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Little Big Planet 2

 

Little Big Planet 2




Summary


Little Big Planet 2 is the sequel to the ever-popular Little Big Planet. If you have not played the original, the core is pretty much there. The game is about a little sack boy trying to save the world from something evil and traveling the globe to stop this threat. This game's main nemesis is the evil negitivitron, a vacuum like dragon that sucks everything positive out of everyone's lives.

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Anything is possible if you just believe



Gameplay


At its core, Little Big Planet 2 is a platformer. You run, jump and grab things to get across to the other side of the level. Of course, the game shakes things up with puzzles and new gadgets such as a hookshot and other devices to use at your disposal. However, the game has been expanded and features new kinds of levels such as shooters and top screen racers. The definitely change up the mix.

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Oh dear


What really attracts a lot of people however is the robust level creator. The game is built off this creator and the developers allow the creator to make the same quality levels they did. They give access to all materials that they used (given that you found them in the Story Mode) that you can use to your disposal. Now added are even newer features such as a music sequencer and other gadgets and gizmos. The game expands on a lot of horizons. The core of the create system is the same; there has been some touching up along with new stuff added to better the create experience.


Reviews

Let's get it out of the way early -- LittleBigPlanet 2 is awesome. The levels are clever, a bunch of new additions change platforming for the better, and the community tools are smarter than ever. This game is a fantastic way to kick off a 2011 packed with PlayStation 3 exclusives. Still, the game has some nagging issues that won't be unfamiliar to folks who rocked the first game. Does it ruin the experience? Not at all.

LittleBigPlanet 2 packs 30 story levels that tell the tale of the Negativitron, a horrible beast that has invaded Craftworld and is gobbling up all the cities on the planet. You're Sackboy, and you've got to travel to spots on the globe to run, jump, shoot, grab and fly on your way to saving the day. The story is cute like a children's storybook, but it's not all that engaging. Luckily, the levels are exciting and the gameplay's a blast.

The majority of this plays out in the familiar LittleBigPlanet style, which is essentially 2D platforming similar to a Mario game. Sackboy starts on one end of the level and runs to the other side while jumping over obstacles and on top of enemies to make it to the goal. There are three planes for Sackboy to live on (background, middle and foreground) and you move him between them with your controller. All the while, you're nabbing point bubbles and hidden prizes on the screen. If you get lonely, you can team with up to three other Sackpeople either locally or online.

Media Molecule has outdone itself on these story levels. Each world feels unique, and the platforming challenges get more intense as you go along -- one minute I was fighting a possessed cupcake and the next I was using deadly fireflies to navigate my way through a pitch black room full of spots to die in. As great as those levels are with their colorful motifs and truly rocking tunes, the stuff that I really dug had nothing to do with platforming.

Beyond the traditional swinging and jumping story levels, there is a lot going on. LBP 2 has head-to-head challenges where I was trying to nail button combinations faster than my opponent, races where I was piloting a caterpillar up a tree, and more. Single-player is spiced up, too, and flying a bee while shooting honey in a 2D side-scrolling shoot'em up and riding a nanomachine through a guy's body to fight an infection are really cool worlds that I didn't expect to play when I got my hands on LittleBigPlanet 2. The newfound focus of creating games in the game really shines through. There were moments where I was giddy over how fun it was, so the fact that you have complete access to these newfound creation abilities is impressive to say the least.

Media Molecule has whipped up challenges that I'm going to remember for quite some time, and that inspired me to get back to creating LBP levels. When the original game came out, I spent a week trying to get the hang of the tools, got frustrated and eventually scrapped my ambitious Ghostbusters level in favor of a rudimentary platformer about my life. I was happy enough with the level, but compared to what other people were doing, it didn't really deserve to be on the servers.

After running through LittleBigPlanet 2's story mode -- which only took me a day to roll through but packs plenty to go back for -- I was creatively rejuvenated. I jumped headlong into "IGN Asteroids" (a level where you pilot the IGN logo and shoot down bad guys) and eventually "Superman: Brainiac Attacks!" (a sidescrolling shoot'em up). Now, neither of these levels are going to win any awards, but I did find that the Create mode was a bit more user friendly than the first game. The tutorials are all on a giant list now so you don't have to go object by object searching for help. Switches and modifiers have big connection cones now so that you can see how things are supposed to go together, you can add your own voiceovers with a microphone, create movies with the cutscene camera, and so on.

