LittleBigPlanet 2 Review thread

seady said:
I actually don't mind the floaty platforming in the first game. It's unique and doesn't have to play like Mario.

However, the biggest problem for me is finding good user created levels to play. There needs to be a cleaner and streamlined way for sorting them.
I pretty much just picked from the giant GAF list, and plan to do the same this year. Their system was horrible, but tbh I would still have gone to GAF even if they had a great system because GAF is usually the most trustworthy for that kind of stuff.
 
Also with lbp.me around this time, it will be easier to just get to play the best maps and add them to your queues and all that :)
 
netguy503 said:
Well...you got donkeyshow, close enough. :(

and better,amirite?:lol

I shouldn't of said that...I believe Ranger X is on my PS3 friend's list. :(

Oh you. =P

Maleficence said:
Not only in create mode, also in community levels if the level creator changes it.

It's only unavailable in the story mode.
Well if we're going to be picky, all the changes to the object/sackboy/whatever are made in create mode, which is then posted to the community. If you wanted to be more specific, the creator can be really generous and create different control styles that you could switch between if they were thinking that far forward and it made sense in their level.

The fact of the matter is, there are no user-adjustable sackboy physics in story mode.
 
AstroLad said:
I loved everything about LBP1, including the controls. Maybe it's because I'm not at all a fan of platformers so I have zero expectations/preconceptions about what controls should be. Or more likely it's just totally a ymmv thing. In any event I already preordered the CE and it's nice to see all the positive early buzz.

Same way here, I don't enjoy any 2d mario. They just aren't fun to me even though the level design and stuff is pretty good. I just dont find the mechanics fun. LBP is a lot more enjoyable, even though I think the jumping could be improved upon. The whole world feel and gameplay add ons make the game for me.
 
If DC universe fails miserably i'll be all over this, otherwise it will probably have to wait a month, im going to keep my collector's edition on preorder whatever the case tho.
 
Concept:
Play, create, and share all over again, with emphasis on the “create”
Graphics:
The crafty, do-it-yourself vibe looks as fantastic as ever
Sound:
Peppy tunes make great background noise, and the addition of voice acting helps the cutscenes
Playability:
Platforming is improved, but not perfect. Creation tools are easy to learn, but difficult to master
Entertainment:
I doubt anyone is cold-hearted or jaded enough to dislike this adorable title

http://www.gameinformer.com/games/l...view-the-power-of-creation-in-your-hands.aspx

9.5
 
This is mind blowing. I'm a little intimidated if I'm honest! Yep, reckon I'll play the story, mess around with creation and sample some other user levels before retiring with my inadequte imagination... : (
 
seady said:
I actually don't mind the floaty platforming in the first game. It's unique and doesn't have to play like Mario.

However, the biggest problem for me is finding good user created levels to play. There needs to be a cleaner and streamlined way for sorting them.

I agree with all of this.

I've been playing platformers as one of my favorite genres for the better part of 30 years now, and IMO, LBP's controls aren't bad at all. I had no issue with running, jumping or direction change at all. The only "issue" I had was adapting to going "in and out" of the 2.5D environment reliably, but I figured it out and adapted to that pretty quickly.

I don't know if its a "it's not like Mario" thing with some players or not, but I know I had no issue with the way Sackboy jumps.

Your problem with finding the great levels was my greatest problem as well. Thankfully, NeoGAF came to the rescue with the LBP levels thread, but there really should be some better way of finding the quality levels in game. Hopefully, this will be addressed once and for all with LBP2, otherwise, I'm depending on GAF to tell me about the great levels again.

The only other issue I had with LBP was that there was no real goal or whatever to the single-player. You don't need much with a platformer, but you need something. Sounds like LBP2 has that now.
 
Pristine_Condition said:
Your problem with finding the great levels was my greatest problem as well. Thankfully, NeoGAF came to the rescue with the LBP levels thread, but there really should be some better way of finding the quality levels in game. Hopefully, this will be addressed once and for all with LBP2, otherwise, I'm depending on GAF to tell me about the great levels again.
This'll help a bit. http://lbp.me/

:3
 
slider said:
This is mind blowing. I'm a little intimidated if I'm honest! Yep, reckon I'll play the story, mess around with creation and sample some other user levels before retiring with my inadequte imagination... : (
Why retire after just that? I never made a level in the first game, and it's my most played game in years.

Messing around with friends in other people's levels was always enough to keep me interested. ^_^
 
http://www.gamepro.com/article/reviews/217770/littlebigplanet-2/

Gamepro 5/5

PROS: Infectious and inimitable charm; beautiful and diverse level designs; loads of new power-ups; incredible collection of creation tools; rich community features; tons of collectibles.
CONS: Not much of a challenge; grappling hook feels unwieldy for a while; some dull side levels; can't rewind or fast forward tutorials, only pause or restart from scratch; no keyboard or mouse support for creation mode at launch.
 
makingmusic476 said:
Why retire after just that? I never made a level in the first game, and it's my most played game in years.

