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LittleBigPlanet 2 Hands-On Preview for PlayStation 3 (PS3)

LittleBigPlanet 2 Hands-On Preview for PlayStation 3 (PS3)

LittleBig Ambitions

There are two types of people who enjoy LittleBigPlanet: those who love the game’s deep creation elements, and those who love playing the game’s platform-style levels. Of course, these categories are not mutually exclusive, and most people fall somewhere in between the two, but with at least a preference for one. Personally, I am a huge fan of the platforming, and while I like playing with the creation tools, I was never a prolific level creator myself. We recently got some hands-on time with the LittleBigPlanet 2 beta, and we can safely say that no matter what part of LittleBigPlanet you enjoy most, LittleBigPlanet 2 will satisfy.

LittleBigPlanet 2 screenshot

Let’s talk about the platforming levels first. The beta features three Media Molecule developed levels, each with different themes. The first level will probably be the most jarring, as it implements some major changes for the series. The story-based level features a bearded character named Larry DaVinci, who introduces players to both the new grappling hook element as well as jump pads. The grappling hook is a simple tool that can be used to hook onto fabric-based elements, but it’s a bit tricky to maneuver as the gravity seems to waver around you when the hook is in use. However, the jump pads are a bit more straightforward. They act like the propulsion boxes from the first game (but with a little more oomph!).

The second platforming area took place on a space station, and while it didn’t introduce any new hard and fast level designs, it did give us a peek into some of the new programming that would be possible in the creation levels. As we sprinted through the space station’s many corridors, we were able to spot several game stations where we could play monochrome versions of Pong and BlockBreaker. Success in these games yielded a gaseous key, though I wasn’t immediately able to figure out exactly what that key was for.

The final platforming area, which is the closest thing to a “game-changer” I’ve seen in the beta, features programmable sack-bots, which are drones that can be manipulated in the level to be used for your own devices. Although the sackbots in the beta level weren’t terribly useful, the implications for the create mode (as well as in other story mode levels) is vast. Although we didn’t attempt to program a sackbot, those with a knack for simple robotics will definitely get a kick out of this new creative element, and I’m sure the results will be pretty fantastic.

LittleBigPlanet 2 screenshot

And speaking of creation elements, the create element of the game has been significantly overhauled to include some new elements that should make creating your own games (or paying homage to other games) easier than ever. Chief among the new elements is the Creatinator and music sequencer. The Creatinator is basically a weapons template that allows you to use anything you want as a projectile weapon. This gets rid of some of the creation issues that plagued the first (making a projectile weapon involved a fair bit of engineering) and should definitely liven up the community-created levels. The music sequencer should also provide us with some interesting content, as it allows you to compose and insert your own music. Just browsing the popular community levels warranted several musically-themed levels, including a straight-up music video set to Gary Jules’ “Mad World.”

And speaking of user-created levels, we were able to test out the search function, and were able to find plenty of user-created levels either by tag or by subject. The beta’s servers are lightning fast, and we were able to load up levels in a matter of seconds. Even joining others in progress (which used to take quite a long time) was lightning-fast here. Although the beta test group is relatively small at this point (which could have an effect on performance), I’m hoping that this particular improvement will remain after the game’s full release.

LittleBigPlanet 2 screenshot

LittleBigPlanet 2 is definitely coming along nicely, and the new features we test-drove look like they will certainly add some new dimensions to both the platforming and creation elements. It’s nice that the folks at MediaMolecule are keeping all of their fanbase in mind as the game inches toward release, and no matter which part of the first game you enjoyed the most, you won’t likely be disappointed with LittleBigPlanet 2. Although we did run into the odd graphical glitch or physics issue, I’m hopeful that the final product will be as clean and polished (and not to mention, fun!) as the original.

Game Features:

  • More Than Forty New Story Levels Across Six Themes – Everything in LittleBigPlanet 2 is influenced by cultural high points in history providing an artistically reworked canvas for Sackboy to explore. All of the new levels and territories to play fuse different historical ideas together to create fresh aesthetics that populate this new world, with themes including: Techno Renaissance, Steampunk and Cake, Neon Propaganda, Fluffy High-Tech, Designer Organic, and Hand-made Arcade.
  • Four-Player Offline/Online Multiplayer – New game/scoring modes allow players to include scoreboards and other elements in their creations to advance the types of games possible for a four-player social/competitive multiplayer experience, including puzzle, racing/sports, and action/adventure games. Players can also make Sack-buddies with other players across the world while they play, create, and share together online.
  • New Gadgets – Along his adventure, Sackboy will have new tools and equipment to aid him on his journey, including a Grapple Hook for swinging across large gaps and pulling small objects towards you, Power Gloves for picking things up and throwing them, and a customizable Creatinator for Sackboy to carry that spews out anything a creator desires.
  • Create Full-Scale Games – Evolved create tools allow users to not only make better levels, but completely new games. Featuring new Controlinator abilities, players can reset the controller buttons for any object and change the rules to any level. Your vehicles and creations can behave exactly the way you want them to. LittleBigPlanet 2 can become your own handmade arcade to create games across multiple genres— imagine racing games, flying games, shooters, puzzle games, sports, action/adventure, and more—anything you can image, you can create.
  • A.I. Sackbots – Customizable Sackbots (non player Sackboys) are interactive, programmable non player characters that bring the game to life. Customize sizing and clothing for each individual or group of Sackbots, place them in your game creations or cutscenes, dress them up, choose different behavior patterns (make them mean or friendly, safe or dangerous), and even record your own voiceovers and/or actions for them to perform.


