I think the physics weren't all that fun. Rag-doll is cool but it doesn't feel right when it comes to 2D platforming..not in a manic way, say like Super Mario. Sackboy always felt like he leaped more than he jumped.. I have the first one but I ve only played it a bit. The user-created stuff is just a sea of mediocrity with very few worthwhile ideas. Let's face it, most people aren't level designers ;p
I agree on the jumping for the first game (along with the psp iteration). It was too driven by physics. The nice thing about the second one is you get to have control over customizing this stuff when making levels. Plus also being able to do viecles will be awesome. Also. You can`t tell me that some parts in the video didn't make you want to see a 2d recreation of pikmin. ;-) As for user generated levels. Much like iPhone market. There is a sea of shit to swim through but luckily there is some good stuff out there. LBP team just needs to improve the interface so this stuff is easier to get to then the crap.
This is true for any hobby, whether it be the library of the media (games), or libraries within the media (LBP's levels). I don't see why people are moaning.
I think the trailer wowed me throughout, but if there's one thing that really stood out for me...it was when they showed a fully-functioning Bust-A-Move/Puzzle Bobble game. Puzzle Bobble. If they can do Tetris then I think we can officially say that anything is possible in LBP2. :3 Oh, and hold on: Custom protagonists? RPGs?
Someone needs to come into my house and make me unwrap my copy I've had since after launch. Or buy it from me. Yes, I would like to play it, and I'm sure I'll have a lot of fun. I just haven't wanted to play it enough to open it. Plus, I feel like my SDTV will ruin it.
media molecule has developed such a crisp graphics engine, its too bad they don't use it to develop an actual game instead of this build your own level nonsense.
Both first games (PS3 & PSP) are really annoying to me I think I won't purchase the second one if there isn't a big change in the game :-(
I think no matter what everyone thinks about the actual gameplay with physics, ragdoll and all - the game still deserves a lot of credit for the really innovative concept of interactive game design. It really let you create little own games, hidden inside the coat of a platformer. Few games tried that before, and none was as accessible and full of variety. I haven't played LBP for more than an hour and it's not really what I expect from a platformer. Slow movements (as said: rather leaping than jumping) etc., I need a platformer's controls to be fast and immediate, but it's still a great game and I appreciate the leap in interactive level design which it really stands for.
I'm not saying LBP was a bad game, its just that for me it gets tired too soon... For me 3D puzzles are part of the game, not THE GAME itself, devs put them to cut the tension (or boredom, depending of the game) and change the gaming mechanics for a while. In LBP besides running around (slowly BTW) you only do puzzles, is too simple for me.