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Παρασκευή 15 Απριλίου 2011

LittleBigPlanet 2







LittleBigPlanet 2 (commonly abbreviated as LBP2 & LBP 2) is a puzzle platformer video game, centred around user-generated content. The game is developed by Media Molecule, published by Sony Computer Entertainment Europe for PlayStation 3 and was originally scheduled for release in November 2010[5][6][7] but was delayed until January 2011.[8] The game was released in North America on 18 January 2011,[2] in mainland Europe on 19 January 2011, in Australia and New Zealand on 20 January 2011 and the UK and Ireland on 21 January 2011.[3]
Unlike the first game, which was marketed as a platform game, LBP2 is being marketed as a "platform for games".[9] It is a direct sequel to the critically acclaimed 2008 title LittleBigPlanet and the third game in the series following a PSP version released in 2009. Most of the more than 3 million levels created by users in the first game carry-over and are playable and editable in LittleBigPlanet 2.[10]Players continue Sackboy's journey after the events of the first game and the portable version are brought to an end. An inter-dimensional vacuum cleaner appears over the skies of LittleBigPlanet and begins to suck up its inhabitants, including Sackboy. Larry Da Vinci, the leader of a semi-secret semi-organised group known as "The Alliance", comes to Sackboy's rescue saving him from what they call "The Negativitron." The organisation is dedicated to battling with "The Negativitron" and defeating it before it destroys Craftworld.[10]
Gameplay

While still retaining the three-layer, 2.5D nature of the original title, with the player controlling their Sackboy characters, players are not restricted solely to platforming levels, and can now choose to create many types of levels including racing, puzzle and role-playing games. The player may also choose to create and customise their own heads-up display to accommodate their game type. New animation recording options are available and players are able to create full-motion cut-scenes to go with their level design, manipulate the camera for both cut-scenes and gameplay, and record their own sound effects for use in the level. As well as including a wide selection of original and licensed music, the game also includes a robust music sequencer. Multiple levels can be linked together, so that finishing one level immediately takes the player to the next in the series.[11]A new tool to assist in gameplay creation is the "controlinator" (formerly the "direct control seat"). This allows players to assign specific actions, such as button presses or Sixaxis motion control, to specific aspects of their gameplay design. Players are not restricted to using the direct control seat on level elements, however, and they may use it to direct the actions of the player's Sackboy character, allowing greater freedom of movement; Media Molecule made this design choice in response to the large number of homages to early platforming games, in which players had to "hide" and manipulate the Sackboy character in specific ways to replicate the style of gameplay. In addition to this tool, more gameplay items, similar to the Metal Gear Solid paintball gun released as downloadable content, are available including a grappling hook, the "Creatinator" - a hat which is worn by Sackboy and can be configured by the Creator to fire any object - and the "Grabinators" which allow Sackboy to pick-up and throw grabable objects.[12] Media Molecule plans to regularly update the game with further items.[11]
Enemy creation has also been improved. Players can now create "Sackbots", which are non-player characters whose AI can be controlled by the level creator. Options include determining weak points on the Sackbots, as well as programming routines for the AI to follow. Sackbots can be customised using costumes and decorations in the same way that the player character is and the AI for may be copied and pasted between multiple Sackbots. Sackbots may also be controlled by the aforementioned direct control seats.[11]
All downloadable content from the first game is usable in this sequel,[11] as is most user-made levels from LittleBigPlanet.[13] As of February 2011, 3.6 million levels has been uploaded and created for both the LBP games on PS3The online community of the game was also improved with the creation of the LBP.me website. From there, players may synchronise with their PlayStation Network IDs in order to check statistics on their own levels, as well as find new levels from the community, where they can queue them, ready to play when their PlayStation 3 is next online and connected to the LittleBigPlanet servers.[15] Further to the official community website, improved API features mean that scoreboards and photos taken within the game can be displayed on a player's website or blog; website owners may also use the API to add live feeds and data from the game itself.[16] Creators are also able to generate QR codes for their levels. When scanned by a compatible device such as a mobile phone, they will provide a link to the level on LBP.me or will take the user directly to a level if scanned in-game using the PlayStation Eye.[17]
