Tearaway Unfolded is a 2015 platform-adventure video game developed by Tarsier Studios and Media Molecule and published by Sony Computer Entertainment for the PlayStation 4. Announced at Gamescom 2014, the game is an expanded remake of the 2013 PlayStation Vita game Tearaway, developed by Media Molecule; the game takes place in a vibrant storybook-type world made out of paper. The player gains control of either Iota or Atoi, a messenger tasked with delivering a letter to a portal in the sky called'the You', which has mysteriously been opened. Along the way, the messenger must save the world from Scraps, small villainous creatures which are invading the paper world via the opening to cause disruption. Tearaway Unfolded's gameplay revolves around environmental platform interaction and customizability, confrontations with Scraps and other antagonistic creatures, mini-quests issued by non-playable characters, finding collectibles; the player, who controls several aspects of the world in a god-like fashion, navigates the messenger through the environments by changing the landscape.
For example, in order to help Iota/Atoi advance through a specific section, the player may have to trigger bounce pads, rotate platforms, illuminate objects, cast gusts of wind, or hurl objects, to trigger the solution and allow progression. The player is tasked with designing objects for use in the game's world, which are used to solve people's problems or requests, but may be used for decorative purposes; the messenger is given several helpful tools over the course of the game, which introduce new gameplay mechanics, among other things, allow for alternate methods of traversal. Tearaway Unfolded was met with a positive critical reception upon release. Critics praised the game's controls, visuals and world design; some critics disliked the emphasis on optional controllers, while others felt that the original PlayStation Vita version was a more personal experience, therefore, better overall. Tearaway Unfolded is an expanded remake of the 2013 PlayStation Vita game Tearaway. Like the original, it is a third-person platform game with heavy emphasis on environmental interaction, the features of the DualShock 4 controller, quirky creativity.
The player navigates the protagonist though environments made entirely out of paper, may complete side-objectives which involve helping non-player characters and the creation of items. The protagonist's main movement options are jumping and rolling; when moving through areas, the player modifies the landscape so that new paths can be opened. For example, in order to reach an isolated area, the player might have to bring down a platform by casting a gust of wind, climb onto the platform, return the platform to its original position and jump off; the player is given tools to help with puzzles. One such tool acts as a reef blower or vacuum cleaner, moving items out of the way or defeating enemies; some tools or objects must first be created on the controller's touch pad. Here, the player can choose the colours; when finished, the item is used in the game world wherever it is necessary. One instance of this occurs; the butterfly design the player creates can be seen numerous times throughout each level for the rest of the game.
Although the plot and central characters remain unchanged, many gameplay elements from the original have been tweaked for the DualShock 4 controller. For instance, touch-based elements in the original game have been re-mapped and modified for use on PlayStation 4; the creation aspects, where players used the touchscreen to draw objects that would appear in game, are now used on the DualShock's touchpad. Alternatively, the player may use the PlayStation Camera or the PlayStation App to input their drawings; the latter options can be used to input a real world texture or colour into the game, a feature dedicated to the Vita's rear camera. Along with new creation methods, the touchpad is used for interacting with the world. Certain platforms require the player to hold, or drag them off the environment for use; the player can use the touchpad to create a blast of wind, which can swipe enemies away and blow down extra platforms for use. The lightbar on the front of the DualShock controller can be used to help illuminate dark areas in the game world, as well as create additional platforms for traversing areas.
The gyroscope of the DualShock 4 allows suspending and turning platforms in the game, to make them possible for the messenger to traverse. Tearaway Unfolded renders at 60 frames per second frame rate. To that of the original, the player controls the messenger Iota or Atoi, tasked with delivering a message to a portal that has mysteriously opened in the sky, displaying the player. Along with The You, enemies known as Scraps are invading the world via the opening. Throughout the adventure, the messenger will traverse many new and reworked levels to reach the Portal, save their paper world. Tearaway Unfolded was a project that allowed Media Molecule to properly experiment with the DualShock 4 and the PlayStation 4's technology for the first time; the studio began to develop Tearaway Unfolded once they realized that the PlayStation 4's features could create an experience that would serve as an alternate version of Tearaway, rather than just a remake. The game's designer Rex Crowle stressed that neither version of Tearaway is the definitive version: "I try and think of the two games as two separate versions.