It's mindbogglingly deep and it's going to be crazy to see what people come up with -- you can use Sackbots to play parts in your levels and create tunes via the new music sequencer -- but don't think that Create mode is a snap for everyone.

My creations in the original game had me up at 12:30 a.m. desperately trying to figure out why my Ecto-1 wouldn't move. This time around, that late night conundrum was replaced with me wondering why I couldn't categorize a Kryptonite bullet as a projectile so that when being projected from an emitter it would count on Superman's projectile sensor.

Is this or any of the little snags I hit something the game should be flogged for? No, I've seen what people can do with these tools, and those creations dwarf what I could even dream of, so my failings aren't applicable to everyone. LittleBigPlanet 2 is doing a million things this time around so it's impossible for Media Molecule to hold my hand on every issue, and that means Create mode did leave me hanging in certain spots. I recovered and made concessions to finish my levels, but there were those moments of frustration. I wish Media Molecule would let me take peek at its levels in Create mode so that I could see how certain things I admire work, but that isn't an option here.

I'm being a whiner, though. If I wanted to put in hours on top of hours, I could figure out all of the things that have tripped me up. I don't though, so I'll sit back and play the levels more creative people whip up in between trying to beat every level without dying, find every prize bubble and unlock every in-game reward pin.
Jump pads make me happy.

That's the beauty of LittleBigPlanet 2; you can be as involved as you want to be. If you have no interest in creating a single level, there are 30 story levels and some challenges to play through, more than 3.5 million user-created levels from the original LBP that you can access with the new game, and a slew of levels people are about to create will soon be ready to try out. If you don't want to platform and only want to tinker, you can jump into Create mode and have at it without touching the story.

Whether you're the world's most brilliant creator or as dumb as I am, there's something to love in this game.

And there's a lot to love here. Making their debut in LittleBigPlanet 2 are a bunch of items that change the way Sackboy platforms. Jump pads launch the little guy into the air and make for my favorite survival challenge (i.e. keep Sackboy airborne via a moving platform of pads and out of the deadly traps). Creatinators are helmets that fire whatever object you want them to, and swinging around with grappling hooks is some of the most fun I had in this title -- and I can't wait for the inevitable Spider-Man and Batman levels using it.
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All this expands what you expect from LittleBigPlanet while keeping the core the same, which means some of the original issues are here, too. I know some said jumping was "too floaty" in the first game, so it's worth pointing out that it's the same here. I've always said that's how LBP plays and been fine with it, but I know there are people who demand more responsive movement (which you could create in your level if you wanted to). On top of that, I still had a time or two where I'd miss-jump between planes and end up in the foreground when I meant to end up in the background. It's better than it's been in the past, but it's still an issue. Meanwhile, load times are still lengthy when you're trying to start a community creation. However, on a happier note, all the collectables and DLC you grabbed from the original game carry over to this sequel.

LittleBigPlanet 2 introduces Versus levels, which are levels specifically designed for head-to-head battle. These are in addition to the 30 story levels and act as little mini-games for you to hop into with friends and family. Remember, the game supports online and local play for up to four players in every level, but that can be just be more Sackboys jumping around collecting stickers. Versus levels are designed for multiplayer so you have a sense of purpose – sink the most balls in a game of pool, score the most in a game of air hockey, etc.

One of the game's biggest additions is an easy way to share your LittleBigPlanet 2 experience. Once you create your level, it's just a button press to get it online with your customized description and logo, but the real fun starts when you're looking through other people's work. Play a level and you rate it with a smiley or frowny face. If you like the author, click over to his or her profile to learn about the designer and heart some creations. When you're done there, compare pins or check out who they've hearted and go check out those levels. Media Molecule wants to have a more functional community this time around, and that's evident in its new website, LBP.me. Over there, you can search for levels, peruse profiles and build a queue of creations you want to play through when you get back to your PS3. In the game and online, you can sort levels by Media Molecule recommendations, popularity and more.

I've seen a lot of people asking how PlayStation Move works in LittleBigPlanet 2, and the short answer is "It doesn't." It isn't broken; it just isn't in the game. Sackboy's Prehistoric Moves (a Move game available right now on the PlayStation Store) is on the disc, but that's it. At the moment, LBP2 doesn't use the motion controller at all but it supports it for future additions.

