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Gamescom 2010 - LittleBigPlanet 2 Trailer

SamBishop said:
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WHY DID I EVER AGREE TO DO THE OFFICIAL STRATEGY GUIDE FOR THIS GAME?! It'll be like writing a textbook on basic programming. I'm going to kill myself when it's all done. Remember me... remember me for contributing to the guide...
500+ pages plz.
 
Im just happy that they now allow you to tie the bubbles to prizes and such. Hopefully they tie prizes to the bubbles in story mode. I hate collecting the bubbles without a purpose....it pisses me off.

darkwing said:
not to mention you can use mouse/keyboard in create mode
omg, forgot about that!
 
Unbiased Basturd said:
I'm not really into creating but I really like to make music.

Looks like LBP2 is much more interesting to me now!

The nice thing is that you can probably make the music track a price so people can get music composed by you for their levels.

They should let you hook up a keyboard like the one from Rock Band 3 ^^
 
darkwing said:
not to mention you can use mouse/keyboard in create mode

ixcqcz.jpg


I... what? Where did you read that... I...

/faints
 
Chavelo said:
I... what? Where did you read that... I...

/faints
Since like May dude. =P

The nice thing is that you can probably make the music track a price so people can get music composed by you for their levels.

They should let you hook up a keyboard like the one from Rock Band 3 ^^

If it's anything like Garageband, that'll be cool beans.
 
at work so there may be bigger images somewhere.


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Looks like you can change the backdrop when you're in the pod

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more here or probably later on other sites.

http://www.facebook.com/#!/photo.php?pid=349609&id=121693124521971&ref=fbx_album
 
I thought the beta start date was "soon" and was going to be announced as starting NOW at the conference. :( It's Mid-August people. Jeez. :/
 
netguy503 said:
I thought the beta start date was "soon" and was going to be announced as starting NOW at the conference. :( It's Mid-August people. Jeez. :/
:lol Impatience gets the better of you.

*logs into the beta forums* =P
 
donkey show said:
:lol Impatience gets the better of you.

*logs into the beta forums* =P
is Grace Chen hand picking these people? You'd think all the times I've been beta testing all kinds of stuff they would let me in this one too ;3
 
IGN preview, talks about some of the levels in those shots above and other things!

http://ie.ps3.ign.com/articles/111/1114362p1.html

We only had 15 minutes to see LittleBigPlanet 2 in its current state at Sony's Gamescom booth but, even in that short space of time, we've been dazzled all over again.

In theory, we were there to take a updated gander at the game's story mode and check out the new music sequencer feature. What we got though was a whistle stop tour of pure amazement.

That's nothing compared to another level where you gain access to the Cakeanator though. For the uninitiated, that's a little miner's helmet that squirts what Media Molecule affectionately refer to as "cake juice" into the ether. These sticky globs of frosting can be fire in a continuous stream by holding down R1 and directed around the level using the right stick. Things start off simply enough as you're tasked with bringing down a few enemies from above by coating them in enough frosting to force them crashing to the ground. As the level opens up though, a whole slew of cake-juice based puzzles are introduced - you need to use those globs to form makeshift steps to reach higher ledges and even ply enough frosting to drawbridges and the like to drag them down and form a path ahead thanks to the game's robust physics engine. You can even use your gunk to jam up rotating cogs and stop dangerous machinery ahead.

Relevant to the arcade cabinets above, but spoilered because it's a later level and some might be sensitive to that:

there's the level known as Blast Off. It's a later part of story mode and initially sees you traipsing through a spaceship, tugging on levers to raise and lower platforms. After a ridiculously silly cutscene involving the back of the ship being sucked into space by a huge evil vacuum cleaner, Media Molecule turns the gravity off, leading to even more ridiculous hi-jinks as you leap and bound to safety. Somewhere in the middle of all that though, there's a wholly incidental bank of arcade cabinets loitering in the background. It's easy enough to ignore them completely but head over for a closer look and you'll realise that Media Molecule has build fully-working version of classics games including breakout and even a two-player version of Pong. They're even given that classic retro sheen with some of LBP's new post-processing filters.

Here's something very interesting - apparently the sequencer as seen with music is a more general gadget. You can use it for scripting things in general, not just music!

Lastly, we got a glimpse at Caterpillar Climb: a top-down bolt up a tree that sees your furry insect charge dodging an increasingly convoluted array of obstacles. This level puts the game's new sequencing tool to use, calling in blocks of level as and when demanded. Over on the creation side of things, this new feature closely resembles a music sequencer - unsurprising given that's what it was originally intended to be. It's simply a case of plopping triggers on the timeline (for instance, wiring an object to the sequencer and specifying a point to set it on fire), meaning you can create entire scripted events with ease.

