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Bridget's Review of: Prologue

Archive: 5 posts


Level name: Prologue

PSN: ryryryan




Aha..... a challenge!

Here we have a level designed to be difficult.... to provide a challenge to anyone considering themselves good at LBP or platformers in general.


This is not a level made to wow you with visuals.... and it wont, there's alot of..... metal..... here...... Instead, it's designed...... to KILL you.

I generally like levels like this. And I dont see them often enough. There were, however, a couple of irksome points in here.... but lets get on with the description first, shall we?


When the level opens, you are on some sort of transport device. Being transported..... TO YOUR DOOM!!! Some guy talks at you for a time while you're on board, telling you about the level you're about to get roasted by, and then the ride comes to an end.


Right away you're presented with an electrified floor, and somewhat small little pillars hanging from the cieling, which you are to traverse by gripping and swinging.

Each little area in this level contains a totally different challenge.... some of which are indeed quite interesting.... a couple of which are just annoying.... but all of them are unique, and in my opinion, well thought out. I wont spoil them all for you, but I'll describe a couple.


Now, the level doesnt start out TOO nasty.... though there is the odd spinny flippy thing.... OF DOOM.... that you'll have to deal with.... there's an infinite checkpoint there for a reason, I'll say that much.... but the difficulty quickly jumps up at about that point.


Perhaps the best example is what Im just going to call the Piston Hell room. This room is so screwed up, Im surprised *I* didnt think of it. You can see it in one of the screenshots down below. It's hard to describe, but I can tell you this: You'll be dying here a few times. But it's just..... well, it's a danged cool room, I think.

Though, this brings up a problem I noticed a few times in the level: the camera. The piston room is about both accuracy AND timing.... but you cant QUITE see what the lower pistons are doing, due to the camera being juuuuust out of range of them. There is more than one instance of this during the level, where you might die, simply because you havent been there before (I call this Ninja Gaiden Syndrome), which could be totally prevented by camera adjustment in those areas.

Which I think would be a good idea, for a fix. Nobody likes losing a life because of something they literally couldnt see coming, and had no clue was there.


The only other area that I thought might be a bit of a problem was the "bullet room". This comes right after Piston Hell. You get on a tetherless Jetpack, and go into this large room where emitter guns are launching green plasma balls at..... a rather high speed. There are no real "patterns" here.... nothing of the type I'd make.... instead, this is a test of timing, and self control. You have to pass Sackboy through the streams at just the right moment.... and you usually cant do it in exactly the way it looks like. You might have to move down with the stream, for example. And just wait'll you see the last part of this room.

The problem though is that room might almost be more annoying than difficult, for many players. That one rather walks a fine line (as do certain other sections of the level), particularly with the Jetpack's slightly wonky controls, and Sackboy's definitely wonky hitbox when using the Jetpack. A player that isnt very experienced with that may not pass this room at all, even with infinite lives. And that's generally fine, really, I've done the "some players cant beat this even with infinite lives" level of difficulty in my own creations, but I felt it needed to be pointed out, because it's going to push your "average" players away from it.

.....but perhaps, to this author, as with myself, that just isnt a concern at all. This dont seem like it's made for "average" players at all, haha....


Finally, once you're through that little nightmare, you get to the boss.

The boss is really danged cool looking. It has a deathray.

......it is also a total pushover. Which struck me as really odd, after everything else in the level. I was expecting something more dangerous than this, but I was able to take it down with great ease. As cool as it looks, this is probably the part of the level I liked the least. I am definitely picky when it comes to boss fights.... I dont see that many good ones... this particular boss looks really cool, but still follows the usual pattern of "animate and emit" that many bosses in user levels do. A bit of a disappointment here, but.... it DOES look really cool.

Also, one little peeve with that: The boss doesnt explode or vanish when it goes down.... it even keeps animating! To me, that rather lowers the satisfaction level of defeating it (and the stage). That's really a minor flaw, but I wanted to mention it.


One other thing though that I did like about this: there are secrets! They're not too hard to find, but they are cleverly hidden, and the player must be paying attention quite well in order to find them.... without being distracted by the horrible death everywhere around them. I wont give anything away, but the secrets are worth finding.



Onto the scoring:


Gameplay: 7/10

A level that's designed to kill you. Very straightforward platforming challenges, but with some interesting twists thrown in. The only part that really felt a bit out of place was the bullet room with the Jetpack. It just seemed a strange addition to me. The overall design of the level is quite decent though, and again, those secret sections are well done, satisfying and rewarding to find. There's even a 2x puzzle in here. My only problems were the "cheap camera deaths" that happen sometimes.... but that should be an easy fix.


