¿Cómo seguir sorprendiendo con una secuela de un juego sorprendente? ¿Cuál es el sentido de LittleBigPlanet 2? Seguro, LittleBigPlanet, en términos de calidad, fue un gran título, de los mejores plataformas de la actual generación.Pero ¿Qué puede ofrecer MediaMolecule para intentar volver a sorprender? En la siguiente galería (via AGB) se ven personajes más grandes, gadgets, habilidades… ¿Suficiente? La respuesta podría ser tan fácil como el deseo de Sony de dotar de munición hueca a PlayStation Move…
Pero no. Grimrock y guicogres me chivan que este LittleBigPlanet 2 será un completo editor de videojuegos, no un editor de plataformas, como hasta ahora. Según los propios desarrolladores, en LittleBigPlanet 2 se pueden crear clones de Command&Conquer y de Yoshii Island, incluso emulando el sistema de control original, implementando IA enemigas, etc.
Tras el salto, la galería completa.
A mi, sinceramente, como plataformas no me gusto …., como juego 2.0; bueno …..
Como veo que kristian no esta muy al tanto de los nuevos detalles de LBP2 te dire que uno de las novedades mas importantes que han dicho es que el juego ya no sera solo un plataformas con editor de niveles, sino que sera un editor de juegos, podras hacer FPS’s RPG’s…todo tipo de generos que te venga en gana, vamos, por lo menos es lo que han dicho.
Bueno, técnicamente en el primer LBP también podías crear lo que te diera la gana… ¿No?
El primero fue y es un gran juego. Sin duda se merece el sobresaliente que obtuvo de media. Su única pega es que completar los niveles no suponía ningún reto. Pero esto ni siquiera se puede considerar como algo negativo, pues creo que el juego estaba pensado «para toda la familia».
Estoy seguro de que LBP2 vendrá cargadísimo de novedades y contenido extra, pero creo que lo podrían vender perfectamente a precio de expansión.
P.D.: me acabo de dar cuenta de que ModNation Racers no es un proyecto de Media Molecule… :O
No, pero contribuyeron en el asesoramiento del juego.
– LBP 2 has less of a focus on platforming altogether and it’s more of a platform to actually create games with
– Fluffy High-Tech: Various high-end technology equipments like video walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic environment populated by adorable creatures
– There is an all-new level creator and it is not just a tool to create platform games.
– Storyline is not country-based like last time, but is based in periods of time
– As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
– There is a major overhaul to the story level as well. There’s the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
– A player can even customize a HUD. The example given is a health bar for a fighting game.
– All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
– A Media Molecule developer has created a fully-functioning Command & Conquer Clone
– Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won’t need to be “hidden behind the curtain” when you make games with LBP2.
– There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
– There is a new super-important creator tool called “direct control seats”
– Sackbots can be controlled by direct control seats as well.
– (from previous point) In LBP1, lots of people made rudimentary “hold R1 to accelerate” vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
– Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
– You are no longer limited to the game’s stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
– Direct control seat’s control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
– Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
– Example of the previous was Yoshi’s Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
– There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he’s mentioned by name)
– Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
– Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
– Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
– A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
– There are now movie editing options as well.
– Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
– There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye.There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
– If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
– For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
– Sackbots can be drastically increased or decreased in physical size.
– Media Molecule says explicitly there are multiple more gadgets coming.
Here is a list of levels and summaries so far:
– Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level
– Steam & Cake: Steampunk-style level based on a fucked-up tea and cake party
– Neon Propaganda: Cold-war era posters line a factory environment where Sackboy is liberating oppressed workers. There is a grim nature to the level that is totally opposed to the neon lights and signs.
– Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you’re watching or playing the level.
Joder, entonces es como un Games Studio pero con Sackboys. Tremendo.