On 17 February 2011 a community-made made semi-official level pack named Hansel and Gretelbot was released. The series of levels, based loosely on the fairytale of Hansel & Gretel, was created by a team of community members who were approached by Media Molecule and asked to collaborate and attempt to make a set of levels that could match the quality of the game's story levels. The series, created using only the in-game tools, features original music, voice acting and prizes.[18]The game was first hinted at by a Sony representative in March 2010, who stated that the game was in production and would support PlayStation Move controllers, and in April 2010 by musician Ochre who revealed one of his songs had been licensed for the game.[19] It was then formally revealed by video game magazines Edge[20] and GameInformer in their June 2010 issues.[21] On 8 May 2010 Media Molecule officially confirmed that they were developing LittleBigPlanet 2 on their Twitter account and hinted that the game would be formally revealed on Monday 10 May 2010.[22] On 10 May 2010, the official website launched an announcement webpage[23] and news article[24] announcing the game with game details and an announcement trailer. The announcement was also made on the PlayStation Blog with a Q4 2010 release date.[9] Numerous gaming websites reported about the game when an embargo lifted, including EuroGamer[25] and IGN.[26]In October 2008, BBC reported before the original game was released that Media Molecule had already begun development of a sequel to LittleBigPlanet.[27] The statement was later clarified in an interview with IGN, in which Siobhan Reddy of Media Molecule stated, "we see LittleBigPlanet as a platform... There will be a lot of additional content and it will vary in size and what it does. And we've already started that, yes."[28] The "huge emotional investment" users have made in LittleBigPlanet, Alex Evans stated, is the reason he does not want to ship a traditional sequel. Because they don't want all of the user-generated content to be made obsolete, their focus was to "expand the game without partitioning the audience".[29]In July 2008, Media Molecule mentioned that should there ever be a LittleBigPlanet sequel that the game would feature backwards compatibility with the original game's user-created levels.[30] In November 2009, Media Molecule Level designer Danny Leaver said that a sequel would fragment the LBP community, calling it "the most counter-productive thing you could do".[31]
On 23 March 2010, IGN reported LittleBigPlanet 2 was in production and would support the upcoming PlayStation Move controller.[32] Sony later denied this report saying that future content for the original title would be compatible with PlayStation Move.[33] Later on in May, along with the release of the trailer, Sony confirmed that LittleBigPlanet 2 would be compatible with Move.[34] Keyboard and mouse support in Create mode was initially announced[35] however it was later confirmed that this feature was not included in the game at launch.[36]
Stephen Fry narrates the game as he did with the first one.[37][38]
On 8 December 2010, Media Molecule posted an article entitled "The Music of LittleBigPlanet 2" in their official blog, in which they revealed the identities of the composers who had created original music tracks for the game. The list of seven composers included Paul Thomson, Richard Jacques, Winifred Phillips (with her music producer Winnie Waldron), Baiyon, Keith Tenniswood, Daniel Pemberton and Media Molecule's audio designer, Kenneth Young.[39]
Media Molecule was asked in an IGN Q-and-A session how Move will be added into the game in future updates, the company revealed that they are working on integrating motion controls into the Play, Create and Share modes of the game: "The exciting thing to do with Move is, we’re working on a play-create-share pack. We’re still in the R&D phase and working out what the features will be, but it will be announced in a little while and we’re really excited. In the same was as in LBP2, you have the Controlinator and you can remap the controls, you’ll be able to do the same thing with Move. It’ll also allow the community to make their own Move games and that’s very cool."[40] The LittleBigPlanet 2 update that will add Move support will also add new levels to the single player campaign. "The Move pack will contain some new story mode levels using Move controls made by us here, the guys are working on it at the moment, it's looking great," the Media Molecule rep said in a recent Facebook open chat event.[41]
Launch
The “Arcade” genre trailer was released just one day before the game’s launch, showcases tons of new gaming genres, including action, sports, and adventure genre.[42] A behind the scenes video was also released, this video was shot as the game was about to go ‘Gold’.[43] The launch trailer was released on 21 January 2011, it’s a tribute to the history of videogaming, told from Sackboy’s own unique perspective. An TV ad was also released, which show off the brand new features, and also highlighted how diverse and truly global the LittleBigPlanet community is.[44] A “Share“ was also released, which showcase how to share the LittleBigPlanet 2 fun.[45]
On 17 January 2011, Sony handed LittleBigPlanet 2 to selected gamers as they attempted to break the Guinness World Record of 50 hours of consecutive game play.[46][47] The Guinness World Record of 50 hours of consecutive game play and four other records was broken after two days.[48][49]