Of course, the sequencer still works with audio too and Media Molecule has created a whole raft of instrument samples so you can compose your own background tunes for your creations. You can change notes and rhythm in individual sound clips then reuse them, laying down melody, bass and drums among other things, to produce stirring sonic delights.

So...I have a question. What was the thing that was called a sequencer at E3? Remember in this vid:

http://www.youtube.com/watch?v=zHO59nqTcPs

There it seems to be just a gadget with a certain number of outputs that are cycled through. But the sequencer being talked about here seems much more sophisticated, with timelines, triggers etc.

Oooh...possibilities...
 
One question.

The bubble points will have more relevance in LBP2?
They will be used only for points again or there will be other purpose to collect them?
 
http://www.joystiq.com/2010/08/19/media-molecule-reveals-littlebigplanet-2s-more-than-just-music/
lbpmusic.jpg


LittleBigPlanet 2 Technical Director Alex Evans demonstrated the sequencer, which lets you arrange notes on a four-measure grid with the beat at the bottom and multiple octaves of notes running vertically. You choose from a selection of instrument samples including a honky tonk piano, acoustic guitar, drum kit, beatbox, and roughly 30 more that were shown in the demo (more are expected for the final game, Evans said). Notes can be built into samples, which can then be repeated and mixed further via a larger timeline object in the level creation screen.
But this new timeline feature can do a lot more than just music. Elements from a level can be linked to it as well, allowing creators to sync in-game events much more easily than they could in the original LittleBigPlanet. Evans showed a simple example where a block burst into flames just as the bass drum beat came in on the background music.
 
Regarding mouse and keyboard support:

Media Molecule co-founder Alex Evans has today revealed that upon its initial release, LittleBigPlanet 2 won’t ship with support for mouse and keyboard – something that the Community had been suggesting to aid level creation following the success of LittleBigPlanet.

Those disappointed by the news shouldnÂ’t be too disheartened as Evans hinted that they may seek to implement it further down the line.

Having spent a number of weeks trying to implement support for it within the game, Evans professed that he “entirely preferred to use the Dualshock 3″ for level creation.

LittleBigPlanet 2 is due to release across North America and Europe later this year.

sauce: http://www.gamerzines.com/gamescom/ps3/lbp2-ship-mouse-keyboard-support/

So they tried it, it didn't work, so it's out. :(
 
The Sequencer is bananas!

You now have a timeline to call events and objects. SO AWSUM.
 
jigglywiggly said:
So they tried it, it didn't work, so it's out. :(

Well, not quite...it's not working yet, won't be working for release, but maybe in the future (?) I would like to think they could make it work.

The sequencer is omgs! So much stuff can be cast into that approach. I could see it becoming a pretty standard foundation for logic.
 
I wonder what the resolution on the sequencer is, in terms of time. Like down to what level? IIRC, time related switches went down to increments of 10ms.
 
Ufff...the lighting and music in the first caterpillar one is gorgeous. The animated textures look really good there too.

And you can see they are, apparently, spawning the level in. The background is static, so it's just loading and scrolling the parts of level dynamically.

Shame they cut in the second video after he entered the level link. Would have liked to exactly how the level link transitions are.

Also, love how
the arcade cabinets are just casual incidental detail in that bigger level
.

edit - on a side note, I hope offscreen footage from gamescom will show up soon. Want to see the new create stuff, the sequencers etc.
 
Also, the initial token Move support has been detailed, and it is indeed token - 10 modified levels from the original game.

http://www.nowgamer.com/news/4040/gamescom-2010-move-on-littlebigplanet-2-detailed

Of course, they will be doing their patch with full support which will come when it's 'awesome'.

"The mantra at Media Molecule is "don't cheat"," said Evans. "We haven't built the the create tools for Move yet, and the idea is that the direct control seat - which currently has sixaxis control - will have an exact equivalent for Move."

Quality will determine when an update is released however
.
"At that point we can legitimately say "LittleBigPlanet is awesome for Move", but until we've done that we're not going to release it."
 
So basically the music making in the game will still be like those soundtrack train stages people make, except shrunk down to a single gadget?

EDIT: Whoo space background!
 