There's no denying that LittleBigPlanet 2 is an amazing game. It's fun, clever, deep, engaging and great to try out with friends. The only issue is that some of the same frustrations from the last game are still present. Still, the ability to make games and not just levels outweighs any con. Even if you just want to play and never create, the fight to Ace every level, find every prize and earn every pin is going to keep you very busy -- and that's overlooking the simple fact of how much fun it is to ping-pong off a column of jump pads or use a grappling hook to swing around a level.

LittleBigPlanet 2 is a blast to play, and that's without the thousands of cool levels people are about to start posting.

For those of you unfamiliar with LittleBigPlanet, here's how I usually explain the game's appeal: LBP is to game design what Guitar Hero is to performing music. It puts you in the role of a game creator in the same way that Guitar Hero puts you in the role of a musician. Like the original, LittleBigPlanet 2 still provides an enjoyable platforming experience through its singleplayer campaign, but the game's primary goal is not to entertain you so much as to allow you to entertain yourself. And, in a slightly different way, you also entertain others through its wide-reaching community features; Play/Create/Share, as Sony's marketing department puts it.

Essentially, a game of LBP2 goes one of three ways: you can play the factory-installed singleplayer campaign, you can download levels from LBP's community (either via Playstation Network or on your PC at LBP.me), or you can start building and playing your own levels. The campaign, picks up where the original LBP left off; you follow the adventures of Sackboy, the game's mascot, as he sidescrolls his way through a battle against the Negativitron (an evil, vacuum-cleaner-like machine that threatens to suck up his entire world). While perhaps not the most compelling storyline, Sackboy's campaign introduces you to the look and feel of LBP and to many of the design tropes that you'll end up leaning on during your own forays into creative expression. The campaign's a useful, enjoyable tutorial, and it's also a fantastic showcase of the game's revamped graphics, which put the original's impressive visuals to shame.

Going beyond the campaign, however, is where you'll really get your hands dirty with LBP2's creative suite. Not nearly as dirty as in the original, though -- LBP2 has improved its creation tools in just about every way. Now it's possible not only to create objects and backgrounds but to make entirely new control schemes (for Sackboy himself or for vehicles, weapons, and other in-game devices) and share these "logic boards" with other players. It's a time-saving, creativity-expanding feature that's sure to allow good design ideas to propagate quickly and synergistically increase the quality of the custom levels that everyone's working on.

The deeper customization also allows for a far wider range of game design schema to plug into LBP2's default platforming framework. Since you can now alter entire control schemes (and even create custom HUDs and menus) it's possible to sculpt fighting games, adventure titles, even full-on RPGs using LBP2's toolset. You'd think this would lead to all sorts of unique and original game designs for LBP2, but if the original is any indicator, what's more likely is a lot of recreations of old games. As of this writing, there isn't enough community-created content to evaluate just how it'll all play out (although LBP2 is fully compatible with all original LBP content, and it'll upscale the graphics, too), but if the experience of the first game holds true for this one, we're probably going to see a lot of Mario Brothers and Contra clones.

And this goes back to the Guitar Hero analogy. My theory is that many people want to be "creative," but quickly discover that having an original idea is just as hard, if not harder, than executing that idea in reality. It's fun to pretend to play guitar...it's much harder to write a song to play pretend guitar on. So, while LBP2 offers a wide variety of creative options, most people will probably be content to recreate the ideas of others (sort of like the guys who build scale models of the USS Enterprise in Minecraft); but that's a good thing. The game wouldn't sell many copies if it required you to only do wholly original stuff. Of course, I, for one, have never been a big fan of playing through "The Adventure of Link: Sackboy Version," because I was already fine with playing The Adventure of Link on NES (or WiiWare). In that sense, LBP2's biggest strength, its community, can also be its biggest weakness; effectively this game depends upon the kindness of strangers to reach its full potential.

That said, Media Molecule has given those strangers every reason to be kind and every possible tool to make the objects of their kindness really, really cool. The revamped community (both via the in-game navigation and on LBP2's website) is more logically categorized, features better search and browse functionality, and is, theoretically, more likely to recommend quality stuff than it was in the original LBP. Media Molecule has wisely expanded the ability to track who's using your levels and designs, and how often, so that would-be creative geniuses can get that sense of accomplishment that drives our competitive gamer selves.