Gamescom is a trade fair for video games held annually at the Koelnmesse in Cologne, North Rhine-Westphalia, Germany. Since 2018, it has been organised by game – Verband der deutschen Games-Branche; until 2008, it was held in Leipzig, Germany. Gamescom is used by many video game developers to exhibit game-related hardware. Gamescom is the world's largest gaming event, with 370,000 visitors and 1037 exhibitors from 56 countries attending the show in 2018 and the biggest gaming news expo of the year in Europe. Business area Cosplay village Entertainment area Family and friends Fanshop area Gamescom 2009 was held from 19–23 August. 245,000 people attended that year's visit. Wednesday, 18 August: Electronic Arts Sony Computer Entertainment EuropeThursday, 19 August: Microsoft Game Studios Konami Namco Bandai Games Sony Computer Entertainment Europe announced the PlayStation 3 Slim, a smaller and lighter model of the console and a release date of 1 September 2009. Firmware 3.0 for the PlayStation 3 was announced, adding new features to the PlayStation Network.
Sony announced that the European Video Store would launch in November 2009. Sony announced that the PlayStation Portable would get smaller games in the form of'minis' and that comics would be available to download in December 2009. A "free game" registration promotion was announced for the PSP Go. Microsoft Game Studios announced Fable III, along with a release date of 2010. Microsoft announced their intention to release Fable II on the Xbox Live Marketplace in five episodes, the first of which will be free to download. While most press conferences were not available for live streaming, Electronic Arts was streaming its press conference on EA.com. Sony Computer Entertainment Europe showcased its press conference on its online community-based service PlayStation Home shortly afterwards. Sony made its press conference available for download on the PlayStation Store. Various gaming websites offered live-blogging of the respective press conferences. Gamescom 2010 was held from 18–22 August. 254,000 people attended that year's visit.
The two main announcements from this gamescom came from Insomniac Games, who announced two sequels from two of their franchises: Ratchet & Clank: All 4 One, by revealing some gameplay from the game, Resistance 3, via a live action teaser trailer. These games will be exclusive to the PlayStation 3. All 4 One has a set release date as late 2011. Gamescom 2011 was held from 17–21 August. 275,000 people attended that year's visit. The first Dota 2 International championship took place; the tournament had the biggest prize pool of any e-sports tournament at the time. Gamescom 2012 was held from 15–19 August. 275,000 people attended that year's visit. Gamescom 2013 was held from 21–25 August. 340,000 people attended that year's visit. The World Championship Series 2013 Season 2 Global Finals, a StarCraft II tournament with a $150,000 prizepool, were held during the event. Three League of Legends Tournaments were held during the event: International Wildcard Tournament Season 4 Spring Promotion Qualifier European LCS Playoffs Gamescom 2014 was held from 13–17 August.
335,000 people attended that year's visit. The Counter-Strike: Global Offensive Major ESL One Cologne 2014 was held at Gamescom Gamescom 2015 was held from 5–9 August. 345,000 people attended that year's visit. Gamescom 2016 was held from 17–21 August. 345,000 people attended that year's visit. Gamescom 2017 was held from 22–26 August. 355,000 people attended that year's visit. German Chancellor Angela Merkel opened the event, which marked the first time in history that a Gamescom was opened by a sitting Chancellor. Gamescom 2018 was held from 21–25 August 2018. 370,000 people attended that year's visit. Nvidia announced the GeForce RTX 20 Series at the Palladium Cologne on 20 August 2018. Gamescom 2019 will be held from 20–24 August 2019. From 2009 to 2016, the Game Developers Conference Europe, a European spinoff of the Game Developers Conference, has been held in conjunction with the Gamescom; the Conference took place at the Cologne Congress Centre East. Electronic Entertainment Expo PAX Brasil Game Show Gamercom Game Developers Conference Games Convention Asia Game Show Paris Games Week Tokyo Game Show IgroMir Video gaming in Germany Official website
Lionhead Studios Limited was a British video game developer founded in July 1997 by Peter Molyneux, Mark Webley, Tim Rance, Steve Jackson. The company is best known for the Fable series. Lionhead started as a breakaway from developer Bullfrog Productions, founded by Molyneux. Lionhead's first game was Black & White, a god game with elements of artificial life and strategy games. Black & White was published by Electronic Arts in 2001. Lionhead Studios is named after Webley's hamster, which died not long after the naming of the studio, as a result of which the studio was briefly renamed to Redeye Studios. Black & White was followed up with the release of an expansion pack named Black & White: Creature Isle. Lionhead released Fable, from satellite developer Big Blue Box. In 2005, Lionhead released The Movies and Black & White 2. Lionhead was acquired by Microsoft Studios in April 2006 due to encountering financial difficulties. Many Lionhead developers left around this time, including co-founder Jackson and several developers who left to found Media Molecule.
