29
Jan
2011
vochelli

1 comment

vochelli, Sat, 2011-01-29 12:30

I picked up Little Big Planet 2 today, and my first impression is… just awesome. The game manages to recapture the original charm and creativity of the first game by keeping the creative style and features of the first while adding a significant of new content; this is truly Little Big Planet 2, not just LBP 1.5. I will add a seperate section listing the changes from Little Big Planet 1 later, because I still have not seen all of the new features the game has to offer.

When I started up the game (waiting about three minutes for the game to install), I was given the option to import my profile from the first game; I found out soon later that by doing this, I was able to import all of my collectibles (including costumes, stickers, and other unlockables) from the first game, which totals to hundreds of items. This was a really neat feature, and it rewards the fans of the first game (though I believe all of the objects from the first game can also be unlocked in this game). After the whole setup process, my character, sackboy, was finally dropped into the introduction stage, where the player is introduced to a few basic game mechanics like jumping (press x, a tap for a small jump and hold it down for a big jump) and dressing up your character (press [] to enter a realtime submenu, and enter into the costumes section, where the player can select from various costume items they collected). The introduction stage also presents the creators of the game by plastering their faces all over the stage; some shot out of arcade machines, some cycled on a giant wheel, others were plastered on sackbots (a new feature of the game which is basically a computer controlled characters which can be programmed to do various actions), and there was even a simple shooting game where the player could shot the developers faces, galaga-style; overall, even the introduction oozed style and creativity with the colorful, handmade looking items and scenery and the way they introduced the creators of the game.

When I reached the end of the stage, everything was sucked up by a giant machine in space called the Negativatron during a cut scene. This would not be too significant in another game, but when considering that the cutscene was made by recording and editing realtime gameplay and that only the in game tools which even the players have access to were used to make the cutscene, the cutscene is phenomenal in the amount of effort that was put into it and its effects. Anyway, sackboy is saved from being sucked into the machine by being grabbed by a giant, extending wooden mechanical claw coming from the planet below him. In another cutscene, it is revealed sackboy was saved by Larry da Vinci (made out of a sackbot wearing red and blue 3D glasses and a beard made out of shredded newspaper) and Avalon (a character who looks like he was lost in the 70s but who has a voice like a movie announcer, and who gave humorous dialogue about the Negativatron). The place sackboy is brought to looks like a giant tower in a town, with the town’s style being what I would call Da Vinci punk (basically fully wooden machinery), and he is conscripted by Larry and Avalon into a group called the Alliance, whose goal is to destroy the giant machine. However, Sackboy must go through training first with Larry da Vinci, which naturally acts as the game’s tutorial. Again, the knowledge of the technical limitations really made me appreciate the effort put into these cutscenes.

This is the first part of the game, and next time I’ll write about the first few levels of the game, and also my impressions of some of the games made by the LBP community.
Tags: glog

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