LittleBigPlanet 2 Review thread

The controls are the still the biggest issue for me. Not only is sackboy floaty, he can't jump very high. The latter being the biggest culprit for uninteresting platforming. I think the grappling and gripping mechanics are fine, but they don't substitute in place of well designed platforming.
 
r1chard said:
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.

Don't forget you only get Sackboy's Prehistoric Moves as far as Move support goes in LittleBigPlanet 2 at launch. A "Move pack" which actually gives access to Move functions in Create will be released later (tentatively in March).
 
rhino4evr said:
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.
It was one of the best single player stories in a platform released in years.

Really awesome and creative level design. Reading the reviews, in LBP2 the story levels are awesome too.
 
rhino4evr said:
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.

Oh I remember them alright. I think I cried man tears when trying to perfect that Hell's Wheel on one of the last levels :(

But the levels are definitely memorable to me, for good or bad.
 
Le-mo said:
I don't get the hate for the controls. I never had any problems with it.

I think generally it's because it doesn't control like Mario. It's similar to how people hated on KZ2's controls because it doesn't control like COD. haters gonna hate.
 
jayb said:
It's similar to how people hated on KZ2's controls because it doesn't control like COD. haters gonna hate.
Killzone 2's controls were laggy as hell. People dismissed this as intentional "weight"... Killzone 3 doesn't have laggy controls.
 
As long as this game doesn't have the bunker, I'm gonna love it.


FUCK the bunker. That shit took me back to the days of my youth in which my anger reached epic levels of rage.

I don't want to go back there....ever
 
gofreak said:
The PS3 game was pegged at 3.2m around the time of the first LBP2 previews. The franchise was over 4m, but that includes the PSP game.

o oke, well thats not realy good good sales, its decent for a new ip but not amazing. i realy hope this one does at leats 5 million.
 
Omiee said:
o oke, well thats not realy good good sales, its decent for a new ip but not amazing. i realy hope this one does at leats 5 million.

...are you mental? :P 3.2 million copies sold worldwide is pretty damn great for ANY game. Most titles would kill for sales of that magnitude.
 
Omiee said:
o oke, well thats not realy good good sales, its decent for a new ip but not amazing. i realy hope this one does at leats 5 million.
I believe you played Game Dev Story a bit too much.
 
Omiee said:
o oke, well thats not realy good good sales, its decent for a new ip but not amazing. i realy hope this one does at leats 5 million.

:lol :lol

I reaally hope this is sarcasm, if not I can't believe people say this shit. :lol
 
I think Sony should be arrested for not having animated sackboy avatars and not making Sackboy the official mascot of the PS3.

I'm still trying to decide whether I'm going to get the Collector's Edition or not. I really want those gameends and Gonzo.
 
jigglywiggly said:
You should see what it looked like nine hours later.

Awesome idea and name :lol

The addition of the sequencer seems huge - mapping other events as well as sounds to the timeline to create cut scenes, machinima and synaesthetic levels like this

Also thought the beta levels were showing up on lbp.me when it first launched but don't seem to show up anymore? wanted to queue up all these new levels for when it comes out!
 
Maleficence said:
That's a damn good idea for a game actually. Well done. :D

ijed said:
Awesome idea and name :lol

:D Thanks for the kind words.


ijed said:
Also thought the beta levels were showing up on lbp.me when it first launched but don't seem to show up anymore? wanted to queue up all these new levels for when it comes out!

They're on the beta.lbp.me subdomain, but not on the main lbp.me site.
 
i hope this time I can take the time to learn how to build levels

oh, the thing LOOKS simple but it's actually waay more in depth than I have the time for. Which infuriates me because hey you can make some cool shit here

and since I heard you can change the jump physics? Holy fuck
 
Amir0x said:
i hope this time I can take the time to learn how to build levels

oh, the thing LOOKS simple but it's actually waay more in depth than I have the time for. Which infuriates me because hey you can make some cool shit here

and since I heard you can change the jump physics? Holy fuck


Patience pays. See LBP2 as a tool to improve it -- while having fun.
 
jigglywiggly said:
They're on the beta.lbp.me subdomain, but not on the main lbp.me site.

Ta - I'm cat-blocked tho :( guess I'll have to wait.

Man LBP's giving me blue balls with all the pent up creative juices it's got flowing inside of me and the youtube's of all these awesome levels I can't play yet is making it worse >.<
 
donkey show said:

Custom audio !?! For Real !? I'm so glad I kept myself blank about this game, my head will explode when I get my hands on this game. I'm checking the first of your levels and I'm already fucking mindblown... Customizable HUD, powers... audio.. . . DAMN !

Edit: Insane Super Move !! :lol
 
Just got LBP and LBPSP, and I'm anxiously awaiting this new entry. However the PS3 is my sister's and she'll be taking it with her back to college. What are the chances of another PSP entry?

and I guess this is as good a place to ask as any: Read online that there is PSP - PS3 connectivity for LBP games, how does that work?
 
Dont forget that LBP2 have somthing LBP1 didnt have and that is a big community ready and experience in makeing levels LBP style.

I know alot on here maybe not play LBP1 for a long time but the community have come along way.
 
jigglywiggly said:
You should see what it looked like nine hours later.

It doesn't compare to any of donkey show or jump button's work, but we can't all be gods. :P


Great idea for the minigame. Simple but engaging.

Btw, are there now some kinds of alphabet and number templates in the games, or you still have to draw them to make them as materialized objects? I am asking this, because those numbers you have look pretty slick.
 
Stampy said:
Great idea for the minigame. Simple but engaging.

Btw, are there now some kinds of alphabet and number templates in the games, or you still have to draw them to make them as materialized objects? I am asking this, because those numbers you have look pretty slick.

:D I've noticed some additional number stickers, but nothing beyond that, really (though it's highly likely there'll be more to collect). Which numbers do you mean? The digital clock faces are made of segments of holographic material (with logic attached to match up each segment with the corresponding numbers that would cause it to be lit), while the clock faces themselves are just cut out of more holographic using the grid tool.
 
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