Perhaps most important, however, is that the tools you use for creating stuff in LBP2, from levels to individual devices, are extremely easy to understand and utilize. Originally, there had been rumors that LBP2 would need keyboard-and-mouse support in order to accommodate all the complexity in its design engine, but Sony nixed that idea -- and with good reason. You can do just about anything you want with the Sixaxis controller, and it's wonderfully easy to place objects, alter control schemes, and make small modifications, thanks to the smart interface and precise controls.

In the end, though, it remains to be seen whether gamers will find any or all of what LBP2 has to offer to be entertaining. My suspicion is that they will, especially with the rise of games like Minecraft and the enduring popularity of The Sims. Just as Guitar Hero proved that there's a little bit of rockstar in all of us, dying to get out, I suspect that LBP2 will let loose that maniacal world builder in all of us. Sure, the learning curve is higher here, but the rewards are greater, too. As with the original LBP, you're likely to see the majority of user levels created by a few dedicated, hardcore designers; but now it's so much easier to create little bits of content -- a control scheme here, a new piece of music there -- that we're just as likely to see a greater division of labor, and ultimately a much greater diversity in what those custom levels actually contain. LBP2 has the tools to be fantastic; time will tell us whether it lives up to its potential.


Media


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Also if anyone has any questions ask away because being the huge dork I am I already bought it. x:
 

mawk

Sponsor

oh it's out already!?!?!? crazy

the first LBP was pretty excellent and I loved it, but the weird jumping physics kind of brought things down. it's like, to be precise at all you had to jump at a standstill and then kind of nudge yourself over and who likes that!? have they improved much?

(also the user levels were the best part of the first lbp and I am super excited to see what they manage with new tools)
 
the first LBP was pretty excellent and I loved it, but the weird jumping physics kind of brought things down. it's like, to be precise at all you had to jump at a standstill and then kind of nudge yourself over and who likes that!? have they improved much?

in terms of story levels, not really. I read somewhere that the reason being is that if the changed the physics a lot of the user created levels would be nil because they were built around the physics already in place.

But the game isn't as platform-y. I would say maybe around a quarter of it is you actually jumping without any gimmick. A lot of the levels use gimmicks like water cannons and grappling hook. But yes, its still floaty. That's something I never minded about the game though, but it gets on a lot of people's nerves.

Though you can change the gravity and physics in create mode so your levels can be as precise as you want.

Also, whats nice about the community is now its a lot more organized and you can choose levels that are best rated for the week along with picks from MM and user picks. Its not a jumbled mess of levels anymore.
 

mawk

Sponsor

Though you can change the gravity and physics in create mode so your levels can be as precise as you want.
this is something that a lot of people have been asking for, actually! it's pretty excellent that they put it in. maybe some levels will have, like, perfect SMB3 jumps or something.

I'm gonna see if I can pick this up later in the week. if I manage, we should LBP this shit up
 
alright so I have been playing around with create mode for a while and doing tutorials and stuff.
Jesus if Stephen's Fry's voice wasn't so soothing then I might i dont know

anyways there are some cool tweak options now in create mode. First off, everything isn't piston and winched based. There are actual movers that make an object move which is like super cool. There is stuff for rotating as well so everything works out dandy

also, I have been playing with circuit boards as well and they are like super easy to make and save like a jillion amount of time. No more block on a piston techniques. All you have to do is connect something to a circuit board along with the appropriate actions and the action will occur when a sensor hits them. You can control how long the senor takes and everything. You can also change how long something does something.

Ex:
I want my material to set on fire after 2 seconds, continue of fire for three, and then return to normal for 2 before the sequencer repeats. Before the process involved like 3 sensors and stuff but its like super easy now and literally takes around 10 seconds. Im not explaining it all super well but trust me its neato. o;
 
After having played the original, I was confused as to how they would make a sequel much better since the core is exact same. However, after playing the demo, and now having beaten the game, I'm VERY happy that I got this game and looking forward to playing more of it :D (the mini-games unlocked through the story are also quite fun). There is a lot of potential in this and I really recommend everyone to at least try this game.
 

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