Molyneux left Lionhead in early 2012 to found 22Cans. After Molyneux's departure, Microsoft had Lionhead switch to developing games as a service games; as a result, there were many changes within the studio. In March 2016, Microsoft announced that it had proposed closing Lionhead Studios and that the planned game Fable Legends would be cancelled. On 29 April 2016, Lionhead Studios closed down. A few months after Lionhead's closure, two key people, founded Two Point Studios. Peter Molyneux founded Bullfrog Productions in 1987, acquired by Electronic Arts in 1995. Around 1996, Molyneux had contemplated leaving Bullfrog, as he felt limited in his creative freedom under Electronic Arts, he along with Lionhead's eventual co-founders, Mark Webley, Tim Rance and Steve Jackson, started developing plans for a new studio. In 1997, due to a series of events and from issues arising between Molyneux and Electronic Arts, he left the company in July 1997, co-founding Lionhead shortly after that, along with Mark Webley, Tim Rance, Steve Jackson.
On his recruitment, Jackson said "It was an offer I couldn't refuse", as he wanted to get back to making games instead of writing about them. Molyneux assured him. Lionhead is the second Bullfrog break-off group, after Mucky Foot Productions. According to Glenn Corpes, Lionhead was Molyneux's "take on what Bullfrog used was"; the idea of the company was to develop quality games without growing too large. On the differences between Lionhead and Bullfrog, Molyneux said: "This time round we're a professionally run company. Gone are the days of shooting work experience people with guns", he said that Lionhead would develop only one game at a time. Early Lionhead employees included Demis Hassabis, Mark Healey, Alex Evans; the name Lionhead came from Webley's pet hamster. The hamster soon died, taken as a bad sign, so other names, including Black Box, Red Rocket and Hurricane were considered but none had unanimous support; the name Red Eye was suggested, everyone liked it. However, for reasons including the name being in use by many other companies, the domains redeye.com and redeye.co.uk being taken and lionhead.co.uk having being registered by Rance, the company having Lionhead business cards, the possibility of the name Red Eye having drinking connotations, the name was reverted to Lionhead.
By the time the name was reverted, it was too late for Edge to amend their interview, so it was published with the company being referred to as Redeye Studios. In the interview, Molyneux stated that his ambition for the company was to "make it a world-renowned software development house – known in Europe and America for top-quality games". Word about Lionhead began spreading quickly. Within the first month, companies including Sega, Eidos, GTI, Lego had arranged meetings. One day, "a major Japanese console manufacturer" had come to present plans for a "next generation console", but by Lionhead's first game had been committed. By the end of July, Lionhead had signed a one-game contract with Electronic Arts; the studio was run out of Molyneux's mansion in Elstead, before relocating to the University of Surrey Research Park in 1998. According to Jackson, it was "a mere stone's throw from Bullfrog's old lily pad on the same estate". For the staff who had come from Bullfrog, it was "a little like coming home".
Six companies were competing for a space, Lionhead won due to Molyneux and Bullfrog's reputation. Lionhead had intended to make their first public appearance at the E3 trade show in May 1997; this was cancelled at the last minute because there was not yet any deal with Electronic Arts, there was the possibility of not being able to discuss Lionhead. The debut was made in September at the European Computer Trade Show instead. According to Jackson, "Everyone" was interested in Lionhead: journalists from many major European magazines turned up at Lionhead's suite. By August 199
Electronic Entertainment Expo
The Electronic Entertainment Expo referred to as E3, is a premier trade event for the video game industry. Presented and organized by the Entertainment Software Association, it is used by many developers and hardware and accessory manufacturers to introduce and advertise upcoming games and game-related merchandise to retailers and members of the press; the E3 event formally includes an exhibition floor for developers and manufacturers to showcase titles and products to be sold in the upcoming year. In the few days before the event, the largest publishers and hardware manufacturers will hold an hour-long press conference to outline their offerings that will be on display, which feature announcements of new games and products. E3 is considered to be the biggest gaming news expo of the year in North America. E3 was an industry-only event. With the rise of streaming media, several of the press conferences were broadcast to the public to increase their visibility. In 2017, E3 became open to the public for the first time, issuing 15,000 general admittance passes for those who wanted to attend.
