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My thoughts on lbp vita

Archive: 6 posts


I have yet to try create mode so I don't know how that works but was anyone else really disappointed in the story levels. I kind of got on my nerves that every level apart from boss battles have infinite life check points. the levels weren't even that hard. Also going back to lbp1 which the story mode was there to give you inspiration and show off what could be done if you put effort into it. Then in lbp 2 they just blow my mind. the story may not of shown us what could be done like lbp1 did but it still challenged what is possible and what was impossible in the first game, really shown off how new made a massive difference. I know there is alot less new features in the vita game. and I guess it would of been rather impossible to live up to the feeling I got from lbp2 but the story kind of only shown me that they added a touch sensor. I was looking forward to them using the memoriser, maybe if you picked up certain items in the first thew levels it would of added a secret ending or unload bosses. this may be an me being picky but I was kind of let down. However the story mode wouldn't of bothered me so much if the last boss felt like a last boss. not going to spoil anything but I found that the last boss was a bit easy and a little boring at least for a last boss especially when the bosses prior to it expect the chase one (which comes out of nowhere) were really good and original and really got me excited for the final boss. The story mode felt like nothing had changed from lbp2 in the most part apart the touch screen feature and it left me feeling uninspired to create on the console. However I would be completely wrong to judge it bad due to this alone. the score and versus level in this game are vastly improved and really fun to play and when they do use the touch screen feature it is used well. Also the arcade mode is really interesting and is a very entertaining feature as well. I know what your going to say lbp isn't about the story line it is about the user generated content and creating which to the game fairness I haven't tried yet but I expect will be really good. Also comparing it to lbp1 & lbp2 is unfair as it is a different company. However in both LBP1 and LBP2 I have constantly gone back to the story level for fun and inspiration. I never owned a PSP so I can't compare it to the PSP version of lbp, and I understand the limitations of the vita, so maybe most the expectations I had were unreachable just got really excited when I heard about the memoriser and to see how it would be used. Also I did find the story mode a little cliche but that is completely forgivable since that is a bit of a norm in lbp storylines.2013-01-06 03:35:00

Author:
Jonarrthan
Posts: 310


My thoughts on the format of your post:
Learn how to make paragraphs.

My thoughts on the ideas of your post:
I think the infinite lives are necessary because people may be on the go and don't want to have to restart a level and such. However, I've been including double lives checkpoints in the level I'm working on because it's not too hard.

I like all of the levels in LittleBigPlanet Vita. There are a few levels in LittleBigPlanet 2 I would never play again. At this point, LittleBigPlanet 1 is mostly nostalgia, so I'd like any level in it now. But then again, LittleBigPlanet has amazing levels too, probably as good as LittleBigPlanet Vita's. One thing you should understand is that the levels in LittleBigPlanet Vita are all made by community creators who got to work at Tarsier and Sumo Designs. The game has different art styles and different moods than the previous games. Well, the levels are actually very similar to the LittleBigPlanet 2 levels as a whole (DLC and community) once the Move Pack came out.

LittleBigPlanet Vita's create mode is soooooo much better than LittleBigPlanet 2's (other than the fact the music sequencer has no reverb D:<<). My favorite is the extra 40 (very tiny) layers in each of the 7 layers. For example, if you want to put some goo coming from a sticker styled as a hole that's on a thin layer, you can dephysicalize some goo, put it in the +20 layer, then if you place it where the hole is, it will be in front of the whole, but still in the thin layer. The dephysicalize tool is also very useful because it removes all collision detectors from the object to 1. keep the thermometer lower 2. make some things easier to create (such as objects made out of objects that intersect each other).
The touch tools are great for when you need touch (well that was obvious). Oh, and the decoration spinner is good for making decorations spin on the side.

There are many more useful things in create mode. I'm sure you'll come to prefer it over LittleBigPlanet 2's create mode.
2013-01-06 04:22:00

Author:
aar2697
Posts: 143


My thoughts on the format of your post:
Learn how to make paragraphs.

