- LBP 2 has less of a focus on platforming altogether and it's more of a platform to actually create games with
- There is an all-new level creator and it is not just a tool to create platform games.
- As examples, the game 100% encourages the player to create game types
and wants you to make a shooter, a racer, puzzle games, Space Invaders
clones, even RPGs
- A player can even customize a HUD. The example given is a health bar for a fighting game.
- A Media Molecule developer has created a fully-functioning Command & Conquer Clone
- Media Molecule loves that a lot of user-created levels in LBP1 were
homages to classic games and laments that so many manipulations of the
creation tools were necessary to do them. Sackboy won't need to be
"hidden behind the curtain" when you make games with LBP2.
- There is a new super-important creator tool called "direct control seats"
- (from previous point) In LBP1, lots of people made rudimentary "hold
R1 to accelerate" vehicles. Mark Healy created a car out of rubber
wheels and a bottle, then placed a direct control seat in it. He pulled
up an interface that resembled a PS3 controller and assigned commands
to buttons.
- Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
- You are no longer limited to the game's stock sound effects. You can
record your own sounds and voices, attaching them to characters or
objects. Magic Mouth from the original LBP is gone
- Direct control seat's control scheme is instantly accessible and you
can attach it only to the part of the vehicle you want it to control.
- Example was given about the 8/16-bit remakes/tributes having to use
the signature gameplay mechanics of LBP. That is no longer true in
LBP2. A creator can place a direct control seat on their own
platforming protagonist and complete it with a customized control
scheme.
- Example of the previous was Yoshi's Island. If a player creates the
perfect recreation of the SNES-era jump they can share it with anyone
in the community.
- There is an in-game microchip that functions as a calculator and it
is a direct response/homage to PSN user Upsilandre (seriously, he's
mentioned by name)
- Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
- Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
- Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
- A disco scene was set up by Media Molecule and two employees recorded
together on a single Sackbot. They moved its arms and bobbed its head
in a dancing routine. JUST the AI was copied and pasted onto twenty
different Sackbots. Each Sackbot was given its own unique look.
- There are now movie editing options as well.
- Every LBP2 player will receive their own profile on LBP.me. It will
display your activity feed as well as previews of their own stages
- There will be user-created integration in QR codes as well. They can
be printed on advertisements, business cards, and automatically load a
level when held up to the PlayStation Eye. There is no special menu to
do this. Any time the PS3 is turned on and running LBP 2, you can wave
it in front of the Eye.
- If you are not near your PS3 you can take a quick photo with your
smartphone to see an online preview of the level and add it directly to
your level queue.
- For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
- Sackbots can be drastically increased or decreased in physical size.
- Sackbots can be controlled by direct control seats as well.
- There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
- Media Molecule says explicitly there are multiple more gadgets coming.
- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
- There is a major overhaul to the story level as well. There's the
same 3-plane perspective for the story mode and the levels so far have
a similar run-jump-grab platform style.
- Storyline is not country-based like last time, but is based in periods of time
- Here is a list of levels and summaries so far:
- Techno Renaissance: Whimsical alternative take of the Renaissance
period. Leonardo da Vinci-like character to guide him through a
technology-based twist level
- Steam & Cake: Steampunk-style level based on a fucked-up tea and cake party
- Neon Propaganda: Cold-war era posters line a factory environment
where Sackboy is liberating oppressed workers. There is a grim nature
to the level that is totally opposed to the neon lights and signs.
- Fluffy High-Tech: Various high-end technology equipments like video
walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic
environment populated by adorable creatures
- Designer Organic: Eco-architecture comes together around a designed
and controlled version of nature. Described as "art noveau". The
closest to nature Sackboy gets in this game. Elaborate designs
comprised of plants.
- Hand-Made Arcade: A super-tribute level to tons of arcade classics.
Embraces the hand-made art from the first game. Pixels made of
cardboard and wood.
- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs
included. Creators can even make little five-minute short films. These
levels are clearly marked on the stage select screen so you can tell
whether you're watching or playing the level.