Since 2009 E3 is held in June at the Los Angeles Convention Center in Los Angeles. The show in 2019 is scheduled for June 11–13, 2019. Before E3, game publishers went to other trade shows like Consumer Electronics Show and the European Computer Trade Show to display new or upcoming products as to pre-sell shipments to retailers for the rest of the year including the late-year holiday season as well as to vie for press coverage of upcoming games; as the game industry grew during the early 1990s, industry professionals felt that it had outgrown the older trade shows. According to Tom Kalinske, CEO of Sega America, "The CES organizers used to put the video games industry way, way in the back. In 1991 they put us in a tent, you had to walk past all the porn vendors to find us; that particular year it was pouring rain, the rain leaked right over our new Genesis system. I was just furious with the way CES treated the video games industry, I felt we were a more important industry than they were giving us credit for."
Sega did not return to the CES the following year, several other companies exited from further CES shows. Separately, in 1994, the video game industry had formed the Interactive Digital Software Association in response to attention the industry had drawn from the United States Congress over a lack of a ratings system in late 1993; the IDSA was formed to unify the video game industry and establish a commission, the Entertainment Software Ratings Board to create a voluntary standard rating system, approved by Congress. The industry recognized. According to Eliot Minsker, chairman and CEO of Knowledge Industry Publications, "Retailers have pointed to the need for an interpretive event that will help them make smarter buying decisions by interacting with a wide range of publishers, industry influentials, opinion leaders in a focused show setting." Attempts were made between the video game companies and the Consumer Electronics Association which ran CES, to improve how video games were treated at CES, but these negotiations failed to produce a result.
Pat Ferrell, creator of GamePro, owned by International Data Group, conceived of an idea for starting a dedicated trade show for video games, building off IDG's established experience in running the Macworld convention. Ferrell contacted the IDSA who saw the appeal of using their position in the industry to create a video game-specific tradeshow, offered to co-found the Electronic Entertainment Expo with IDG. Though several companies agreed to present at this E3 event, Ferrell discovered that CEA had offered video game companies a dedicated space at the next CES, which would have conflicted with the planned E3 event, requiring the companies to pick one or the other. Most of the IDSA members supported E3, while Nintendo and Microsoft were still supportive of the CES approach. After about three-to-four months, Ferrell was told by CEA's CEO Gary Shapiro that he "won" and had cancelled the CES video game event making E3 the premier trade show for the video game industry; the first event was held from May 11–13, 1995 at the Los Angeles Convention Center, which would be the convention's location in future years.
The organizers were unsure of how successful this would be, but by the end of the convention, they had booked most of the space at the Convention Center, saw more than 40,000 attendees. In the aftermath of its first year, E3 was regarded as the biggest event in the video game industry; the IDSA realized the strength of debut trade show, subsequently renegotiated with IDG to allow the IDSA to take full ownership of the show and the intellectual property associated with the name, while hiring IDG to help with execution of the event. The show remained held at May of the calendar year through 2006. In 1996, IDG and the IDSA tried a Japanese version of E3, in preparation for a worldwide series of events, at the Makuhari Messe in Tokyo in association with TV Asahi. Although Sony Computer Entertainment was the show's original sponsor, the company withdrew its support in favor of its PlayStation Expo. Sega pulled out at the last minute. Held November 1–4, 1996, the presence of several other gaming expos and lack of support from Japanese game manufactur
Guildford is a large town in Surrey, England, 27 miles southwest of London on the A3 trunk road midway between the capital and Portsmouth. The town has a population of about 80,000 and is the seat of the wider Borough of Guildford which had an estimated 146,100 inhabitants in 2015. Guildford has Saxon roots and historians attribute its location to the existence of a gap in the North Downs where the River Wey was forded by the Harrow Way. By AD 978 it was home to an early English Royal Mint. With the building of the Wey Navigation and the Basingstoke Canal, Guildford was connected to a network of waterways that aided its prosperity. In the 20th century, the University of Surrey and Guildford Cathedral, an Anglican cathedral, were added. Due to recent development running north from Guildford, linking to the Woking area, Guildford now forms the southwestern tip of the Greater London Built-up Area, as defined by the Office for National Statistics; the root of the first part may be the word'gold' rather than Guild, a society or meeting of tradesmen: the only known 10th-century record uses Guldeford and in the 11th century Geldeford.
