to see how they would look when published.
  • UV Tool allows creators to shift around the texture on a material instead of having to adjust the whole material.
  • Advanced Glue lets users glue two specific objects rather then all the objects next to the material.
  • Magnetic switches and proximity switches can be set to activate on specific layers.
  • Magnetic Key Switches can use labels as well as colors to allow multiples of magnetic keys in the same space (think: microchips). The color and the label must match for the key's logic to activate. Also, when in the tweaking options for the switch, all the angles and ranges of the switches that match will be shown. Finally, the key's themselves can be activated/deactivated by logic.
  • "Signal type is determined at destination, not source. This allows for multiple signal types from a single device. So a magnetic switch could output speed to a wheel and on/off to an LED."
  • Emitters have effects for emitting and destruction of the emitted object: Explosion effect (no damage), appear/disappear (no sound), dissolve (like in LBP1; with sound), and shrink/grow.
  • Along with any item in the pop-it, Emitters can use an item in the world without having to save it in the pop-it. Any changes to the object in the level then get reflected in all Emitters, including Emitters in Emitters, etc. When done editing the object, it can be deleted to lock its memory to each Emitter.
  • New Bullet objects. Simple pre-made Fire, Water, Electric, or Plasma bullets to use for levels.
  • The player can now set a level to a variety of specific types. Cooperative, the standard/default type. Competitive, that allow separate scores, score limits, and a timer that deathlessly (read: can still "ace" the level) transports the players to the scoreboard where line-graph tallies are shown. And Movie, where the player shows off cinematics that set-up and lead into other levels. Competitive and Movie both add banners around the level badge to further indicate the level type to players.
  • Level Linking Badges allow users with multiple levels (like in a series) to stream levels together, unlike level keys which still only show the levels the keys linked to. Use level link's with the Sub-Level option to create a series of small levels link into one grand saga, as Sub-Level rate/comment options lead back to the starting level.
  • Much more flexible create thermometer; levels don't fill up as quickly.
  • When using Magic Mouths, users can record and use their own voice over the game's stock gibberish sounds. Then can also use subtitles only when placing the mouths on a sequencer.

New "Logic" Tools for "Create Mode"

Logic is the term used for activating, deactivating, or influencing the level using sensors or switches.

[external image]
Microchips projecting circuit boards

Microchips are a new tool that allow logic on circuit boards to be condensed into a small scape, thus saving physical space in the level, and saving thermometer room.

Any logic or even tool that the player would normally stick to the side of a contraption in LBP1 can be added onto the circuit board. Magnetic Key sensors and Emitters use the Microchips to act as the position of the sensor.

Even Microchips can be in Microchips!

New Logic Chips:

  • NOT - Output is made the inverse of the input.
  • AND - All inputs must be active to activate an output.
  • OR - Output is made if at least one input is active.
  • XOR - Output is made if an odd number of inputs are active.
  • Battery - Always outputs.
  • Toggle - Inverts output each time an input is given.
  • Timer - Outputs speed/strength proportional to its current value. It can also be reset.
  • Selector - Cycles through each of its outputs every time it is activated. Can also take overrides to jump to specific outputs.
  • Counter Switch - Increases a counter each time is is activated up to a maximum value. Can also be reset.
  • Randomizer - Many options can be used to vary up the randomization pattern.
  • Directional Splitters/Combiners - Allows a bi-directional signal (like from a three way switch or analogue stick) to be split or combined into its signals.

New "Create Mode" Visual Tools/Improvements

Cameras can now be zoomed back further and can be rotated on the plane it is placed on. Thus the camera can go sideways and even upside down.

Cameras now have a number of effects: pan, angle / zoom, camera shake effects, fades and other transition effects.

The cutscene mode can allow player movement, so the camera effects can add new visual experiences and effects.

Activation times can be added to cutscene cameras and Magic Mouths so that they can be closed on cue. They also have output switches that can be used to activate another mouth/camera/trigger once the scene ends.

There is a camera mode for flatness that makes the game look like "front view" from create mode in LBP1.

