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Tons of LittleBigPlanet 2 Information Revealed

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LittleBigPlanet 2 has finally been revealed for the PS3, and thanks to some advance information, we already know quite a bit about how the game will work. Calling it a game might be too much of a stretch, however. While the first title ambitiously combined 2.5D platforming with powerful user-generated content tools, this new game will put much more emphasis on the toolkit, and less emphasis on the platforming. We think that's a good idea, since as a pure single player challenge, the first LittleBigPlanet left a lot to be desired.

First of all, the things that will stay the same: a single player experience is included, although it will not be the focus of the game at all. It will consist of a series of platforming levels spread across different time periods. One of the levels will be set in Renaissance Italy, full of technological inventions that have run amok. Interestingly, Media Molecule have decided to stick with the controversial 3-plane quasi 3D environment, despite complaints about such in the first game. Perhaps they have found a new method of controlling movement between planes that avoids confusion.

The first game was mainly designed with platforming in mind, but some super creative users found ways to get even more out of the available tools, creating everything from giant calculators to Space Invaders clones. But now, creators will be set free to change just about every aspect of the gaming environment, including the HUD itself. According to the developer, the powerful new construction set in LBP2 will allow gamers to craft experiences from many different genres. For example, particularly creative types might be able to create a 2D style fighting game, a shooter, a racer, a puzzle game, or even an RPG. In fact, some users might choose not even to create a game at all. Versatile new camera settings allow would-be film directors to create their own cutscenes and longer vignettes.

In the previous game, rudimentary vehicles like rocket cars and planes became quite popular. But the control of those was always clunky, owing to the simple on/off physics based engine. In LittleBigPlanet 2, users will be able to map PS3 controller buttons directly to vehicles by way of a feature called a Direct Control Seat. So, you might want to give your vehicles different speeds, forward and reverse gears, weapons and other bells and whistles, each one controllable with a specific input.


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Direct control seats can also be used to change the 'feel' of the basic control scheme. If you found the jumping to floaty in the first game, you will now be able to set the parameters for things like jumping to get that perfect Super Mario Brothers feel. Another feature missing from the first game has been fixed here as well: creators can now string their individual stages together to make a bigger, flowing experience akin to a real commercial game.

Level creators will also have more control over the enemies encountered in their stages. An enemy sackbot is included, whose AI routines can be endlessly tweaked to create any sort of diabolical challenge players can conceive. They can also give it specific weak points to attack for massive damage.

With all of the customizability coming our way in LittleBigPlanet 2, it appears that traditional game designers might soon find themselves out of a job! We'll be holding our breath until Sony's keynote at E3 this year for more information, so stay tuned.


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