Local historians with an interest in toponyms cite the lack of gold in the region's sedimentary rocks and have suggested that the mention of'gold' may refer to golden flowers found by the ford itself, or the golden sand. Rural Celtic Bronze Age pieces have been found in the town; some of the tiles built into Guildford Castle may be Roman, a Roman villa has been found on Broad Street Common at the end of Roman Farm Road just west of Guildford's Park Barn neighbourhood. It is proven by archaeology and contemporary accounts that Guildford was established as a small town by Saxon settlers shortly after Roman authority had been removed from Britain; the settlement was most expanded because of the Harrow Way crosses the River Wey by a ford at this point. Alfred the Great referred to the town in his will. Guildford was the location of the Royal Mint from 978 until part-way through the reign of William the Conqueror. Guildford Castle is of Norman design, its situation overlooks the pass through the hills taken by the Pilgrims' Way, once overlooked the ancient ford across the Wey, thus giving a key point of military control of this long distance way across the country..
Guildford appears in Domesday Book of 1086 as Geldeford and Gildeford, a holding of William the Conqueror. The King held the 75 hagae in which lived 175 homagers and the town rendered £32. Stoke, a suburb within today's Guildford, appears in the Book as Stoch and was held by William, its Domesday assets were: 1 church, 2 mills worth 5s, 16 ploughlands with two Lord's plough teams and 20 mens plough teams, 16 acres of meadow, woodland worth 40 hogs. Stoke was listed as being in the King's park, with a rendering of £15. William the Conqueror had the castle built in the classic Norman style. A major purpose of Norman castle building was to overawe the conquered population, it had £26 spent on it in 1173 under the regency of the young Henry II. As the threat of invasion and insurrection declined, the castle's status was demoted to that of a royal hunting lodge: Guildford was, at that time, at the edge of Windsor Great Park, it was visited on several occasions by King John, Eleanor of Aquitaine and King Henry III.
In 1611 the castle was granted to Francis Carter whose grandson's initials EC and the year 1699 were above the entrance way. The surviving parts of the castle were restored in Victorian times and again in 2004. In 1995, a chamber was discovered in the High Street, considered to be the remains of the 12th-century Guildford Synagogue. While this remains a matter of contention, it is to be the oldest remaining synagogue in Western Europe. Guildford elected two members of the Unreformed House of Commons. From the 14th century to the 18th century the borough corporation prospered with the wool trade. In the 14th century the Guildhall was constructed and still stands today as a noticeable landmark of Guildford; the north end was extended in 1589 and the Council Chamber was added in 1683. In 1683 a projecting clock was made for the front of the building: it can be seen throughout the High Street; the town's Royal Grammar School was built in 1509 and became Royal gaining the patronage of Edward VI in 1552.
In the years around 1550, a pupil at the school was John Derrick who in life became a Queen's Coroner for the county of Surrey. In 1597, Derrick made a legal deposition that contains the earliest definite reference to cricket being played anywhere in the world. In 1619 George Abbot founded the Hospital of the Holy Trinity, now known as Abbot's Hospital, one of the finest sets of almshouses in the country, it is sited at the top end of the High Street, opposite Holy Trinity church. The brick-built, three-storey entrance tower faces the church. On each corner of the tower there is an octagonal turret rising an extra floor, with lead ogee domes. One of the greatest boosts to Guildford's prosperity came in 1653 with the completion, after many wrangles, of the Wey Navigation; this allowed Guildford businesses to access the Thames at Weybridge by boat, predated the major canal building program in Britain by more than a century. In 1764 the navigation was extended as far as Godal
The PlayStation Portable is a handheld game console, developed by Sony Computer Entertainment and competed with the Nintendo DS as part of the seventh generation of video-game consoles. Development of the handheld console was announced during E3 2003 and it was unveiled on May 11, 2004, at a Sony press conference before the next E3; the system was released in Japan on December 12, 2004. The PSP was the most powerful portable console, it was the first real competitor of Nintendo's handheld consoles after many challengers, such as SNK's Neo Geo Pocket and Nokia's N-Gage, had failed. Its advanced graphics made the PSP a popular mobile-entertainment device, which can connect to the PlayStation 2 and PlayStation 3 games consoles, computers running Microsoft Windows and Apple Macintosh software, other PSPs and the Internet; the PSP is the only handheld console to use an optical disc format – Universal Media Disc – as its primary storage medium. It was received positively by most video-game critics and sold 76 million units by 2012.
