There's a phrase that sometimes comes to mind whenever a developer is showing off the differences between their upcoming sequel and the past iteration of the franchise. It only springs forth when this new installment introduces major, sweeping improvements over the series' previous entry, and, in my case, it almost always serves as a metric for my excitement for the sequel: "Well, this changes everything."
As a fond appreciator of the already powerful creation tools upon which LittleBigPlanet is perpetually built, this phrase entered my mind a score of times during Media Molecule's recent E3 media demo of LittleBigPlanet 2. I suspect that, in order to contextualize the hugeness of some of these changes, you have to have a deep understanding of how the creation tools in the first game functioned. Even if you don't, the proof is in the proverbial pudding: You didn't used to be able to make real-time strategy games. Now you can.
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