Stampy said:
You can see the level linking in this video.

http://www.gamespot.com/ps3/action/l...spaceship-demo


Nice! Seems to be from Alex Evans' demonstration. Your link is broken, but here it is:

http://www.gamespot.com/ps3/action/littlebigplanet2/video/6273982/littlebigplanet-2-spaceship-demo

The transition is good...as in it's clean, no menus or anything. I wonder if they'll do anything to decrease load times between links...not that it's hugely long, but it would be nice for them to be as low as possible.

There's a couple of other vids too:

Grapple Hook: http://gamescom.gamespot.com/video/6273980/

He mentions here that someone figured out that you can finish the Tower of Whoop level from E3 with one continuous score bubble chain, thanks to the fluidity of the grapple hook, just swinging constantly along. I'm sure that's a tough thing to do though, but neat :)

Creatinator: http://gamescom.gamespot.com/video/6273981/

Shows it being used with sticky goo - i.e. icing sugar - the physics play with that, and nice new particle effects they use for it.

Now I just hope they'll upload the remainder of the demo...at the end of the space one it seemed he was about to go on to demo the sequencer in create mode.
 
Yes, it seems there was more to this demo than was uploaded. What I hope the most is they introduce some kind of save thing, otherwise the whole level linking stuff would be detrimental for longer linked levels.
 
Nice, Little big planet style metroid games incoming.

Also I really REALLY hope that 2nd track in the spaceship video is ingame music.'

Glad that the grapple arm has decent range. Makes it alot easier to start making grapple action section framework in LBP1. Hopefully the sequencer will make multi-phase boss battles easier to put together.
 
Teknoman said:
Glad that the grapple arm has decent range. Makes it alot easier to start making grapple action section framework in LBP1. Hopefully the sequencer will make multi-phase boss battles easier to put together.

Could make a lot of higher end things easier.

In the Joystiq article Alex said that their designers were complaining they didn't have the sequencer earlier, because it allowed some things that might take a day before to be done in 20 minutes or whatever.
 
gofreak said:
So...I have a question. What was the thing that was called a sequencer at E3? Remember in this vid:

http://www.youtube.com/watch?v=zHO59nqTcPs

There it seems to be just a gadget with a certain number of outputs that are cycled through. But the sequencer being talked about here seems much more sophisticated, with timelines, triggers etc.

Oooh...possibilities...

They called it a sequencer when I asked. :lol Music and the time loop was definitely just referential since we really didn't have a lot of time to delve into what can truly be done with it, but combined with the many logic tools that are in the game, it is a very powerful tool. From what I remember, you could attach a randomizer to it and it will sequence jump depending on the randomizing pattern you choose, which is excellent for bosses, power up progression, etc. So yes, the sequencer can take pretty much any kind of input of your choosing. ^^ I already have drawn up some logic boards on paper that utilize the sequencer for my mecha. :lol

And yes, the grapple hook can go pretty far. In regards to grabbing things with it, it works the same as a normal grab meaning you will automatically shift to the layer where the grab point it.
 
can we add voice clips to the music editor? and how much of the thermometer will it use if i was to say to make a 1 minute audio clip?
 
I'm going to spend too much time with the music maker. I'm not really good in making levels. The first LBP proved that, but I like to experiment with LBP 2 music instruments. :O

SamBishop said:
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WHY DID I EVER AGREE TO DO THE OFFICIAL STRATEGY GUIDE FOR THIS GAME?! It'll be like writing a textbook on basic programming. I'm going to kill myself when it's all done. Remember me... remember me for contributing to the guide...

Just write down the link to gamefaqs.
 
LBP2 Neogaf project: Now with multi area levels, cutscenes, and dedicated music composers?

EDIT: I wonder if we'll be able to take sticker switches (items) with us to other connected levels.
 
Teknoman said:
LBP2 Neogaf project: Now with multi area levels, cutscenes, and dedicated music composers?
Haha, pretty much. Sharing will be a lot easier as well, so might as well start coming up with some awesome concept now to get this thing rolling. :D

We could probably finish a Dudebro project before the Dudebro team finishes their's. :lol
 
donkey show said:
Haha, pretty much. Sharing will be a lot easier as well, so might as well start coming up with some awesome concept now to get this thing rolling. :D

We could probably finish a Dudebro project before the Dudebro team finishes their's. :lol

I like your idea, my good man! QUICK, ASSEMBLE THE TEAM!

Sackbro: My Levels are Fucked Up so I Got to Shoot/Glob Thru The Level III: It's Time To Get Serious
 
Any mention of voice maskers/modifiers for the voice record feature? If not, I might just put the DSi recorder to use :lol
 
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