  • Sackboy is Back in Town

    June 16, 2010 – When Sackboy was first introduced about two years ago, it was clear that Sony had finally managed to find the mascot they’d been looking for since things with Crash Bandicoot hadn’t entirely worked out. Undeniably cute and full of personality, Sackboy alone almost made the purchase of the original LittleBigPlanet a must. Of course, while Sackboy’s charm may have made gamers pay attention to the little known title (at the time), it was the fun gameplay, excellent creation tools, and absurd amount of user-generated levels that have built a very dedicated community around the title.

    LittleBigPlanet 2 screenshot

    With Sony’s purchase of Media Molecule, some may have worried that the original vision of the series would become obscured. Fortunately, after a very brief sit down with the game I’m happy to say that the sequel feels strikingly similar to the original, with some nice new toys in tow as well.

    The first level I was able to have a go with was entitled Tower of Woop. This level was a timed race that began at a gate, similar to the ones found in the first LittleBigPlanet (LBP). Players were tasked with scaling their way up a well designed tower full of jump pads, hazards, and thankfully, checkpoints.

    To help with the journey, Sackboy was able to pick up one of LBP 2’s new items, the grappling hook. Essentially, this item works just like grabbing does in the game, with the press of the R1 button. However, instead of only being able to grab something right next to Sackboy, the grappling hook will automatically launch itself towards the nearest material that it can take hold of. This can be soft material in the environment that helps you or other Sackpersons to proceed upward, as was the case when I played it with fellow writer Amanda Kondolojy. Let me just say, there aren’t many things better than hooking another player during particularly difficult jumps in order to inhibit their ability to progress.

    LittleBigPlanet 2 screenshot

    Messing with your fellow players aside, the grappling hook seemed like an incredibly useful device. After taking hold of an object, players can use the left analog stick in order to swing as well as climb or lower themselves on the hook’s rope. This was needed several times throughout this level in order to pick up extra score bubbles. Besides its obvious uses as a means of navigating the level, it also seemed like this item would make playing LBP much easier for newcomers to the series, or even the lesser skilled players among us. With a grappling hook in hand, players will no longer need to make super-precise jumps in order to grab onto the environment. Now you can simply just get somewhat near them and let your grappling hook fly.

    The other level that I was ever-so-briefly able to get my hands on due to a hardware failure (thanks extreme heat and enclosed spaces) showcased another new feature called direct control. In this level there was a vehicle that wasn’t operated by standing on a switch. Nor did you need to pull on any levers or grip random chunks of material in order to make it go. Instead, you were able to entirely pilot said vehicle simply by using the controller as you would in any other vehicle-based games, maneuvering it with the left analog stick. While this may not sound that amazing to anyone who has never played the first LBP, let me assure you that this is a major step forward for the series. Not only will this enable players to better control vehicles in LBP 2, but it will also make creating all manner of maneuverable machines much simpler, since you won’t need to have twenty to thirty switches and levers in order to make your new creation move a few feet.

    LittleBigPlanet 2 screenshot

    While I lament not being able to continue my adventure with Sackboy further at E3, I’m more so disappointed that there was no chance to check out any of the creation tools. I know that it’d be difficult to demo something like this, especially given the incredibly stringent time restraints that playing E3 demos always comes with, but it just would have been nice to have been able to get a peek under the hood to see how the creation aspect of the game has changed. Oh well, I suppose November is still quite a ways away. I’m sure we’ll have ample opportunity to get a better look at this portion of the game as its release date approaches. Unfortunately, much like the wait between the beta for the original LBP and the game’s eventual release, the wait for the sequel now seems like it will be equally as grueling.

    Game Features:

  • Play, Create, and Share in an all new adventure featuring Sackboy.
  • Fully backwards compatible with pre-existing user-generated levels.
  • Create entirely new games in addition to new levels.

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