Graphics/audio: 4/10

Now Im not picky on graphics, but other players ARE, so I still have to rate it. Most of the level appears to be made out of that yellow "taxi" metal, or just that..... grated metal. The only things that arent, are the bits you grab onto, which are polystyrine. But then, this level isnt designed to be pretty. It's designed..... TO KILL.


Challenge: 7/10

Yes, some may have rated the challenge a bit higher.... but then, "some" isnt ME. I've a warped concept of difficulty. As it is, I've taken the top score on the level (outdid the top one by 4000), and I also aced it the 2nd time through (though there was a bit of luck in that one at a couple points... a couple of very odd leaps). So the level IS ace-able, I'll say that much, to anyone that dont believe it. It's quite difficult.... some players just wont be able to handle it.... but expert players should be able to beat it without TOO much trouble. It'll put up a good fight, though. .....except for the boss, which just sorta dies at you. One nice thing: Aside from that boss, the difficulty "ramps up" quite nicely as you go further in. Each room is going to be just that much harder than the last, but without any huge jumps. Nicely done.

Pacing/length: 9/10

I see no problems here. It felt like a proper length to me, and the action is smooth and crazy all the way through. The intro scene made me wait a bit, but meh, that's a very minor thing, and just me being impatient.



Overall: 7/10

Not bad, not bad at all. Not exactly pretty to look at, but again, it's just made to splatter Sackboys. Experienced players should get some enjoyment and challenge outta this. Finding the secrets is satisfying and rewarding. And when you've outdone it all, you get that nice warm feeling of achievement. It's not perfect, but I still say: Well done.





http://img.villagephotos.com/p/2009-5/1340144/Prologue1.JPG

You'll be doing a fair amount of shimmy....ing.... in this level, so be ready for it. Make a mistake, and.... POP!


http://img.villagephotos.com/p/2009-5/1340144/Prologue2.JPG

.....why didnt I think of this? Now that, sir, is just evil. I applaud your ability to design crazed deathtraps.... well done.


http://img.villagephotos.com/p/2009-5/1340144/Prologue3.JPG

It looks dangerous, and has a deathray, and missiles, but.... well, see, I have that gun, so this fight is already decided.
2009-05-18 11:30:00

Author:
Bridget
Posts: 334


Thanks Bridget
Haha, this review made me laugh, it's awesome
Glad you seemed to enjoy it of sorts



Perhaps the best example is what Im just going to call the Piston Hell room. This room is so screwed up, Im surprised *I* didnt think of it. You can see it in one of the screenshots down below. It's hard to describe, but I can tell you this: You'll be dying here a few times. But it's just..... well, it's a danged cool room, I think.

I'm glad you liked it You wouldn't believe how long it took to get those pistons moving correctly.



Though, this brings up a problem I noticed a few times in the level: the camera. The piston room is about both accuracy AND timing.... but you cant QUITE see what the lower pistons are doing, due to the camera being juuuuust out of range of them. There is more than one instance of this during the level, where you might die, simply because you havent been there before (I call this Ninja Gaiden Syndrome), which could be totally prevented by camera adjustment in those areas.

Which I think would be a good idea, for a fix. Nobody likes losing a life because of something they literally couldnt see coming, and had no clue was there.

I've actually worked on this quite a bit... and just can't get it right! I had it further out before and someone said Sackboy was just too small.
Actually...
I've just thought of a fix. I'll have a man (like the ones at the end) that will say hold this bit of polyester to see the challenge. And then when you hold it... the camera goes over to the pistons area so you can plan ahead. Mwahaha! I'll have to implement that when I get home at the end of the month.



The only other area that I thought might be a bit of a problem was the "bullet room". This comes right after Piston Hell. You get on a tetherless Jetpack, and go into this large room where emitter guns are launching green plasma balls at..... a rather high speed. There are no real "patterns" here.... nothing of the type I'd make.... instead, this is a test of timing, and self control. You have to pass Sackboy through the streams at just the right moment.... and you usually cant do it in exactly the way it looks like. You might have to move down with the stream, for example. And just wait'll you see the last part of this room.

The problem though is that room might almost be more annoying than difficult, for many players. That one rather walks a fine line (as do certain other sections of the level), particularly with the Jetpack's slightly wonky controls, and Sackboy's definitely wonky hitbox when using the Jetpack. A player that isnt very experienced with that may not pass this room at all, even with infinite lives. And that's generally fine, really, I've done the "some players cant beat this even with infinite lives" level of difficulty in my own creations, but I felt it needed to be pointed out, because it's going to push your "average" players away from it.

Yeah... I thought about making this bit a bit easier before. This was when the last section had a 0.7 gap between each plasma (obviously all then synched at different times). However, I thought of how I was wanted the level to be like... and instead made the gap 0.6 seconds xD



.....but perhaps, to this author, as with myself, that just isnt a concern at all. This dont seem like it's made for "average" players at all, haha....