It is also possible to allow each player their own camera in a level. This will help with multiplayer levels or races that will let each player see their Sack-person better.

There are many more Sound Effects in the game. Volume control is optional on each sound effect as well as a setting to allow the sound to be heard anywhere in the level despite the distance. Reverb and other audio effects can be added to each sound.

[external image]
Comparing the new lighting and textures to the old

The Global Sound Tool can change the music and sound volume via switch or trigger as well as globally apply sound filters on everything in the level.

Lighting has been greatly improved, with a better engine, a wider variety of colors, and fog can be changed by percent rather then on/off from LBP1.

New "Create Mode" Materials

Light Matter, exactly the same gravity-free material as LBP1's Dark Matter, but it is beige and without the rounded edges.

Fluffy Materials use LBP2's new rendering power.

Animated Materials can have the animation speed altered and come in many styles like water, chocolate, and space.

Filter Glass Materials effect objects behind them visually like retro green lines, x-ray effects, pixelated, and more.

Holographic Material is a translucent, internally lit, semi-transparent looking material. Color can be tweaked and has a brightness option. It can be altered with switches with the "off" and "on" states being tweakable. Transparency can be altered via stickers too. The material can't be affected by gravity, and can go through objects, with the option to set off collision switches.

New Creator Features

A creator is allowed to create 20 levels maximum in order to prevent an abundance of spam or low quality levels. In addition, a creator is still allowed 20 maximum levels to import from the original title.

Along with the standard trophies that the game will have, Media Molecule also told of a 'pin system'. Sort of like internal achievements, the pins will detail hundreds of micro-events that the player has completed or achieved in the main story/game or online (including a pin for each trophy task). They are then able to choose three pins to place on their in-game creator picture that shows up with levels or creator profile. This helps players understand the type of player/creator someone is when they browse their levels.

[external image]
An example of a few of LBP2's planet themes.

Another neat thing is customizing the LittleBigPlanet itself. In single-player, each level set (usually consisting of a few levels and survival challenges) changes the appearance of the planet to better fit the themes of the levels.

Well, when in the main menu, the player can now add stickers and decorations to the planet itself. Then when another player views that player's levels or profile on the system, the planet changes into the one they created.

In LBP2, even the entire planet can be customized.

Patches and Patch Notes

Patch 1.01 - "Cupcake" - 7.5MB - Released Feb. 14th, 2011

Full Official patch notes found HERE.Some important fixes:

  • Captured DLC costumes like the Crown that were pirated through glitch levels will be stripped from all players.
  • Broken PODS will be reset along with an easier reset option.
  • Changing the PSN avatar will no longer make a giant Craftworld block the view.

Patch 1.02 - "Apple Cake" - 13MB - Released Mar. 8th, 2011

Full Official patch notes found HERE.

Some important fixes:

  • Players that glitch imported beta profiles and were wearing DLC they didn’t own could still wear them.
  • 1.01 stripped rare DLC items that the players didn't own, however the DLC is still visible in pop-it although with an exclamation mark over its icon. Players could highlight these items and very quickly press O and X, which would allow the user to still wear it.

Patch 1.03 - "Battenburg" - 13MB - Released April 15th, 2011

Full patch notes found HERE.

Some important fixes:

  • The music sequencer no longer skips the first few notes when activated by Logic.
  • Fixed a stability issue to do with the player being disconnected from the host when on a loading screen.

Patch 1.04 - 13MB - Released July 4th, 2011

Update containing DLC data.

Patch 1.05 - 93MB - Released July 12th, 2011

Full patch notes found HERE.

Some important fixes:

  • The "Spawn Pop" / "Growing Sackboy" glitches, as well as the "Overlord" glitches and any issues surrounding them have been fixed.
  • Fixed Sackboy re-sizing/deforming their Sackboy.
  • New interface for in-game PlayStation DLC store.

Patch 1.06 - 567MB - Released Sept. 6th, 2011

Full patch notes found HERE.

