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mario_gamer

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#1 mario_gamer
Member since 2005 • 285 Posts

[QUOTE="Sollet"]This was posted yesterday :) still awesome if true.Desmonic
Yes, the first part is already old, but the second part isn't. Anyway, if Media Molecule confirm all this on Monday this game will be on my "to buy" list!

GMod still decimates LBP in every way.

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#2 mario_gamer
Member since 2005 • 285 Posts

If this comes out true, than media molecule might get the first game to outscore ocarina of time.

- 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 ****c 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 ****
- 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:

nhh18

I would like to point out GMod is so far ahead of this it's not even funny, and it has been around for a long while.

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mario_gamer

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#3 mario_gamer
Member since 2005 • 285 Posts

The complexity in western games is so apparent compared to Japanese games(especially to JRPGs).

disismycomp

Complexity is not necessarily a good thing, i find the Japanese to be far more innovative, the don't just make standard shooters over and over like the western ones do.

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#4 mario_gamer
Member since 2005 • 285 Posts

It's an all new DS effectively DS2, I know gamespot says otherwise, but they are wrong.

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#5 mario_gamer
Member since 2005 • 285 Posts

Play old Mario and Zelda games... much harder than anything today.

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#6 mario_gamer
Member since 2005 • 285 Posts

Wouldn't 10% of pc's be like 50 million.

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#7 mario_gamer
Member since 2005 • 285 Posts

Maybe. If nothing else I doubt it would significantly effect Nintendo like some fans would probably expect. Myamoto is a talented guy no doubt but he's only involved with only a hand full of games now a day. The run of the mill mini game collection and the occasional Zelda and Mario title. Plent of good Mario and Zelda games have come from teams he wasn't involved with, he never been involved with Pokemon games and he hasn't been involved with Metroid games ever since Metroid Prime. Nintendo's game don't really change much. They really wouldn't need Myamoto to make more.

If Myamoto left and thought it was the best thing for him to do, then I think I'd have to agree with him. Nintendo can survive with out him and if he thinks he can do good without Nintendo then more power to him.

That said though I think Myamoto would have left already if he did feel Nintendo was holding him back. Even if he did leave I wouldn't be surprised to see his new studio develop game exclusively for Wii. Just look at Masahiro Sakurai. He left Nintendo because he thought it was holding him back. He created Sora and so far they've only made Super Smash Brothers Brawl for the Wii and then started a new studio called Project Sora which is partially owned by Nintendo and Sora LTD.

vashkey

It's thanks to Miyamoto that Pokemon exists.

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#8 mario_gamer
Member since 2005 • 285 Posts

How are they dropping megatons if we already know about them?

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#9 mario_gamer
Member since 2005 • 285 Posts
Euphoria, just love playing GTA4 because the physics are so awesome, also CE2 has some phenomenal physics also.Im_single
Didn't GTA4 use Havok, and Euphoria is just for ragdolls?
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mario_gamer

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#10 mario_gamer
Member since 2005 • 285 Posts

To all those who doubt Havok.