Also, Kotaku has put up some great impressions on the game, titled All They Did Was Add More Fun.
It seems that while the author respected the first game for the many things it made possible, he didn't really enjoy playing it, and as much as I hate to say it, he is certainly not alone in his feelings. However, the sequel has changed his view entirely:
But I confess that I admired the first LittleBigPlanet more than I hankered to play through it. The game looked great, but, as a side-scroller, it had to compete with my favorite Mario games. It had to vie with my memories of the best Kirby and Castlevanias, the old Metroids and rest of the wonderful two-dimensional games I've enjoyed for years. LBP 1's levels were must-see, but, good as some were, they didn't feel like must-play.
As I played LBP 2 this morning, my feelings were transformed. The game's creators at Media Molecule have added great gadgets — a Bionic Commando-style grappling hook and a cake gun that shoots cakes that stick. There may be more. That's all I've wielded so far. The new items make moving through the game's developer-created levels more fun. Thanks to the developers' smart positioning of grappling points and trampoline-like jump pads, they make moving through the levels more rapid. I didn't hop through LittleBigPlanet 2's levels. I twirled through them. I still don't love the floaty jumping in the LBP games, but the jump pads offer a more spiked leap; the other items make jumping a less common means to get to the end.
There are some 40 levels in LittleBigPlanet 2's campaign, with the expectation that gamers will add thousands and thousands more through the game's online-networked creator community. I tried pieces of maybe a quarter of the first 40 and I was having a lot of fun. My old experience was that I played LBP with the desire to quit out of each level and hurriedly see what other levels had been created and uploaded. This morning, I wanted to keep playing what was there.