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TGS '10 PREVIEW: LITTLEBIGPLANET 2![]() Posted by PlayDevil.com Staff on Sep 28, 2010 14:18 (Sep 28, 2010 14:18) |
Written by: PlayDevil.com Staff
![]() HANDS-ON @ TGS 2010 - LittleBigPlanet 2:
It has been two years since Media Molecule released the Sony exclusive DIY platform game Little Big Planet. With a robust level construction system and the ability to share creations the original game is far from lacking in new content, so the up coming arrival of "LittleBigPlanet 2" will have to do more than offer new levels to justify it’s existence.
Starting to play Little Big Planet 2 it is clear to see changes have been made. While the play mechanics and graphics remain similar to the original the sequel brings with it new elements that deliver a new level of polish as well as offering a variety of new gameplay possibilities.
Working my way through a Media Molecule designed level in multiplayer I instantly settled back in. Movement felt slightly tighter than I remembered but the floaty physics system of the original remained. Despite the similarities however two clear differences were instantly apparent over the original, the addition of cut scenes and ‘robots’.
Cut scenes may seem like a throw away improvement, but anyone who has kept up with the Little Big Plant community of creators will know any addition that offers them more control and influence over game events is sure to be exploited in ways as yet imagined.
In the case of the level on show this simply took the form of some careful positioning of the camera upon entering the stage for dramatic affect, but it will be interesting to see how the creators’ imaginations will utilise this addition.
Robots on the other hand have a far more apparent affect on the game. These small drones followed me around after being liberated from cages but their path was limited by their mobility (a similar mechanic to the ‘Mario Vs. Donkey Kong’ games on GBA).
With no way to jump the drones would be trapped by the simplest obstacles and with the goal of guiding them safely through the level this meant that it was left to the other players and I freeing them from each trap by solving puzzles.
While in the demo these robots were programmed simply to follow the players, but the full game is set to offer a variety of other behaviors, an addition with very obvious implications to puzzles in both Media Molecule and player created content.
While little else was visible in the demo the final version of Little Big Planet 2 is set to offer more than enough additions to justify a purchase, especially for the budding game designers who have already displayed their aptitude with the first game.
With the possibilities opened by what was on show, combined with the promise circuits that will allow the creation of all new game types by designers (and Move support to aid the construction process) it seems that Little Big Planet 2 will indeed offer enough new tools to revitalize the user created content community.
If like me you are too lazy to learn how to use the creation tools the LBP2 still looks set to offer more of the fantastically designed Media Molecule levels with all the variation the new game tools offer, plus the free content the online community will no doubt provide far in to the future.
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