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LBP Move Level Pack

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Here is the article that was posted on the playstation NA blog:



Formally announced at PlayStation?s E3 2011 press conference, the upcoming PlayStation Move Pack for LittleBigPlanet 2 will greatly expand the game?s already prodigious creation suite and add countless new gameplay variants. Based on my hands-on time, PlayStation Move support radically evolves the gameplay possibilities of LittleBigPlanet 2, whether it's flinging and manipulating objects using the new Brain Crane power-up, creating outlandish Move-focused minigames from scratch, or animating characters and props by recording your PlayStation Move gestures.

?It's the biggest update we?ve ever done,? Media Molecule?s Level Design Lead Kengo Kurimoto told me during a guided tour of the update last week in New York City.

When the Move Pack hits PSN this September, LBP2 owners will find six new Story levels in a Move-focused mini-campaign that picks up where LBP2 left off. One of the most significant gameplay enhancements comes as a potent new power-up called the Brain Crane. Like a telepathic revamp of the Power Gloves, the Brain Crane enables Sackboy to pick up and manipulate objects with nothing but the power of his tiny sawdust mind. You aim the Brain Crane by aiming the PlayStation Move and grab an object by pulling the trigger. Once the object is firmly in your grasp you can tug, lift, or wrench it to your heart?s content. The Brain Crane opens up inventive gameplay opportunities: yanking open weighted gates to solve puzzles, tugging spring-loaded platforms to make high jumps, or flinging your co-op comrade into a magma pit because?well, just because.


<a href="http://www.flickr.com/photos/playstationblog/5981369009/" title="LittleBigPlanet 2 PlayStation Move by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6122/5981369009_74923d3323.jpg" width="500" height="281" alt="LittleBigPlanet 2 PlayStation Move "></a>


PSB: How early in the production of LittleBigPlanet 2 did you think about PlayStation Move support?

Kengo Kurimoto, Level Design Lead, Media Molecule: ?We were very aware of it. It would?ve been nice to include it in LittleBigPlanet 2 from the start, but time constraints made that difficult. So we made Sackboy?s Prehistoric Moves as well, which was a demo to show what we could do with PlayStation Move. But the LittleBigPlanet 2 Move Pack is the full shebang?It took a lot of iteration. We had so many ideas?we went through and picked the best of them for the Move pack?

Sackboy?s six-level Story is orbited by a constellation of Move-enabled minigames that leverage the Move in wildly different ways. In my favorite minigame ?Fast Food,? I tilted and twisted the PlayStation Move in order to guide a ball through an elaborate maze studded with traps and gadgets. The tilt control felt vastly more responsive and consistent than similar labyrinth games I've played on mobile phones, while the arcadey mechanics and chirping audio made it feel like a slower-paced game of Pachinko played with one ball.

I was also impressed by ?Defence Mechanism,? a simple tower defense game that leveraged the Move?s precision cursor functions. A horde of enemies slowly advanced to the center of the screen and my helpless Sackbot buddies. Using the Move, I erected electrical barriers by placing lightbulbs into sockets strewn around several enemy paths. ?It gets fiendishly difficult later,? Kurimoto cautioned me?and he wasn?t kidding.


<a href="http://www.flickr.com/photos/playstationblog/5981368663/" title="LittleBigPlanet 2 PlayStation Move by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6142/5981368663_52644c2006.jpg" width="500" height="281" alt="LittleBigPlanet 2 PlayStation Move "></a>

I also played a deceptively simplistic puzzle game that showed shades of Rube Goldberg called ?The Tail of Claude the Field Mouse.? The goal is simple: land a ball in a cup at the bottom of the screen by moving levers, tilting platforms, and arranging other objects. In a multiplayer-focused party game, I competed with Kurimoto to line up colored squares and detonate them. After only a few minutes of gameplay, it was clear to me that the Move Pack open up quite a few new gameplay genres that wouldn?t be practical when played with an analog stick. ?For these kinds of games,? Kurimoto noted, ?being able to move the cursor quickly and accurately is key. And the Move is sophisticated, with a lot of sensitive sensors.?

The fan-favorite Create mode is also getting a big overhaul to tap into Move?s motion capabilities. First things first, though. Using the PlayStation Move in the Create mode won?t allow you to magically draw platforms or geometry at will ? for that level of ease, you?ll have to wait for LittleBigPlanet to make its touchscreen-friendly PS Vita debut. Instead, what you?ll get is a heap of potent new tools that tap into every command that Move supports: pointing, rotating, twisting, tilting, shaking, swinging, and practically anything else you can think of.

