LttleBigPlanet 2 confirmed

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Okay. Here we go:

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 ****ed-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.

Sounds awesome supposed to be out this year, but i have also heard it could be an early 2011 release.
 
Guess Jeff Gertsmann was right about one thing.

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Did they say anything about user made content from the first transferring over? (Not sure if user made is counted as DLC content?)
They always seemed to be concerned about alienating the community.
 
I hated the first one, I wanted to like it and tried a few times but I just couldn't get into it.. actually one of the worst PS3 games I've purchased :(
 
Good news this for me really enjoyed the 1st one even though getting some of the spades i struggled with :(
In my eyes this game is the most original title in years surprised they have done the 2nd so quickly , i just expected more dlc to be levels than level kits .
 
I see the hands on stuff is out have a read on these sites,

http://www.eurogamer.net/articles/littlebigplanet-2-first-preview
http://play.tm/preview/30190/little...d:+playtm+(play.tm)&utm_content=Google+Reader
http://www.computerandvideogames.com/article.php?id=245909?cid=OTC-RSS&attr=CVG-General-RSS
http://uk.ps3.ign.com/articles/108/1088513p1.html
http://uk.gamespot.com/ps3/action/littlebigplanet2/news.html?sid=6261823&mode=previews
http://www.videogamer.com/ps3/littlebigplanet_2/preview-2337.html
http://multiplayer.it/articoli/77085-littlebigplanet-2-i-sackboy-in-tutte-le-salse.html
http://www.1up.com/do/previewPage?cId=3179207
http://g4tv.com/thefeed/blog/post/7...d-Our-LittleBigPlanet-2-Hands-On-Preview.html

A few Quotes, Eurogamer
Combined with a much more flexible camera - LBP 2's version can come in close to lock itself behind specific objects, opening up the world of top-down racers, and it can even tilt during levels so you're scrolling vertically one moment, horizontal the next, taking you from R-Type to Space Invaders in a matter of seconds - direct control really expands the sort of things you can do with the game.

Expanding upon a game that is already as deep as LittleBigPlanet is a daring approach to take for a sequel, but it's hard not to applaud it. And while every new addition threatens to take a fiddly experience and make it even fiddlier, it's also worth remembering that Media Molecule's now done this once before, and has had two years to study what its players like and what they don't.

So for everything from the crucial question of content discovery to the not-so-little matter of how Sackboy should move - short answer, the floaty jump should no longer be a problem, as you can tweak all aspects of his movements, from his stickiness to his inertia, in the Popit menu - you should expect a sequel that comes with plenty of new ideas, but has also had a lot of thought put into how it presents them to you. For the casuals, there will be dozens of things that they can get working in a few minutes; for the rest of us, there should be more than enough stuff to tinker with for hours on end.

IGN,
With LittleBigPlanet 2's new camera system, for instance, budding directors are able to create full cinematics, whether as stand-alone movies or sequences in levels. Cut-scenes are no longer simple affairs with talking marionettes; you've full control over camera position, movement (including tilt, zoom and shake), transitions and timings. You can even record full voice work for your happy parade of Sackboys, should you want to really set your directing chops noshing. Cameras alone add a whole new level of polish to the game - and can significantly alter the action itself with a bit of creativity. Yet they're only the first phase in expanding LittleBigPlanet's scope exponentially.
To give some us idea of what all these new features make possible, Media Molecule showed off a quick demo level. Direct-control vehicles ranged from a floating chicken that could raise its altitude with a tap of the jump button, a dragonfly that could shoot as it tore through the air and a shaggy caterpillar. These last two really showed off the true potential of the new game with the camera flipping round the dragonfly at one point, turning the whole thing into a vertical-scrolling retro shoot-'em-up, complete with pixel enemies and even a sprite skin for the dragonfly. Even more impressive, once on the caterpillar, the camera flipped to an over-the-shoulder view, giving an into-the-screen perspective as you race against two Sackbot opponents - it's all a clever illusion though, with the action still technically built on a 2D plane, but it gives you some idea of just how powerful an overhaul the game has seen.

Gamespot
The new share tools have also been improved and expanded, now integrating across a variety of platforms. Within the game, a new stream of updates will provide activity information on your friends and people you've hearted, such as what they've created or recommended. You'll also be able to use the PlayStation Eye camera to scan QR codes and download new items and levels. We've no idea where these QR codes will appear, but the commercial potential is obvious.

Even more exciting stuff happens when you're away from a PS3. We were shown a video of a web browser plug-in that will allow you to watch videos on YouTube and then add those levels to a playlist so that they're queued up to play at home. A unified website at http://lbp.me will act like URL shortening service bit.ly, giving every new level a link that can be shared on networks such as Twitter and Facebook, with every click adding to its popularity rating. You'll also be given your own space on lbp.me according to your PSN ID, such as http://lbp.me/gamespot. The site isn't live yet, but will act as your dashboard, allowing you to view photos and add levels to your favourites list, while you'll be able to go to other people's profiles to add their levels to your queue.

And the new trailer,
 
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