it be more than just a tool t' build platformers apparently.


LBP 2 has less a a focus on platforming altogether 'n it be more a a platform t' actually create games with
There be an all-new level creator 'n it be not just a tool t' create platform games.
As examples, the game 100% encourages the player t' create game types 'n wants ye t' make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
A player can even customize a HUD. The example given be 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 a user-created levels in LBP1 be homages t' classic games 'n laments that so many manipulations a the creation tools be necessary t' do them. Sackboy won't need t' be "hidden behind the curtain" when ye make games with LBP2.
There be a new super-important creator tool called "direct control seats"
(from previous point) In LBP1, lots a people made rudimentary "hold R1 t' accelerate" vehicles. Mark Healy created a car out a rubber wheels 'n a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller 'n assigned commands t' buttons.
Example given be assigning Sixaxis tilt for forward 'n reverse, horn on the X button.
ye be no longer limited t' the game's stock sound effects. ye can record yer own sounds 'n voices, attaching them t' characters or objects. Magic Mouth from the original LBP be gone
Direct control seat's control scheme be instantly accessible 'n ye can attach it only t' the part a the vehicle ye want it t' control.
Example be given about the 8/16-bit remakes/tributes having t' use the signature gameplay mechanics a LBP. That be no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist 'n complete it with a customized control scheme.
Example a the previous be Yoshi's Island. If a player creates the perfect recreation a the SNES-era jump they can share it with anyone in the community.
There be an in-game microchip that functions as a calculator 'n it be a direct response/homage t' PSN user Upsilandre (seriously, he's mentioned by name)
Enemies in the original title could only be programmed with super-basic commands 'n most resembled marionettes.
crew will be able t' take a template for an enemy called a Sackbot, tweak the AI 'n dress it in any way they choose.
Creators can choose the weak points on the Sackbot, determine if it be scared a heights, 'n even program acting routines.
A disco scene be set up by Media Molecule 'n two employees recorded together on a single Sackbot. They moved it be arms 'n bobbed it be head in a dancing routine. JUST the AI be copied 'n pasted onto twenty different Sackbots. Each Sackbot be given it be own unique look.
There be now movie editing options as well.
Every LBP2 player will receive their own profile on LBP.me. It will display yer activity feed as well as previews a their own stages
There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, 'n automatically load a level when held up t' the PlayStation Eye. There be no special menu t' do this. Any time the PS3 be turned on 'n running LBP 2, ye can wave it in front a the Eye.
If ye be not near yer PS3 ye can take a quick photo with yer smartphone t' see an online preview a the level 'n add it directly t' yer level queue.
For creators a multiple levels, ye will be able t' string yer stages together so that they flow from one level t' the next.
Sackbots can be drastically increased or decreased in physical size.
Sackbots can be controlled by direct control seats as well.
There be a new gadget (like the MGS paintball gun). It be a big-ass grappling hook.
Media Molecule says explicitly there be multiple more gadgets coming.
All DLC from LBP1 transfers over t' LBP2. Including downloaded content packs, costumes, etc.
There be a major overhaul t' the story level as well. There's the same 3-plane perspective for the story mode 'n the levels so far have a similar run-jump-grab platform style.
Storyline be not country-based like last time, but be based in periods a time
Here be a list a levels 'n summaries so far:
Circuit boards (like the calculator) can pillage extremely complicated 'n they have a very distinct interface
Creators can make full-on cutscenes. Camera angles 'n voice-overs included. Creators can even make little five-minute short films. These levels be clearly marked on the stage select screen so ye can tell whether ye're watching or playing the level.
inb4darkz
*CRAG* YEAH lads LETS MAKE A COMPLETELY UNECESARRY SEQUEL WITH FEATURES THAT best BE DLC.
IT'LL BE JUST LIKE L4D2, ONLY WORSE.
they be probably only doing this for money 'n attention
Actually, this be what LBP be supposed t' be in the first place. They had neither the money or support t' do everything they wanted, but now that they've partnered with Sony, they pretty much have the freedom t' do whatever they want. All community levels 'n dlc be transferrable, the story levels be entirely new 'n different, 'n there's a completely re-designed create mode where ye can basically make any kind a game that ye want. LBP 2 sounds like a lot more than unecessary dlc.
'n look how that turned out.
inb4LBP2boycott
'n darkz nigga AVAST! trollin