Some important fixes:

  • Fixed the "Local Space" camera option.
  • PlayStation Move Support for all future and existing levels.
  • Added free tools: Speed, Rotation, and Angle Sensors and the Slice 'N' Dice Tool.
  • Recommended minimum and maximum players option.
  • Additional tweaks options for Bounce Pads, the Water Bullet, Magic Mouths, the Score Giver, the Game Camera.
  • Added the "More Stories" section for faster DLC story pack access.
  • Added content for the PlayStation Move DLC Pack including the data, additional pins, and trophies.

Community & Online Network: LBP.me

[external image]
The LBP.me Front Page

Tags from LBP1 were being redone to make them more meaningful. A creator can now assign tags with more vote weight then other player tags.

Writing good level reviews (as voted on by others) makes that person's vote weigh more. They can be written on LBP2 or on LBP.me

Every LittleBigPlanet user will be granted a profile on LBP.me, a better way of tracking, sharing, and promoting creators and their levels, as well as a way to check out the LittleBigPlanet while away from the PS3.

Features of LBP.me include an activity feed, level previews, a level queue, leaderboards for the player's levels, and integration of QR Codes that can be printed for sharing.

Levels picked by Media Molecule (Mm Picks) get a special "seal of approval" to help distinguish them from the herd. As well as seals for versus levels and cinematic/movie levels.

Music

Along with the Sequencer, the tool used in LBP2 to program music tracks (among other things), a number of licensed track titles have been seen.

  1. "A Go Go" by Trüby Trio
  2. "A Fifth of Beethoven" by Walter Murphy
  3. "Also Sprach Zarathustra" by Daniel Pemberton TV Orchestra
  4. "Automaton" by Lorn
  5. "Batteroo" by The Planet Rockers
  6. "Disco Divertimento" by Daniel Pemberton
  7. "Disco Shmisco" by Kenneth Young
  8. "Elevate This" by Kenneth Young
  9. "Finale" from "The Gadfly Suite, OP. 97a" Composed by Dmitri Shostakovich and preformed by the Ukraine National Symphony Orchestra
  10. "Ghosts" by Ladytron
  11. "I Have Changed" by HP Riot
  12. "Infontain Me" by Ochre
  13. "Limehouse Blues" by Django Reinhardt
  14. "Mahalageasca" (Felix B Jaxxhouse Dub) by Mahala Rai Banda
  15. "New Family" by Plaid
  16. "Planetarium" by Squarepusher
  17. "Rock Your Body Rock" (Original Little Big Edit) by Ferry Corsten
  18. "Silver Surfer, Ghost Rider Go!!!" by Trentemoller
  19. "Sleepyhead" (Instrumental) by Passion Pit
  20. "Vision One" (Instrumental) by Röyksopp
  21. "What Are You Waiting For?" (Instrumental) by My Cheap Little Dictaphone
  22. "Whoever Brings the Night" (Instrumental) by Nightwish

There are also tracks that were used in trailers, but not in the finished game:

  • "You Look So Pretty" composed by Peter O'Shea, Patrick Hanna, Mark Chester, and Bronwyn Murphy-White.
  • "Jump On It" by Sugarhill Game Apache.

Content Transfer, Built-In Content & User Levels

When starting the game, if a LBP1 player has created a Profile Back-Up, that player will be prompted to transfer his profile over to this sequel.

Everything unlocked from the 'vanilla' version of LBP, as in costumes, stickers, and materials will be transferred. The single player levels will not transfer.

All downloadable content costumes, stickers, material, and tools will transfer. DLC made for LittleBigPlanet 1 disc can be purchased and played in LBP2.

Also, Game of the Year Edition bonus DLC levels are not accessible. Only the DLC that is unlocked in this GOTY version will be transferred.

Any DLC released for LittleBigPlanet 2 will not be compatible with the original game, or the Game of the Year Edition.

LBP1's water creation tools from the Pirates of the Caribbean DLC (only the tools, not the levels or costumes) are usable for create mode in LBP2 without the purchase of the pack from LBP1. Also all of the content from "Creator Pack 1", such as the Global Lighting and Infinite Checkpoint, is accessible.

The Metal Gear Solid Paintinator is NOT built-in and must be purchased and transferred.

