Well, would you look at that? Finally back to Story Mode after all that wait...
I start the "Victoria's Laboratory" Area of the game with the "The Temperamental Baketress" cutscene and then move on to Ace and collect all of the currently accessible single-player Goodies in the "Runaway Train" level.
While I can understand the appeal of trying to make your protagonist gender-neutral (unlike the first game, where the default was "Sackboy"), I can't get over the fact that "Sack Thing" was an absolutely terrible choice of a name (even if it is gender-neutral). Seriously, the name is more reminiscent of some horrid amorphous blob like the Crawling Spleen from Angry Beavers or even Pit Pat the "magical pansexual nonthreatening spokes-thing" sans the humor that the Mr. Show parody provided.
Savvy viewers may have noticed something. The seemingly unique scenario for a LittleBIGPlanet level is actually not that unique. If you recall, LittleBIGPlanet 1 had a DLC level in the Marvel® Level Kit called "Freeway Frenzy" will a similar set-up. While the "moving level" style is definitely not overdone in the LittleBIGPlanet franchise, it's not as new as some players might think.
So, the second area of the game (which greatly reminds me of the "Candy Chateau" aesthetic from Rayman 1) introduces and utilizes the Grabinator (AKA Grabinators, the game uses both names interchangably) power-up. Okay, well, technically you could have been introduced to it in one of the "Making Levels" Create More Tutorials, but I imagine many players were first introduced to that power-up at this point in the Story Mode. I find the Grabinator less fun to use than the Grappling Hook, but perhaps that's because I feel that you are saturated with repeating more or less the same exact small set of actions over and over again with the Grabinator power-up in this level and the next.