My thoughts on the ideas of your post:
I think the infinite lives are necessary because people may be on the go and don't want to have to restart a level and such. However, I've been including double lives checkpoints in the level I'm working on because it's not too hard.

I like all of the levels in LittleBigPlanet Vita. There are a few levels in LittleBigPlanet 2 I would never play again. At this point, LittleBigPlanet 1 is mostly nostalgia, so I'd like any level in it now. But then again, LittleBigPlanet has amazing levels too, probably as good as LittleBigPlanet Vita's. One thing you should understand is that the levels in LittleBigPlanet Vita are all made by community creators who got to work at Tarsier and Sumo Designs. The game has different art styles and different moods than the previous games. Well, the levels are actually very similar to the LittleBigPlanet 2 levels as a whole (DLC and community) once the Move Pack came out.

LittleBigPlanet Vita's create mode is soooooo much better than LittleBigPlanet 2's (other than the fact the music sequencer has no reverb D:<<). My favorite is the extra 40 (very tiny) layers in each of the 7 layers. For example, if you want to put some goo coming from a sticker styled as a hole that's on a thin layer, you can dephysicalize some goo, put it in the +20 layer, then if you place it where the hole is, it will be in front of the whole, but still in the thin layer. The dephysicalize tool is also very useful because it removes all collision detectors from the object to 1. keep the thermometer lower 2. make some things easier to create (such as objects made out of objects that intersect each other).
The touch tools are great for when you need touch (well that was obvious). Oh, and the decoration spinner is good for making decorations spin on the side.

There are many more useful things in create mode. I'm sure you'll come to prefer it over LittleBigPlanet 2's create mode.

I disagree with lbp1 levels just being the nostalgia, then again that rests on opinion so won't argue that. I am really looking forward to create. with the story. I only really didn't like the last boss and the chase boss. to some up my problem with story levels not including arcade and mini games. as you need to do the story to unlock them. the story levels just don't show off the new features very well except the touch feature. since this is the first impression you get of the game it was hard not to feel like your were playing the mm picks cool wall with something alittle similar to move. in my opinion infinite life checkpoints take any pressure in the game off and just makes levels trail and error instead of a challenge.
2013-01-06 05:03:00

Author:
Jonarrthan
Posts: 310


I think the story levels were darker and and gives out some details instead of lbp2 defeat the negativitron!2013-01-06 18:08:00

Author:
Sunbunny23
Posts: 995


I think the story mode was near perfect, in that it reflects what LBP Vita is at heart-just a much better version of LBP. It doesn't bring anything way too revolutionary to the table, but it improves nearly anything. Stuff like position in layer, the destroy input on emitters, the better capture object tool, AND/OR multiplication and addition, just make the game so much easier and better than LBP2, not to mention without all those stupid bugs that LBP.
The story mode reflects that perfectly. To me, the LBP2 story levels look rather unimpressive. None of them are that when you compare them to some of the better community levels. But the Vita story levels are so much better. They have better visuals, are more logically impressive, and are just cleaner and better designed. The LBP2 story levels just can't hold up a candle to the LBP Vita ones. And that's pretty much it-LBP Vita is just BETTER.
2013-01-06 19:18:00

Author:
Kalawishis
Posts: 928


tbh I am glad I am a minority on this one. but I replayed the story mode twice today and I don't see it. replayed story mode of lbp2. where you got side shooters, that sack collecting level etc shows off that it wasn't just platforming game anymore. then in vita all bare 1 is platformer. the score challenges in lbp vita and arcade lived up to exception even the versus levels did. the first, second and third boss were also amazing and the levels were not what I expected but pretty desent but the 4th and 5th boss is what truly ruined it for me. I had a thew complaints but really the last boss was not intimidating the first part of it was really similar to lbp2 second boss. the second part was easy and forgettable, grab throw, touch pad slip. block attack, block attack, grab throw, touch pad slide, done. the plot was back to sackperson is the one only trying to do something like lbp1. at least LBP 2 had the alliance, they did little but at least they did do something especially in the final boss2013-01-06 22:07:00

Author:
Jonarrthan
Posts: 310


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