Several models of the console were released. The PSP line was succeeded by the PlayStation Vita, released in December 2011 in Japan and worldwide in February 2012; the Vita has backward compatibility with many PSP games that were released on the PlayStation Network through the PlayStation Store, which became the main method of purchasing PSP games after Sony shut down access to the PlayStation Store from PSPs on March 31, 2016. Hardware shipments ended worldwide in 2014. Production of UMDs ended when the last Japanese factory making them closed in late 2016. Sony Computer Entertainment first announced development of the PlayStation Portable at a press conference preceding E3 2003. Although samples were not presented, Sony released extensive technical details. CEO Jose Villeta called the device the "Walkman of the 21st century". Several gaming websites were impressed with the handheld's computing capabilities and looked forward to its potential as a gaming platform. In the 1990s, Nintendo had dominated the handheld market since launching its Game Boy in 1989, experiencing close competition only from Bandai's WonderSwan in Japan and Sega's Game Gear.
In January 1999, Sony had released the successful PocketStation in Japan as its first foray into the handheld gaming market. The SNK Neo Geo Pocket and Nokia's N-Gage failed to cut into Nintendo's share. According to an IDC analyst in 2004, the PSP was the "first legitimate competitor to Nintendo's dominance in the handheld market"; the first concept images of the PSP appeared in November 2003 at a Sony corporate strategy meeting and showed it having flat buttons and no analog joystick. Although some reviewers expressed concern about the lack of an analog stick, these fears were allayed when the PSP was unveiled at the Sony press conference during E3 2004. Sony released a list of 99 developer companies. Several game demos such as Konami's Metal Gear Acid and SCE Studio Liverpool's Wipeout Pure were shown at the conference. On October 17, 2004, Sony announced that the PSP base model would be launched in Japan on December 12 that year for ¥19,800 while the Value System would launch for ¥24,800.
The launch was a success. Color variations were sold in bundle packs that cost around $200. Sony announced on February 3, 2005, that the PSP would go on sale in North America on March 24 in one configuration for an MSRP of US$249/CA$299; some commentators expressed concern over the high price, US$20 higher than that of the Japanese model and more than $100 higher than the Nintendo DS. Despite these concerns, the PSP's North American launch was a success. Sony said 500,000 units were sold in the first two days, though it was reported that this figure was below expectations; the PSP was intended to have a simultaneous PAL region and North American launch, but on March 15, 2005, Sony announced that the PAL region launch would be delayed because of high demand for the console in Japan and North America. The next month it announced that the PSP would be launched in the PAL region on September 1, 2005, for €249/£179. Sony defended the high price by saying North American consumers had to pay local sales taxes and that the Value Added Tax was higher in the UK than the US.
Despite the high price, the console's PAL region launch was a success, selling more than 185,000 units in the UK. All stock of the PSP in the UK sold out within three hours of launch, more than doubling the previous first-day sales record of 87,000 units set by the Nintendo DS; the system enjoyed great success in other areas of the PAL region. The PlayStation Portable uses the common "bar" form factor; the original model measures 6.7 by 2.9 by 0.9 inches and weighs 9.9 ounces. The front of the console is dominated by the system's 4.3-inch LCD screen, capable of 480 × 272 pixel video playback with 24-bit color, outperforming the Nintendo DS. On the unit's front are four PlayStation face buttons; the system has two shoulder buttons, a USB 2.0 mini-B port on the top of the console, a WLAN switch and power cable input on the bottom. The back of the PSP features a read-only Universal Media Disc drive for access to movies a
LittleBigPlanet 2 is a puzzle-platformer video game that features user-generated content. The game is developed by Media Molecule, published by Sony Computer Entertainment Europe for PlayStation 3, it was scheduled for release in November 2010 but was delayed until January 2011. The game was released in North America on 18 January 2011, in mainland Europe on 19 January 2011, in Australia and New Zealand on 20 January 2011 and the UK and Ireland on 21 January 2011, it is a direct sequel to the critically acclaimed 2008 title LittleBigPlanet and the third game in the series following a PSP version released in 2009. Most of the more than 3 million levels created by users in the first game carry over and are playable and editable in LittleBigPlanet 2. Unlike its predecessor, marketed as a platform game, LittleBigPlanet 2 was marketed as a "platform for games". Support for PlayStation Move was added to the game through a software update in September 2011, allowing users to play the game using the PlayStation Move motion controller in conjunction with a Navigation Controller or gamepad.
