I'm definitely looking forward to non-LBP gameplay. I fired up LBP1 and I found the control really aggravating playing the POTC levels.
I've had no trouble completing them when I first played them. I can't really claim to have had significant trouble this time around. However, it was clear that without keeping one's hand in, a fresh gameplay experience is frustrating. I'd miss jumps, end up in the water, climb onto floating debris, then try to jump off only to jump next to nowhere, fall in the drink again, etc. nothing prevented me from completing the levels, but I spent too much time wrestling with controls ending up where I didn't intend to be for it to be particularly fun. It had a sense of the old-skool, pixel-perfect requirement, where you could try a jump 20 times in a Spectrum platformer and keep getting wrong because you were out a hundredth of a second. Only in those days, it was always you who was wrong, where in LBP it's the changing circumstances that you have to adapt to.Really? I just sailed through those levels. I think I even aced one or two first try.
Only in those days, it was always you who was wrong, where in LBP it's the changing circumstances that you have to adapt to.
One could argue that, but if the situation is unpredctable, you can't really learn to accomodate it. The only solution is repetition until environment variables allow you succeed. LBP's core jump is reasonable forgiving with it's mid-air adjustments. It requires fine control beyond the casual gamer, but I'm very comfortable with subtle stick counter-moves to arrest forward momentum and land properly having lots of 16 bit platform experience. Gameplay that has too much repeating the same bits over and over again is hardcore and seems to me not too popular these days when gamers are no longer kids with time on their hands and wanting to be able to brag about their successes on the playground.But is that not part of the challenge, its changing ie you can not do it the exact same way, every time?
In LBP, but i get eaqually annoyed at games needing pixel-perfect jumps. IMO there needs to be suitable margin for error. And having seen people play my LBP levels, the margin for error needs to be pretty broad to be publically acceptable. I could easily control my jumps hanging onto a balloon, but I never saw anyone else who could cope with getting pulled around. You also find that in other games, where the devs even patch games to make them easier, like Trine. Gauging what the public likes in terms of difficulty, especially the broad spread of abilities, is definitely hard!The difference in your enjoyment of it seems to primarily be the predictability of the jump...
EDIT: on similar lines, I checked out the Modnation Racers demo. It looks fantastic and I loved the gameplay ! Add to that millions of tracks and split screen gameplay, it might be the best racer for the family. ...
In LBP, but i get eaqually annoyed at games needing pixel-perfect jumps. IMO there needs to be suitable margin for error. And having seen people play my LBP levels, the margin for error needs to be pretty broad to be publically acceptable. I could easily control my jumps hanging onto a balloon, but I never saw anyone else who could cope with getting pulled around. You also find that in other games, where the devs even patch games to make them easier, like Trine. Gauging what the public likes in terms of difficulty, especially the broad spread of abilities, is definitely hard!
The jump physics are unchanged (boo) but the guy says you can change a Sackbot and control them instead. Although I'm not sure that solves anything because the problem wasn't so much how high SB jumped, but the underlying physics.
The first LittleBigPlanet saw a simultaneous worldwide release, with versions in all major territories arriving within a few days of each other.
It looks like Sony will be pulling off the same feat with LittleBigPlanet 2. The game's US version is already confirmed for November 16. While Sony Japan has yet to formally announce a date, an online retailer has posted a listing with a November 18 date.
The listing promises the following features:
* Play all the user-created stages from the original -- over 2 million.
* Includes 10 completely original PlayStation Move-exclusive stages.
* First run bonus item is a product code for downloading a "Sackboy Special
I know gravity can be changed (LittleBigMod and all!) but the jump issues are something else, general erraticness of the physics engine when dealing with jumps. to be able to change that, you'd need to change SB's response to jumping from a moving platform, such as when jumping from a floating log. To have a uniform launch velocity instead of one affected by the platform motion would require a jump style setting in the physics engine, and AFAIK there's nothing like that. We might even see low-gravity levels aggravating the issues. If where typically perhaps you can jump a screen's height in a low gravity world, jumping from a floating log may result in you barely rising at all.