All 3 Million user levels made for LBP1 can be accessed, played, and even filtered in LBP2, but levels made in LBP2 can only be played in LBP2.

All levels on the Moon will also transfer to LBP2, but there is still a 20 level publishing cap. However, the 20 level publishing cap for LBP1 will remain untouched, essentially allowing players to publish 20 LBP1 levels and 20 LBP2 levels.

Re-publishing a LBP1 level in LBP2 will also render the level unplayable in LBP1. So if the player wishes to make touch-ups, they must make sure to edit and re-publish while in LBP1.

Daugiau...

Nuotraukos


500x_lbp2.jpg

 

Citata

PlayStation 3 do-it-yourself platformer LittleBigPlanet is getting a sequel, a fact confirmed by the latest issue of Game Informer magazine, which spills a sackful of new and fascinating details on developer Media Molecule's next game.

According to early details from the magazine from a NeoGAF forum member, LittleBigPlanet 2 is much more than just a side-scrolling platforming game. Media Molecule is creating new tools that will enable players to create racing games, puzzle games, "Space Invaders clones," role-playing games and even real-time strategy games.

"A Media Molecule developer has created a fully-functioning Command & Conquer clone," according to a recount of the mag's report.

LittleBigPlanet 2 will also apparently let players create and edit short films, record their own sound effects and manipulate the game's camera to make customized cut scenes using Sackboys.

The PS3 game also introduces the Sackbot, a fully customizable and programmable enemy unit. With new "direct control seat" options that let players define control schemes, creating customized controls for enemies, vehicles and even Sackboy himself—no more standardized floaty control?—LittleBigPlanet 2's game creation tools sound like a massive leap.

While it all sounds wildly different, LittleBigPlanet 2 is said to let players carry over all their levels, costumes and downloadable content from the original game.

 

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LittleBigPlanet 2 Game Informer June 2010 Issue Information

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.
- 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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Pirma dalis buvo cool, iš pradžiu pasirode lyg mario, neskaitant grafikos, bet vėliau atsirado visokių įdomybiu, labai geras fizikos varikliukas, dviese linksmiausia, neveltui neseniai išėjo GOTY pakuote, su addon' ais. Gal LBP2 playstation eye susilauks daugiau dėmesio, nelabai aiški info dar, ner iš ko spręst :doh:.

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Pirma dalis buvo cool, iš pradžiu pasirode lyg mario, neskaitant grafikos, bet vėliau atsirado visokių įdomybiu, labai geras fizikos varikliukas, dviese linksmiausia, neveltui neseniai išėjo GOTY pakuote, su addon' ais. Gal LBP2 playstation eye susilauks daugiau dėmesio, nelabai aiški info dar, ner iš ko spręst :doh:.

na info juk daug ir apie lygiu kurima kad bus viskas naujam lygi ,na juk nereikia tiketis nieko maziau.dar ilgai ir ilgai losim pirma dali,tai kad ir kada iseis antra ,gali nesiskubint.dabar su vandens fizika nauji lygiai dar idomesni. :D idomiausia su darugais palost,ir butent si geima megsta ir losia tie kas nemegsta per daug zaidimu isvis,butent moteriska lytis :) visada smagu kai tave padauzo,aplipdo stickeriais ir vaikstai kaip kupranugaris,arba koks ateivis.nu pazvnegt bent jau visada yra is ko.cia tai jau tikrai. antra dalis bus tik geresne,su dar didesnem kurimo galimybem,ir skirtingais kameros rakursais.

noretusi kad jis isliktu su tokiu paciu vaizdo is sono. tas yra geriausia LBP.

na siaip ilgiausias sarasas kas bus naujo antroj dali.taigi atrodo kaip ir naujas visiskai zaidimas.taciau pirma dalis su 2mln lygiu nemanau kad kada nors galima sulost juos visus aplamai.

 

- LBP 2 has less of a focus on platforming altogether and it’s more of a platform to actually create games with

 

- 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

 

- There is an all-new level creator and it is not just a tool to create platform games.

 

- Storyline is not country-based like last time, but is based in periods of time

 

- 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

 

- 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.