While still retaining the three-layer, 2.5D nature of the original title, with the player controlling their Sackboy characters, players are not restricted to platforming levels, can now choose to create many types of levels including racing and role-playing games. Experienced players may choose to create and customise their own heads-up display to accommodate their game type. New animation recording options are available and players are able to create full-motion cut-scenes to go with their level design, manipulate the camera for both cut-scenes and gameplay, record their own sound effects for use in the level; as well as including a wide selection of original and licensed music, the game includes a robust music sequencer. Multiple levels can be linked together, so that finishing one level takes the player to the next in the series. A new tool to assist in gameplay creation is the "Controlinator"; this allows players to assign specific actions, such as button presses or Sixaxis motion control, to specific aspects of their gameplay design.
Players are not restricted to using the Controlinator on level elements and they may use it to direct the actions of the player's Sackboy character, allowing greater freedom of movement. In addition to this tool, more gameplay items, similar to the Metal Gear Solid paintball gun released as downloadable content, are available including a grappling hook, the "Creatinator" - a hat, worn by Sackboy and can be configured by the Creator to fire any object - and the "Grabinators" which allow Sackboy to pick up and throw grabable objects. Media Molecule plans to update the game with further items. Enemy creation has been improved. Players can now create "Sackbots", which are non-player characters whose AI can be controlled by the level creator. Options include determining weak points on the Sackbots, as well as programming routines for the AI to follow. Sackbots can be customised using costumes and decorations in the same way that the player character is and the AI for may be copied and pasted between multiple Sackbots.
Sackbots may be controlled by the aforementioned controlinators. All downloadable content from the first game is usable in this sequel, as are most user-made levels from LittleBigPlanet; as of June 2013 8 million levels have been uploaded and created for both the LBP games on PS3. Players continue Sackboy's journey after the events of the first game and the portable version are brought to an end. An inter-dimensional vacuum cleaner called the Negativitron appears over the skies of LittleBigPlanet and begins to suck up its inhabitants, including Sackboy. Larry Da Vinci, the leader of a semi-secret, semi-organised group known as "The Alliance", comes to Sackboy's rescue, saving him from the Negativitron; the organisation is dedicated to battling with the Negativitron and defeating it before it destroys Craftworld. After Sackboy passes the tests in Larry's Hideout, he tells him that they must get to Victoria Von Bathysphere's Laboratory, since she has built a Sackbot army for the Alliance. However, the moment they get there, the Negativitron attacks and sucks up some of the lab and the Sackbots, mutating some of them into Meanies.
Victoria, after escaping on her train, tells the group that they need to get into the factory and shut down the machine making the Meanies. After shutting it down, the Negativitron makes the machine come alive into a spider-like creature that scales the wall of the laboratory. After destroying the machine, they find out that the Negativitron has taken the Sackbots to The Factory Of A Better Tomorrow. Upon arriving and Larry find the factory's owner Clive Handforth hiding in a can after the Negativitron took over the place; the Sackbots have become prompting them to rescue as many as they can. When trying to escape from the factory, one of Clive's guard-turkeys escapes and tries to stop them from leaving the factory with the Sackbots. After losing him, Sackboy and Clive take the Sackbots to Avalonia for re-training. In Avalonia, Avalon Centrifuge takes Sackboy on a training course to learn combat using his machines. Half-way through, the Negativitron attacks Avalonia and spreads Meanies throughout.
After rescuing the Sackbots among the wreckage of the facility, they get loaded back onto Huge Spaceship and prepare to leave Avalonia, but