[PS3] LittleBigPlanet 2

Interesting talk about complexity versus simplicity in LBP2. I think we can forget about it becoming much easier. It definitely is a complex game when it comes to create mode. But it also allows you to create very unique levels, whereas in LBP1 they often felt very similar.

I do find some it's limitation a bit strange though. Yesterday I wanted to set a simple switch to output one shot, like you could in LBP1. Not in LBP2, instead I have use a timer, invert it's output, and wire the switch to it's reset input. That's added complexity for no apparent reason. And there are loads more small limitations like that.
 
http://www.mediamolecule.com/blog/preview/from_yellowhead_to_sackboy/

Back in 2006, When Alex, Mark and Dave pitched LittleBigPlanet to Sony, the loveable bag of fluff we all know as Sackboy was nothing more than debug programmer art - a little pink square body and a triangular yellow head, aptly called YellowHead. Even at that early stage the character that would become Sackboy had started to emerge, but how did he evolve from that set of simple shapes into the Sackboy we all know and love? It’s been two years this week since LittleBigPlanet was released, what better time than this could there be to find out?

 
LBP2 Move extension may be called "Sackboy’s Prehistoric Moves":
http://www.siliconera.com/2010/11/10/sackboys-prehistoric-moves-being-made-playstation-move/

In Australia, the Classification Board rated Sackboy’s Prehistoric Moves. Supermassive and Media Molecule are the developers, according to the submission. Sony Computer Entertainment sent the application.

We’re guessing this will be a PlayStation Move game, but not just because the word "move" is part of the title. Supermassive has been working extensively with Sony’s motion controller. The studio completed Start the Party for launch and developed the block turning game Tumble.
 
Sackboy’s Prehistoric Moves details:
http://blog.us.playstation.com/2010...2-demo-beta-expansion-all-coming-in-december/

This is a brand new spin-off PSN title that showcases all of the fun that can be had when Sackboy gets his hands on the PlayStation Move motion controller. Sackboy’s Prehistoric Moves contains a brand new 10 level theme dominated by dinosaurs, where the Evil Big Rex is king. Throughout your mission you must take on challenges engineered by Terrance Dactyl – and you’re going to some need help, so put on your bear skins and grab up to four friends to navigate the tough terrain of the tropical jungle dodging erupting volcanoes and other environmental hazards standing in your way.

The player with the PlayStation Move controller leads the charge, flicking switches and triggering platforms to help the other players, using DualShock Controllers, through each level. Leap between Dino heads, use the Move controller to blast aside crates of bubbles, ride dinosaurs through prehistoric cities, and take to the heights of tree canopies—then team up to defeat Big Rex, all while collecting Trophies along the way.

Sackboy’s Prehistoric Moves is completely standalone – it doesn’t require the original LittleBigPlanet game or LittleBigPlanet 2 to run. What you will need is one PlayStation Move controller (and the PlayStation Eye camera, of course) and at least one friend with a DualShock Controller – since it is a Move-required and multiplayer-only co-op experience. The game will also be included on the LittleBigPlanet 2 disc when it is released on January 18.

But, for everyone who’s desperate to have some motion-controlled fun with Sackboy before then, and for the new PS3 and Move owners who haven’t yet gotten acquainted with our stitched-together friend, Sackboy – Sackboy’s Prehistoric Moves will be available on the PlayStation Store on December 14 for $5.99.
 
I am more relieved that they made the Move game into a separate SKU, not restricted by LBP2 during their crunch time. Look forward a full Move integration into LBP in the future (if possible !).
 
Patch 1.02 is available now in the beta. It's a big one, lots stuff is fixed, and some new things were added. Only one downside though. Because somethings now work differently, some levels may no longer be working as before. But that's to be expected from a beta after all.
 
I've read that the patch (amoung other things probably) solves the massive screan tearing in the arcade section in one of the MM levels.
 
I've read that the patch (amoung other things probably) solves the massive screan tearing in the arcade section in one of the MM levels.

I just checked. I ran back and forth twice through the arcade section and played some arcade games. The screan only tore twice. A big improvement.
 
I've read the list of changes, more tweaks than anything, although with a paused screen capture and export, I hope they've improved the quality of captures too. 1.1 GBs though, so it'll have to wait until tomorrow!
 
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