 

- A player can even customize a HUD. The example given is a health bar for a fighting game.

 

- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.

 

- 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 gadget (like the MGS paintball gun). It is a big-ass grappling hook.

 

- There is a new super-important creator tool called “direct control seats”

 

- Sackbots can be controlled by direct control seats as well.

 

- (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.

 

- Media Molecule says explicitly there are multiple more gadgets coming.

 

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.

 

- 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.

 

————————–

 

Sure. Quality-wise is is very, very close to the first game. However this is not even close to true of all the screenshots of the levels. Things look far less rudimentary in the levels this time around. One thing that I am genuinely liking and I hope is transferring to all the other user-creation tools is how the game shows you what commands are assigned to what microchips. Best way to explain it is to have you think of what happens when you press on a link on the iPhone. It blows up the microchip’s commands with a little transparent, green comic-book style speech bubble part at the bottom pointing to the microchip it represents.

 

Sackbot templates start as a square-ish version of Sackboy with no faces. They resemble a wooden puppet very much. There are all kinds of various lighting effects on display. My favorite one (because it’s so unique) is the 8-bit pixel Apple II-style lighting. You’ll see what I mean by that when your issue gets in.

 

————————–

Is there any more detail on the whole circuit board/microchip thing? It sounds like a new/better way to ‘program’ logic, to create your own custom switches perhaps? Is there detail on the interface for that?

 

You pretty much hit the nail on the head. The article goes into a bit of detail regarding the famous calculator level from the first LBP that Upsilandre created. He had tons and tons of wires and switches in the background working to make that happen. Media Molecule didn’t want players to have to take up all that space just to make that happen. So in LBP2 you can create microchips that handle all of that logic stuff. You can condense all of it and the commands and function onto one chip and have it take up drastically less space in the level.

 

Additionally you can use the microchips to program enemies and such as well. You can control their properties, weak points, animations, whatever. They can all also be condensed onto a microchip.

Commands? Microchips?

 

The interface for animations and some properties of Sackbots is shown. It’s clearly not all there is to do with the Sackbots but it looks a lot like the first game’s menus in that respect. However once you have programmed that aspect and other aspects, you can condense it onto a little circuit board with microchips like I was mentioning in that particular post. They blow up considerably so you can see what aspects have been copied onto a particular Sackbot or whatever. This is very hard to explain in words but once you see it I think it will make more sense.

You can fix the floaty jump physics? Megaton incoming.

 

From the article, Media Molecule implies that the floaty controls are “signature gameplay” of LBP1, but they know that a lot of fans didn’t like the way they worked with their levels. So you can customize the control scheme of a user-created protagonist within a level. It doesn’t mention anything specifically about the physics but it does allude to it heavily for the user-created protagonists.

Is it going to use Move? It should be no-brainer.

 

Nothing about Move in this article. However I sincerely believe that this game is being built for it. The grappling hook screenshot is a dead giveaway to me

 

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As well as in game community support there will be a website lbp.me. It will run on the same servers as the game and each player will have a dedicated page to themselves with which to share their creations.

 

They have shared tech with Santa Monica for better depth of field effects.

 

They saw levels created in the presentation were Snake, Micro Machines, Asteroids, Bionic Commando(Grappling Hook), Plok, Gradius, Choplifter, Puzzle Bubble, Shadow of the Colossus, Space Invaders and A Boy and his Blob.

 

Alex Evans went on to say they have streamlined creation as well as expanding it. Using the Gradius game that was created as an example of levels that he hopes more people will be able to make with ease.

taigi naujas LBP2 tai labai gerai zinomas LBP tik su galybe nauju funkciju bei naujom galimybem,net DLC tinka is LBP1 . :)

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

thats awesome...losim LBP RPG . oi remaieku prikurs hebra. juk yra tiek talentingu zmoniu kurie jau pasireiske LBP ,tai dabar su naujom galimybem, bus tik dar idomiau.

kikevienas naujas lygis bus labiau kaip atskiras zaidimas o ne kaip tik lygis.su cutscenom ir pan.

