Few games leave no room for a sequel. It makes for poor business and,  let's not forget, while the intended destination for most videogame  makers is fun, the fuel that gets them there is potential profit. These  days, if you want to make money from a blockbuster, the sequel is part  of the business plan. But at the beautiful, altruistic core of  LittleBigPlanet was the dream of a world that could not only nurture and  grow life, but also sustain it. And nearly two years since its debut,  this patchwork dimension is still achieving just that.  
This simple little platform game and its idea lifted from PC game  development – that giving your players the tools to make their own stuff  after they've finished with your levels will not only maintain the life  of your creation, but will enrich it and increase its value – has  succeeded in building a community of amateur game designers. They  deliver fresh content on a weekly basis, over three million levels to  date. Not all of it is very good or interesting content, but enough of  it is worthy of attention to keep LittleBigPlanet a perennially  habitable planet.
So why the need for LittleBigPlanet 2, then? If the only type of content  that could be generated by makers using the first title had been yet  more woolly platformers, then it would make sense to create a spin-off,  focusing on different styles of game. But the original game offered just  enough flexibility to allow a creative designer to cajole its virtual  ropes and pulleys into making a shoot-'em-up, or a giant calculator. On  this basis, LittleBigPlanet's original dizzying potential precluded a  sequel. No?
The first hour or so spent with that sequel will do little to convince  you otherwise. Visually, this sequel maintains its predecessor's crafty,  design-savvy aesthetic; as though Hartbeat were remade by Taschen. It's  achingly pretty and art magazine-ish, not very much like how videogames  usually look at all and all the better for it.
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