Customers who had the game on week one were given the “1 week only” DLC (only available the first week), which consist of Launch Day "Space Suit" and "Rare" T-Shirt. As a special offer, customers who showed that they have checked in on Sony Style Store Foursquare received an autographed cover from Media Molecule and Limited Edition DLC. The offer was only available on the 18 and 19 January.[50]
Major updates and downloadable content packs
See also: List of LittleBigPlanet downloadable content packs and List of LittleBigPlanet 2 downloadable content packs
On 15 February 2011, Media Molecule released software update 1.01. The first patch for the game, dubbed "Cupcake", addresses a number of technical issues which were affecting online play.[18]LittleBigPlanet 2 was originally scheduled for release in November 2010, but was delayed until January 2011. The game was released in North America on 18 January, 2011 in mainland Europe on 19 January 2011, Australian and New Zealand on 20 January, 2011 and in the UK and Ireland on 21 January 2011. On 21 December 2010 SCEA PR Manager, Eric Levine, confirmed that the game has "gone gold", meaning the game was 100% finished and had been signed-off by SCE QA.[51]
7-Eleven is offering exclusive downloadable content for LittleBigPlanet 2 in exchange for Slurpee purchases in stores in the U.S. beginning in the end of January 2011. 7-Eleven is also featuring LittleBigPlanet 2 themed Slurpee cups. Each Slurpee cup bears a unique code, allowing a download for LittleBigPlanet 2 content (and other Slurpee rewards), such as a dynamic theme for the PlayStation 3 system, the "Slurpee Sticker Pack", the Strategy Guide, the Sackboy Backpack for PlayStation Home, several ringtone (currently available), a behind the scene video (currently available), and a creator video.[52] The promotion runs until the end of March 2011.[53]
The auto manufacturer, Toyota, offers free sponsored content when LittleBigPlanet 2 launches, including a free XMB theme and a special Prius-themed level. The downloadable add-on includes collectible items which players can use to build their own creations to win "some very cool prizes."[54][55]
Retail editions
Alongside the standard edition of the game, there are several other versions of the game exclusive to certain countries and/or regions around the world. All of the special edition versions of the game are sold in limited quantities and contain a copy of the game as standard or in special packaging.[56]
SCEA marketing manager, Mark Valledor, announced a Collector's Edition of LittleBigPlanet 2 for North America in July 2010. The Collector's Edition for North America includes a copy of the game, a 7-inch Sackboy plushie, five PlayStation Network avatars, LittleBigPlanet 2 bookends and 11 in-game costumes.[56][57]
SCEE product manager, Alex Pavey, told the readers of the PlayStation Blog in November 2010 that there will also be a Collector's Edition of LittleBigPlanet 2 released in Europe which different from the North American version. The Collector’s Edition for Europe comes with different box art, the Collector’s Edition copy of the game comes in SteelBook case packaging. It also includes seven in-game costumes and five PSN avatars. There are four other in-game costumes: Jak & Daxter and Ratchet & Clank. These will be available through retailer-specific pre-order incentives, but details of these have not yet been announced. The LittleBigPlanet 2 Collector's Edition will be available in different ways across Europe and the other PAL countries.[58][59]
The Collector's Edition for Australia is very similar to the Collector's Edition for Europe. It comes with the SteelBook packaging, eleven downloadable Sackboy costumes and five PSN Avatars. It also include a 7-inch Sackboy plushie as a pre-order bonus.[60]
In the UK, a console bundle is available which consists of a 320GB PlayStation 3 console, a Dualshock 3 controller and a copy of the standard edition of the game.[61]
Pre-order bonuses
In North America there were several pre-order offers through several retail outlets. Each pre-order consists of four costumes from the "Even More Animals" pack and up to two "special" costumes from Disney/Pixar and Insomniac Games. Which of the "special" costumes the player received depended upon where they pre-ordered the game.[56] The costumes on offer were Ratchet & Clank costumes, Toy Story Alien costume, a Tron suit or The Muppet's The Great Gonzo costume.[62]
Story Mode Demo
The LittleBigPlanet 2 Story Mode Demo was made available as a free download from the PlayStation Store on 21 December 2010 in North America and on 22 December 2010 in Europe. The demo includes 3 levels from the game's story mode. Each of the levels in the demo demonstrates one of LittleBigPlanet 2's new features: The Grapple Hook in the "Tower of Whoop" level, the Controlinator in "Avalon’s Advanced Armaments Academy" and the Creatinator in the "Rocket Funland" mini-game.[51][63]
PlayStation Home
On 19 January 2011, Sony made a Home Square makeover. Cardboard and carpet transformed the familiar Home Square into an environment where Sackboy will feel right at home, in the European version of the PlayStation 3's online community-based service, PlayStation Home.

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