 

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LittleBigPlanet 2: Details & New Features

 

It looks like LittleBigPlanet 2 isn't anything like the original we played on the Sony console last year. The developers have taken it more seriously and have provided a robust platform that will let you "clone" just about any kind of game and environment.

 

LittleBigPlanet 2 does Mario dynamics in hours

 

For starters, you can now mimic just about any move your mind can envision. Take for example the side-platformer Marios Bros. You are able to clone the behavior of the sack jumpers from the game. Thinks includes the ability to replicate the physics easily with all the tons of gadgets thrown in and totally knockoff Super Mario Bros dynamics within hours. Furthermore it allows for integration with Playstation Move and Eye, making it the most robust level editor to date.

 

The AI editor isn't as troublesome to setup and the sound creator comes in handy especially when developing cut scenes. Did we forget to mention you could make cut scenes now?

 

There have also been reports that LittleBigPlanet 2 is the way to go when developing first-person shooters and even racing games. Next week we will be showing off some LittleBigPlanet2 scans so stay tuned.

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Another exciting new feature will be the ability to record your own sounds and voice, and attach those sounds to actions, characters and objects in the game.

 

In LittleBigPlanet 2, users will also be given access to a more powerful range of enemy artificial intelligence (AI) capabilities, with the ability to choose weak points on an enemy, tweak the AI, dress it up how they choose, and easily ‘program’ acting routines for the AI – if you want an enemy to walk in a certain way, you’ll be able to take control of that object, record the movement, and then use the recorded movement as a walk animation.

:D

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LittleBigPlanet 2 uses God of War III tech

 

Wondering how Media Molecule has managed to make LittleBigPlanet 2 look quite so good? According to EDGE, it's because they've shared tech with the team at SCE Santa Monica Studio.

 

"A rebuilt graphics engine means that LBP2 looks even better than its forebear - sharper, cleaner, and with a greater sense of physicality," reads the article in this month's issue of EDGE.

 

"A share of tech with the God of War III team means it's borrowed its depth-of-field effects. Objects are better defined with surrounding shadow, a result of ambient occlusion (an "Alex special").

 

"Transparency effects for clouds and feathers and better lighting, with shadows, god rays, volumetric fog and objects, like burning wood, casting lights - all of these features will also be applied to existing LBP content."

 

Of course, this isn't the first time that tech has been shared out amongst developers. Uncharted 2 developer Naughty Dog has openly stated that it has exchanged "technology and ideas" with Bungie, Infinity Ward, Guerrilla and Media Molecule in the past, and we're sure plenty others do the same.

 

LittleBigPlanet 2, which was formally announced yesterday, goes on sale exclusively on PlayStation 3 later in the year. The game lets players create their own games using an easy-to-use toolset.

 

 

Abstract Features Interview

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taigi visi lygiai is LBP sukurti pereis i LBP 2 ,gaus geresne grafika sutomatiskai,geresnius efektus ir pan.ka mes turim is to ogi pasirodzius LBP2 is kart bus tie visi 2mln lygiu jau sukurtu LBP1 ,juos bus galima losti su LBP2 toliau. :D bent jau man tai tikrai bus idomu ismegint tai ka jau losiau su LBP vel ant LBP2 su naujom galimybem. va cia tai jie tikrai kad padare LBP world. ir su antra dalim jis ne tai kad keiciasi,jis pleciasi,tesiasi nuo pirmo.ne prasideda is naujo,bet tesiasi toliau.be to idomu bus pamatyt tai ka patobulino,dadejo,pakeite.tai vienas is tu zaidimu kuriuos tikrai 100% zinau kad losiu kai tik pasirodys.nes LBP1 losiu jau tiek laiko.ir nezadu nustoti.

su LBP1 mes po kazkiek laiko mes turejome per 1mln lygiu, su LBP2 po kazkiek laiko mes turesim virs 1mln zaidimu.nebe lygiu,bet jau atskiru zaidimu. wtf!! omg !! :D

 

 

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LittleBigPlanet 2 - Level Design Interview [HD]

 

LittleBigPlanet 2 Theme and Style Interview [HD]

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screenshot

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na jau daugiau zinot manau ir nereikia..tik laukt :)

 

 

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Media Molecule and Sony’s LittleBigPlanet created a whole new genre, with Play. Create. Share., allowing users to not only enjoy LBP, but also give user the ability and tools to create detailed levels of their own, many of which rival those created by Media Molecule.

