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OK Choice (Act 2: Solid Ground Zero)

Archive: 11 posts


OK Choice (Act 2: Solid Ground Zero)Celsus
Act 2 finds that while the accelerator you had built worked, it did not work the way you intended. You step out of the device on your first manned run to the sounds of destruction and a sickening smell of burning...

Make sure you find all the clues that are hidden through out the city, only they can free you from fate.

(Even the government's powerplants have been hit)
http://i54.tinypic.com/2rh8mlj.jpg

(A city on fire)
http://i55.tinypic.com/b6ssnq.jpg
2010-10-08 20:43:00

Author:
celsus
Posts: 822


Just finished this level! Big change from the previous one but I like it

Great story - Surrounded in mystery and awh
Good gameplay - exploring areas which you don't have to is pretty fun and a rare gameplay mechanic in LBP

I would go about finding a place to put one or 2 more checkpoints the ones in the level are very far apart and it's annoying if you trek really far and die and have to do it again!

I give it :star::star::star::star::star:
And I give you a <3
2010-10-09 16:45:00

Author:
Jordanmcc
Posts: 94


Woot! Thanks for the feedback. More checkpoints does sound like a good idea. Off hand was there a area that you had to retrek or got killed a few times? I can try and base the new ones in those locations.2010-10-09 17:00:00

Author:
celsus
Posts: 822


Woot! Thanks for the feedback. More checkpoints does sound like a good idea. Off hand was there a area that you had to retrek or got killed a few times? I can try and base the new ones in those locations.

Just going between your apartment and the capital that were I noticed the problem
2010-10-09 17:07:00

Author:
Jordanmcc
Posts: 94


Thank you again, two new check points added, and a few more little details added in capital district.2010-10-09 21:21:00

Author:
celsus
Posts: 822


I gave this level a play and here's what I thought.

Like in the first one, the visuals were amazing. I loved how the city you knew in part 1 turned into destruction in part 2. Also how it made sense how you survived since most things don't usually make sense. The story was awesome as usual and the design of the uildings and vehicles were great. I loved the dark feel to it this time and like before, exploring the environment around you. I don't exactly remember when it was, but there was a point where I was trying to find where to go next and I had myself traveling all around but maybe I was just confused. I also liked how pieces of buildings fell apart but when going to the boat that had sunk, maybe you should make a way to get back up if you go on it, like some ladder. :star::star::star::star: and a <3 Great job still
2010-10-10 15:51:00

Author:
Dragonvarsity
Posts: 5208


Lol, I just wanted to have the boat out of reach...before I did not have thermo so I just had a side speech...but it is a little mean to put the boat in with no way back. I added a little way to get back out now, and a little extra speech bubble for those who go there along with some extra little event if you make it onto the capital building (nothing much, just what thermo allowed). Thanks for the good feedback. Was there anything that made this level weaker than the first? Or is it just that it is less appeaking because of the chaotic side of it?2010-10-10 19:08:00

Author:
celsus
Posts: 822


Thanks for fixing those little things. I think it's just as great as pt. 1 now except that it was a bit harder to find ou where to go but if you walked around you'd find some speech bubbles but I had myself running around a while after being what I guess what was kinda close to the end when I eventually gave up. By the way, I'll try to give some feedback on part 3 when I can. 2010-10-11 03:27:00

Author:
Dragonvarsity
Posts: 5208


Cool thanks. If you don't find all the clues you will still have two choices at level 5, and more than likely you will have 3 choices. The 4th and 5th ones open after finding all the clues (the 5th after finding all the clues and doing something in level 4)...so don't worry about finding them all, they are just to give the biggest fan of the levels a little extra. I put a hint in the fourth level about the number of clues, do you think it would be good to start these levels with the help file as well saying how many clues there are in them as well? Oh last question did the crashed enforcers car work well as part of the level?2010-10-11 03:53:00

Author:
celsus
Posts: 822


When you mean clues, do you mean like in the 3rd which 'll give feedback on where it says how maybe those vines are grabbable and how the jump's too big for you, but not for a bird or something like that, is that what you mean by clues in the levels? Also, I'm a bit confused by what you mean by 'the crashed enforcer's car.' I do remember in the level you tried looking for a survivor and you found a guy who was still alive but about to die in a car and I think something fell on the car aswell, I didn't completely remember. Are you asking if it was a nice thing to add because if so, I think it was cool to find someone after almost every single person in this location has died. Now, I hope I'm talking about the right guy but if maybe there's a part later on where you have to drive his car somewhere or whatever it is, not fully sure about that.2010-10-11 14:06:00

Author:
Dragonvarsity
Posts: 5208


You got it about the car, the last survivor. I wasn't sure how that part worked. I think I may need to put info in the first level about clues. When you are going throught the levels and you find locked stickers (non-share), those are clues. They are the ones you don't have to use to finish a level. If you went to the Capital Building by the boat you would have seen at least one there (not on the boat but right before at the building). You use those in level 5 to open paths for the finish. But yeah I think I really need to put that in somewhere in the first level then a possibly say in each level how many there are.2010-10-11 15:26:00

Author:
celsus
Posts: 822


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