You got it



......it is also a total pushover. Which struck me as really odd, after everything else in the level. I was expecting something more dangerous than this, but I was able to take it down with great ease. As cool as it looks, this is probably the part of the level I liked the least. I am definitely picky when it comes to boss fights.... I dont see that many good ones... this particular boss looks really cool, but still follows the usual pattern of "animate and emit" that many bosses in user levels do. A bit of a disappointment here, but.... it DOES look really cool.

I actually made it easier recently. Before I did, the wall wasn't there so you could fire from a distance without it firing at you (lols), so i put the wall there so you have to be in range. However, the rate of death was just incredible painful, as there was the death ray, the missiles from its back, and missiles from its 'knees'. But with so many explosions, and certain death from a bomb nomatter which layer you are on... it just was annoying (even more annoying than the bullet room xD). So i took away the missiles from its knees and increased the amount of paint to kill it.
However, I've not decided to fire white plasmas from it's knees to make it harder. They won't be too fast, so you have time to jump and dodge. I may also rack up the paint hits even more.



Also, one little peeve with that: The boss doesnt explode or vanish when it goes down.... it even keeps animating! To me, that rather lowers the satisfaction level of defeating it (and the stage). That's really a minor flaw, but I wanted to mention it.

Yeah, other people have mentioned that too. But a little secret... for the boss to stand up it had to be glued to the floor xD Otherwise the legs would crumple. In a stupid moment I put a brain on it when making it... and when I went to test it it made the whole level dissolve
The reason it still animates is because to make it 'move' like it does... all i do is make the head look up and down. The suspension of all the pieces bolted together (don't ask me how it works... i don't know why it does!) with the head moving up and down makes the body move. So even when I turn the head motion off... it just keeps rocking! Literally How annoying.



One other thing though that I did like about this: there are secrets! They're not too hard to find, but they are cleverly hidden, and the player must be paying attention quite well in order to find them.... without being distracted by the horrible death everywhere around them. I wont give anything away, but the secrets are worth finding.

Wow, I'm actually really glad you found the secrets (mainly the 2x one... the other one is pretty easy). You may of noticed you get the same prize from the 2x thing as you do aceing it. This is cause aceing it is just such a pain But well done for doing it. Only me and you have done so I think, along with getting to the 2x area.
And well done with the top score!

I'm actually working on Prologue: The Sequel at the moment. I'll be sure to hit you up with it after... it's going to be a similar but then totally different experience And of course... difficult as ever

Thanks again.
2009-05-18 17:43:00

Author:
ryryryan
Posts: 3767


Hmm, instead of gluing the boss to the floor, why not try something a bit different. If the feet must remain totally stationary to keep it from going bonkers or something, dont glue them to the floor.... instead, make an invisible piece of dark matter, make it "thin", and glue THAT to each foot, instead of gluing the thing to the level in any way.

You should be able to pop the thing then, without the entire level imploding



Anyway, glad you liked the review. You'll have to let me know when you come out with the other one. I really dont see levels of this type very often, unless I make them myself, usually, haha....
2009-05-18 21:04:00

Author:
Bridget
Posts: 334


Hmm, instead of gluing the boss to the floor, why not try something a bit different. If the feet must remain totally stationary to keep it from going bonkers or something, dont glue them to the floor.... instead, make an invisible piece of dark matter, make it "thin", and glue THAT to each foot, instead of gluing the thing to the level in any way.

You should be able to pop the thing then, without the entire level imploding



Anyway, glad you liked the review. You'll have to let me know when you come out with the other one. I really dont see levels of this type very often, unless I make them myself, usually, haha....

0.o I can't believe I never thought of that....
I even use in invisible dark matter in a few of my levels... and i have little blobs around prologue out of site to hold everything up. LOL. Infact... there used to be a bit of dark matter on the tail of the boss! Anywho, i can put dark matter on both legs out of site so that'll be fine.
Another reason i never dissolved it though is because having it just disappear is odd for the story... consider it comes back in the next one (spoiler :O !).
I won't say why yet though, and the next level will be quite the surprise when you play it (being used to the style of the first one that is).

I gotta say... I've done a few sections of the sequel and they're just as random as the last set of puzzles xD Though lets say it's not the last you've seen of the pistons
2009-05-18 21:31:00

Author:
ryryryan
Posts: 3767


Well, lemme know when the sequel is ready, I'll be interested to see that, indeed.

And if you need assistance with testing or whatever, I could help there too.

Maybe make the piston section even longer this time around?

Just..... because it's so wonderfully evil.
2009-05-19 09:42:00

Author:
Bridget
Posts: 334


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