Rocky
L16: Sensei
- Seit
- 23 Feb 2008
- Beiträge
- 10.812
Eurogamer und Gamespot Previews:
http://www.eurogamer.net/articles/littlebigplanet-2-first-preview
http://www.gamespot.com/ps3/action/littlebigplanet2/news.html?sid=6261823&mode=previews
Paar interessante Infos/Quotes:
Über die Steuerung:
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Für "Move'ler":
@Addon-Hat0r
Gifs:

http://www.eurogamer.net/articles/littlebigplanet-2-first-preview
http://www.gamespot.com/ps3/action/littlebigplanet2/news.html?sid=6261823&mode=previews
Paar interessante Infos/Quotes:
Über die Steuerung:
Media Molecule couldn't simply reprogram Sackboy's floaty jump, because the developer wants all levels created in the original game to still work when they're brought across. You will have the option to "fix" it for yourself, however, via the Popit menu.
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So for everything from the crucial question of content discovery to the not-so-little matter of how Sackboy should move - short answer, the floaty jump should no longer be a problem, as you can tweak all aspects of his movements, from his stickiness to his inertia, in the Popit menu
Combined with a much more flexible camera - LBP 2's version can come in close to lock itself behind specific objects, opening up the world of top-down racers, and it can even tilt during levels so you're scrolling vertically one moment, horizontal the next, taking you from R-Type to Space Invaders in a matter of seconds - direct control really expands the sort of things you can do with the game.
Für "Move'ler":
LittleBigPlanet 2 will no doubt be a big influence in helping Sony sell their PlayStation Move controller, so in what ways are you planning on incorporating this into the game?
You may remember from the presentation that we had the Sixthaxis Direct Control Seat, which is a ridiculously long title which we will no doubt change. What this does is allow the user to take the guts of the SixthAxis controller and map the buttons in any way they like, and I see no reason why you couldnt use this function with any other controller, like the Move controller for example.Were really excited by giving the Move controller to the community. Were totally going to go to town on supporting that, but I dont think we will
have the full functionality at launch. There will be a taster, but it is something we are planning to do.
With two million creations out there, and millions more to come, its important that youre able to find the experience youre looking for. Weve expanded Share to enhance your ability to discover exactly what you want to find.
Weve given the searching system a total overhaul, and weve added Activity Streams so you can follow your friends and hearted creators to see what theye getting up to, helping you unearth all the top notch playable nuggets that are popping into existence all around you.
A new web portal will give every single LBP creation its own home on the web, with a page for every creator and every level. Browse creations online to find fab levels, add them to your queue to play later on, check photos, comments, leader-boards, create and share playlists, and easily promote your levels and games wherever you might hang out online.
I smell a revolution.
@Addon-Hat0r

Perhaps more importantly, Evans promises that the campaign will be longer than the first game's--although by how much we don't yet know. Healey teased that the game will start out as a platformer, but will evolve as it progresses--Media Molecule hinted that it will end with LBP takes on arcade classics.
According to level designer Victor Agren, the game engine has been rewritten to incorporate these new technical additions, as well as add a better visual sheen to the game. We were shown a video of LBP 1 levels running in the new engine, and the improvements were immediately noticeable. Sackboy casts detailed shadows, as do background objects, while the overall look is more vibrant thanks to an improved colour palette. Even better, all these improvements will apply to user-generated content created in the first game, so your creations will be given an immediate improvement when LBP 2 launches.
The exciting stuff really happens when you're away from a PS3 though. We were shown a video of a web browser plug-in that will allow you to watch videos on YouTube and then add those levels to a playlist so that they're queued up to play at home.
To give some idea of the things all these new features make possible, Media Molecule showed off a quick demo level. Direct control vehicles ranged from a floating chicken that could raise its altitude with a tap of the jump button and a flap, a dragonfly that could shoot as it tore through the air and a shaggy caterpillar. These last two really showed off the true potential of the new game with the camera flipping round the dragonfly at one point, turning the whole thing into a vertical retro shoot-em-up, complete with pixel enemies and even a sprite skin for the dragonfly. Even more impressive, once on the caterpillar the camera flipped to an over-the-shoulder view, giving an into-the-screen perspective as you race against two Sackbot opponents - it's all a clever illusion though, with the action still technically built on a 2D plane, but it gives you some idea of just how powerful an overhaul the game has seen. We even caught a glimpse of a top-down racer for good measure too.
Add life to your levels by dropping in a couple of Sackbots, then tweak em to fit your purpose: style, shape, resize and dress them up nice, and then bring them to life with digital puppetry; either choosing their behaviour or recording your own. Sackbots can be friends or foes, robots or zombies... whatever you need them to be.
Gifs:




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