The key lies in the Moveinator, modeled off LBP2?s Controlinator in that it enables you to assign actions to every button and function of the PS Move ? buttons, tilting, pointing ? using a kid-friendly visual programming style. Kurimoto demonstrated the Moveinator flexibility by building a working, steerable cardboard rocketship (complete with laser cannon!) in less than 30 seconds. ?One of the most powerful things about LittleBigPlanet 2 is the intercompatibility of the tools,? Kurimoto said. ?They all work with each other.?

Other details abound. A new Move Cursor gadget will make lightgun-style games a breeze to design, the Move Recorder function enables you to record a gesture and apply it to any object (digital puppeteering, anyone?), and a Sticker Creator mode turns your Move into a paint brush for designing custom art.

After my demo ended, I was left with the feeling that I had only scratched the surface of what will be possible with LBP2?s Move Pack when it hits PSN this September. What new feature are you most interested in experimenting with? Leave your top picks in the comments!

Thats the end of the article. Here is the link:
http://blog.us.playstation.com/2011/07/27/hands-on-with-littlebigplanet-2s-move-pack/#utm_source=facebook&utm_medium=social&utm_campaign=lbp2_move_072711
2011-07-27 19:06:00

Author:
kabirdsall14
Posts: 180


I just might have to get a Move for this pack. The new tools and features sound enticing.2011-07-28 07:17:00

Author:
Brandon
Posts: 106


I'm torn between buying the Move controller set+Move Pack or using the same money for inFamous 2. It looks like it's coming with some neat functions, with me spending so much gaming time making random experiments in create, and the inevitable fresh new stream of Move levels there will be... But on the other hand I don't really want any other Move videogame. GAAAH, I don't know! I guess I'll wait to see if it'll pump in some life into the community levels.

Will there be types of Move levels be accessible to people without the Move? Like for example, let's assume there'd be more "standard" levels where the creator included a secret bubble area that's only unlockable by some Move trick... Players without the Move could play the level but just not unlock that secret area. I'd be like an option in the level's settings: the same way a creator chooses if it's a movie level, co-op or versus, one could set a "Move Controller" option to "Not Required/Required/Optional".
I'm making these assumptions because it'd be a real pain if people incorporated the Move functions in a "normal" level just for the heck of it and players without the Move controller would be prevented from entering the level.
Until now separating the community with DLC from the community without DLC hasn't been a problem because people can still play levels having DLC players don't have. It's one of the reasons why LBP's community lasts for so long. Will that benefit end now?
2011-07-29 02:38:00

Author:
SnipySev
Posts: 2452


Well it was already siad by Spaff so i can tell, Move requirment is set by creator it self, placeing any move component of the level wont automaticly make it move required, creator need to mark it. So yes, creator can make hybrid level, that have move and normal control in same time but thats ofcorse depend on creator2011-07-29 18:00:00

Author:
Shadowriver
Posts: 3991


Well it was already siad by Spaff so i can tell, Move requirment is set by creator it self, placeing any move component of the level wont automaticly make it move required, creator need to mark it. So yes, creator can make hybrid level, that have move and normal control in same time but thats ofcorse depend on creator

But about those hybrid levels? Can people without the move play it like it's optional and just not using the Move gimmicks or can't they play it at all?
2011-07-29 19:19:00

Author:
SnipySev
Posts: 2452


^it depends on what the creator wants it to be.
you can make it optional. or you can mark your level so people without move can't play it at all.
so yes, if a player makes a purely move based level and forgets to mark it as Move logo.
the player will indeed load the level... only to find he can't get passed the areas you need move to go onward for.
*mew
2011-07-31 06:13:00

Author:
Lord-Dreamerz
Posts: 4261


But about those hybrid levels? Can people without the move play it like it's optional and just not using the Move gimmicks or can't they play it at all?

That depends on how creator deal with it, but yea you should have if level is prepared for it i can't tell much because im under NDA ^^'
2011-07-31 16:32:00

Author:
Shadowriver
Posts: 3991


After just getting done with the meetup I can say buy the move pack! Most people seemed interested in their own stuff so I got to play the move almost the whole time, with the new story for the pack and the new music/materials/sfx/logic tools it's amazing. I toyed around with making a game an it was a as simple as using the controllinator but with so much more opportunity, heck half the time me and a few others played the versus mini game in the move pack over and over and over...and then johnee passed out in his bed....2011-07-31 20:06:00

Author:
fodawim
Posts: 363


Yea, there lot of value in it, just beta made me buy move 2011-08-01 03:35:00

Author:
Shadowriver
Posts: 3991


I want to know more about the Move Paint Shop Sticker Creator;
Like, How many colours/brushes/layers/filters do we get?
2011-08-01 03:42:00

Author:
Macnme
Posts: 1970


^ I have no idea, but what you wanna bet
it's the same color options that we get with things like Neon and holo and so on? xD
2011-08-01 03:59:00

Author:
Lord-Dreamerz
Posts: 4261


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