Played the RPG level (Frozen Flames) from your hearted list. Pretty map and carefully crafted cutscenes. Rather elaborate gameplay framework all created from scratch ? ^_^ I like the top down RPG view.
Don't know. Seems a valuable inclusion for a game that allows people to make movies! Much better than off screen capture or requiring a decent capture card, although cheap YouTube quality capture devices are available.I'll check it out. My family is back to LBP2 and SingStar these few days.
How come LBP.me doesn't support YouTube upload/linking ?
mdanilowicz said:this one brought tears to my eyes...a beautiful story of life through the eyes of an older person. my granny also kived through the war, and she got to live her life...but she died in '07. i think of her everyday with love and sorrow...i miss her so much. i loved her...im crying right now.
PLASMA-BLADE said:*sob* beautiful. This is like awesomeness, but better.
topbooger said:Two words.....joy tears I wonder if this was a true story and it deserves to be seen on the cool pages or even a mm pick BRAVO!
Can't remember the mushrooms. It was a long time ago. The movie took somewhere around 6 weeks I think, a lot of time spent each day.I played 2 of your levels tonight. The movie one and the Mushroom level. How much time did you spent on them ?
I hearted both.
Yeah, YouTube exports seems the next logical step forwards. They could reach non-LBP players through the lbp.me portal, so people could go on and see what's being made. It'd open up the community experience to a much wider audience, and of course help sell the game too.The movie level is close to what I have in mind to introduce LBP2 to non-gamers. They can sit back and play the level on YouTube or a special plugin.
Phil Harrison, then president of Sony Worldwide Studios, wanted LittleBigPlanet to be free-to-play, downloadable and to adopt a brand new business model.
"In that initial 45 minute that turned into three hour pitch, which was at the end of 2005, beginning of 2006, Phil said all sorts of buzz words which we still haven't hit," revealed Alex Evans, co-founder of LBP developer Media Molecule, speaking on stage at the Develop Conference with Harrison and MM colleagues Mark Healy and Kareem Ettouney.
"[He] said it should be free to play, it should have a new business model, it should be downloadable, it should do DLC, it should do user-generated content. Phil was basically raising the bar on what we were pitching."
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Media Molecule's date with Sony destiny was 25th May 2006. But things didn't go very well.
"That day was terrible, because we presented this very unfocused, not very playable [demo].
Alex Evans, co-founder, Media Molecule
"That day was terrible," recalled Evans, "because we presented this very unfocused, not very playable - the Create was terrible, it was purely physical. You had a shotgun and a jetpack."
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"We spent 20 minutes trying to build a really rubbish looking robot that was really terrible. And it was just all over the place; the gameplay wasn't very good, it wasn't a good level, the art style was 'is it fairy tale levels or is it ....'"
Sony wasn't very impressed. Media Molecule had a wake-up call.
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The next game from LittleBigPlanet developer Media Molecule will be "risky and experimental, according to art director Kareem Ettouney.
But it may be a bit early to get your hopes up, as the studio's next project is still at the nucleus stage of its life.
"What we do is very much a continuation of our experimental... [approach]," said Ettouney, speaking to VideoGamer.com at the Develop Conference in Brighton this week.
"We like risks, we like experimentation, we like to try to impress ourselves, and each other. Without going into [specifics], because we're still very much at a nucleus stage, what we do at this stage is we just put our development hats on, and produce and draw and make prototypes, think and look at the world around us and respond to that.
"Our house style is definitely in the risk-creative sort of place. We like to push that boundary all the time."
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When the Move Pack hits PSN this September, LBP2 owners will find six new Story levels in a Move-focused mini-campaign that picks up where LBP2 left off. One of the most significant gameplay enhancements comes as a potent new power-up called the Brain Crane. Like a telepathic revamp of the Power Gloves, the Brain Crane enables Sackboy to pick up and manipulate objects with nothing but the power of his tiny sawdust mind. You aim the Brain Crane by aiming the PlayStation Move and grab an object by pulling the trigger. Once the object is firmly in your grasp you can tug, lift, or wrench it to your heart’s content. The Brain Crane opens up inventive gameplay opportunities: yanking open weighted gates to solve puzzles, tugging spring-loaded platforms to make high jumps, or flinging your co-op comrade into a magma pit ...
PSB: How early in the production of LittleBigPlanet 2 did you think about PlayStation Move support?
Kengo Kurimoto, Level Design Lead, Media Molecule: “We were very aware of it. It would’ve been nice to include it in LittleBigPlanet 2 from the start, but time constraints made that difficult. So we made Sackboy’s Prehistoric Moves as well, which was a demo to show what we could do with PlayStation Move. But the LittleBigPlanet 2 Move Pack is the full shebang…It took a lot of iteration. We had so many ideas…we went through and picked the best of them for the Move pack”