Messing around with friends in other people's levels was always enough to keep me interested. ^_^

I guess cos I wasn't very successful designing in the first one! And that's the thing that really grabs my imagination. I'm a bit lazy too and didn't search out as many good levels as I should have.

Anyway, I'll clear my mind and go in with optimism.

Cheers.
 
slipknot2009 said:
This is the first real reason to go buy a Move in 2011. Very excited now.
Nah, it isn't.

Pre-historic moves is okay at best.... and the create support won't be coming till March (?).

Anyway, can't wait for this... it'll be glorious to finally have it in my hands.
 
Well one things for sure, get in on the 2x-4x player challenges while everyone's riding the launch month high. That way, you dont get people who just want to blast through a level without enjoying it.
 
Teknoman said:
Well one things for sure, get in on the 2x-4x player challenges while everyone's riding the launch month high. That way, you dont get people who just want to blast through a level without enjoying it.
If we do as we did during the LBP release, there should be no problem doing all that stuff.

I will be getting this game on day 1 for sure and because I don't even have 3 extra controllers (only 1) I will need to unlock all the 3x and 4x stuff with you guys. The 2x stuff might be possible alone using two controllers though..
 
Pristine_Condition said:
I agree with all of this.

I've been playing platformers as one of my favorite genres for the better part of 30 years now, and IMO, LBP's controls aren't bad at all. I had no issue with running, jumping or direction change at all. The only "issue" I had was adapting to going "in and out" of the 2.5D environment reliably, but I figured it out and adapted to that pretty quickly.

I don't know if its a "it's not like Mario" thing with some players or not, but I know I had no issue with the way Sackboy jumps.

Your problem with finding the great levels was my greatest problem as well. Thankfully, NeoGAF came to the rescue with the LBP levels thread, but there really should be some better way of finding the quality levels in game. Hopefully, this will be addressed once and for all with LBP2, otherwise, I'm depending on GAF to tell me about the great levels again.

The only other issue I had with LBP was that there was no real goal or whatever to the single-player. You don't need much with a platformer, but you need something. Sounds like LBP2 has that now.


I don't understand how you guys can't click on ONE link and reach hundreds of excellent levels to play. It's super easy. And now you can even queue them in the game for ridiculous convenience.

Pro tips to get hundreds of the very best levels to play under 10 mins with very minimal effort:

Have a browser tab here:
http://www.lbpcentral.com/forums/forumdisplay.php?73-Community-Spotlight-Archive

And another here:
http://lbp.me/

I agree there wasn't LBP.me before but damn, you enter "search" in the game, and then "text search" and then "#[insert level's author psn name]" (without brackets of course) and voilà, you find the level you wanted to play in seconds.
I mean, it's barely more efforts than spending 5 mins on GAF.
 
I'm really hoping we get some good stuff with this game. The creation tool is there- lets hope the community is still energized to create something worthwhile.
 
One of the biggest problems I had with the first game was - sections in the game that were too tough because the controls worked against me. This was especially true in the online section. Now that so much other shit has been added, I'm hoping the hardcore guys make something fun and worthwhile that won't be broken because of floaty controls.
 
thuway said:
One of the biggest problems I had with the first game was - sections in the game that were too tough because the controls worked against me. This was especially true in the online section. Now that so much other shit has been added, I'm hoping the hardcore guys make something fun and worthwhile that won't be broken because of floaty controls.

Here again, play the good stuff. There's tons of shit creations and there's also a ton of great ones. See post 121.
 
I hate to harp on it, but I don't understand why MM didn't make the core platforming a lot tighter? I mean it's not bad, but it is like they are holding themselves back from that upper echelon of platforming quality. They have everything else done right. And judging by that gravity + logic demonstration it wouldn't be hard

I figured perhaps its a backwards compatibility issue with LBP, but then surely they could've just had it so any LBP maps you play revert to the old gameplay style
 
Chuck Norris said:
I hate to harp on it, but I don't understand why MM didn't make the core platforming a lot tighter? And judging by that gravity + logic demonstration it wouldn't be hard

I figured perhaps its a backwards compatibility issue with LBP, but then surely they could've just had it so any LBP maps you play revert to the old gameplay style
the LBP2 SP story levels? or just overall? I think the way they handled it is fine. still keep the controls like the first game even if people didn't like it and to keep the LBP1 game from breaking and have it optional for creators.
 