 

Not so long ago, the embargo for LittleBigPlanet 2 was lifted, and now, the sequels’ art director explains how the game could have only existed on Sony’s black behemoth.

 

In an interview with VideoGamer.com, LittleBigPlanet 2’s art director Kareem Ettouney goes on to talk about how LittleBigPlanet 2 could only have existed on Sony’s console.

 

Especially LBP, the way it’s written, yeah. To be honest, I’m an art guy so I don’t really know. But hearing the conversations that we have, a lot of the time we go, why can’t we do this? And we go, it’s full. The memory is full. We have that conversation every day about some feature. It’s just really using the full range of the beast.

 

LittleBigPlanet 2 is currently scheduled for a winter release.

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jo labai daug visko naujo.bus galima tiesiogei papasakot istorija pagal save su savo sukurtu lygiu su garsais ,kameros padetim,bei teksto pagalba...gan idomu ypac tokiem kuribiskiem zmonem kurie tikrai nori parodyt ka sugeba. :D

 

 

 

 

galimybes tai mind blowing krc...

 

 

 

taigi jau 4 zmones dirba jiem tiesiogei is tu kurie tiesiog kure lygius namie su PS3.

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LittleBigPlanet 2 'looks stunning' in 3D, says Sony

 

LittleBigPlanet 2 in 3D looks "stunning" and "toy-like", SCEE senior director Mike Hocking told VideoGamer.com at gamescom last week.

 

Media Molecule's sequel was notably missing from a list of confirmed 3D titles we were shown at gamescom, but Hocking says the team is working on something.

 

"We've not announced anything on that yet," said Hocking when asked if LittleBigPlanet 2 will support 3D. "We've done some R&D with the game and it looks stunning in 3D.

 

"It looks toy-like. It looks like you can grab things in the game. The guys haven't announced what they are doing yet, but if they did it would be stunning in 3D."

 

LittleBigPlanet 2 is scheduled for release in the UK on November 12, 2010.

jei yra galimybe idiegti ir 3D rezima tai kodel gi ne,aisku butu tik sveikintina.gal nedaug kas pasinaudotu kol kas,bet zaidimu tas tirkai negadina nuo tyo kad jie turi ir 3D opcija.sveikintinas dalykas :D

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Wanna Be A Game Developer? Get LBP2

 

Looking at recent videos and previews of LBP 2, it looks like they have really up'd their game (on an already great game) in this huge sequel. I have no doubt that MM will deliver, Following the huge success of LBP 1, watching the interviews on the MM team they look highly motived and proud. They want people forming their own game dev teams and 'creating a whole new genre of game' as they said in the same interview.

 

LBP was, and still is, a great game, but in all honesty it isn't a game development tool, once you've learnt the basics there isn't much else to do unless you spend ages making contraptions that differ from basic bolts and tools. I'm not saying that's a bad thing but is is very limited. Especially the visual effects and style.

 

I'm loving the thought of game dev teams, hopefully MM will sort this out properly so we're able to develop games from console to console!

 

I'd love to see a real dev team like Treyarch (COD world of war developers.) have a go at making a better shooter game than my (soon to be) dev team, or other dev teams.

 

Hopefully the diversity of LBP 2 will let some of us shine out that may not have been able to do so without LBP 2, it's a great thought and i'm sure that thought will soon be a reality - November 16th 2010.

na tai tikrai idomus irankis jei turi ka parodyt ir nereikia tam jokiu ziniu ko reiktu realiai kuriant kazka,o cia viskas labai lengvai ir aiskiai.ir svarbiausia kad tavo lygi pamato visas pasaulis galima sakyt ir ismegina,ir ivertina jei buna to vertas.tuo paciu ir kurejai stebi visa tai.

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