If you are one of the 20% percent of users that actually has anyone try your level, this game is going to be awesome. Honestly, I think they should have sold this for $40 and had a lvl creator on PSN for $20
 
DMPrince said:
the LBP2 SP story levels? or just overall? I think the way they handled it is fine. still keep the controls like the first game even if people didn't like it and to keep the LBP1 game from breaking and have it optional for creators.
Keep it the same even if people didn't like it? Does that make sense to you?
 
Lagspike_exe said:
It would be awesome if they did iOS/Android applications for lbp.me.
It would, but it works perfectly fine on the mobile web browsers on top of the fonts being generally larger than usual.

that was one of Johnee's levels im not sure if it got in or not or it was just for show maybe he will post it when the games out

That was Kristoff's level. Johnee made the pseudo-3d Starfox-esque level.
 
Chuck Norris said:
Keep it the same even if people didn't like it? Does that make sense to you?
Well how else would they have done it? not have it floaty from the beginning? MM chose it that way maybe. They can't change it now anyways. All that was left was to give the creators and option to have a different gravity for the players if they decide to use it. either love it or not or learn to ignore it.
 
jump_button said:
Okay but I think very few people would argue that it is the best it could be....

Plus change is never without adversity, and in a franchise like LBP, they should always be keeping it fresh IMO
 
jump_button said:
fix

and oh was it sorry Kristoff! oh he so hate me now i bet
I'll call him up and let him know of your mistake. =P

Chuck Norris said:
Plus change is never without adversity, and in a franchise like LBP, they should always be keeping it fresh IMO

So are all the new additions to the gameplay not fresh?
 
BobTheFork said:
If you are one of the 20% percent of users that actually has anyone try your level, this game is going to be awesome. Honestly, I think they should have sold this for $40 and had a lvl creator on PSN for $20
If there was differential pricing, it would make more sense to give people adding value to the game (e.g. good level creators) a $20 discount.
 
Chuck Norris said:
Okay but I think very few people would argue that it is the best it could be....

Plus change is never without adversity, and in a franchise like LBP, they should always be keeping it fresh IMO

well they did but they wanted LBP2 story mode to feel like LBP I really dont get the hate

oversized-marmite-money-jar_4caded307e9bf.jpeg
 
Loved the first game but just hated the floaty controls, I will wait for LBP2 GOTY which will have $30-50 worth of extra content on it
 
donkey show said:
I'll call him up and let him know of your mistake. =P



So are all the new additions to the gameplay not fresh?
The new additions are mostly accessory or for the create mode and don't really address the core issue I'm talking about, which is the floaty controls that don't lend themselves that perfectly to a platformer.
 
what type of controls do you want? if you want it to be like X game then people will complain that LBP2 is too like X game. LBP1 was already like that with a lot of comparison to mario and not because of the controls.
 
Lagspike_exe said:
I understand why people are frustrated with LBP controls, but it would really weird seeing Sackboy jumping like Super Meat Boy.
Shouldn't stuff like that be the very first thing a game like this would allow the creators to mess with?
 
Gamervision 9.8

LittleBigPlanet 2 is everything I’d hoped it would be. Every new inclusion improves the way the game plays tremendously, and with the ability to create more than just an endless array of side-scrolling levels, there’s more reason than ever to learn the intricacies of level creation. Playing with friends is still a great deal of fun, though the solo game is just as engaging. I can’t wait for the opportunity to try out the user-created boards once the game goes online, but for now I’ll just have to settle for replaying the story with a few other friends. I thought the delays the game faced meant the game was in trouble, but it’s clear after playing that Media Molecule was trying to avoid the early issues that plagued the first title, and get the most complete version of their game on the shelves. LittleBigPlanet 2 gets 2011 off to a great start for gaming, and if the rest of this year’s releases follow suit, we’re all in for one of the best gaming years ever.
 
Lagspike_exe said:
I understand why people are frustrated with LBP controls, but it would really weird seeing Sackboy jumping like Super Meat Boy.

Dude, that's like the greatest idea ever! Especially since SMB is not being released on the PS3
You should get it for the PC BUT OH WELL
...

Just imagine...

LittleMeatPlanetBoy

/gets wet
 
I kinda feel sorry for those folks that only are interested in playing the Single Player Story...I barely even remember those levels from the first game, I think I spent at least 20-30 hours playing and discovering user created levels.
 
This thread needs more videos of awesome user-created levels. I am particularly interested in some of the sports and non-traditionally platforming levels.
 
Hate for the jumping in LBP is so boring. It feels fine. It's not Mario or anything, but it doesn't need to be. I like the floaty feeling - it gives the impression Sackboy is this small, fragile little thing in this straight universe.
 
I'm so pumped for this, and have a friend who waxed enthusiastical about the Move integration so I might even get myself a Move controller too.
 
Top Bottom