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:: Memento :: otnemeM ::

Archive: 34 posts


My tribute to the film Memento (http://www.imdb.com/title/tt0209144/).

4/10/11 - Episides 2 & 3 (https://lbpcentral.lbp-hub.com/index.php?t=54749-Memento-otnemeM-Episodes-2-amp-3&p=824764) are now live!

http://ib.lbp.me/img/ft/52b2f4d67f0c5b0d4d40e02359f5b624a5398c1f.jpg
http://id.lbp.me/img/ft/dbd85e6defcc90e795c4103a6226c2b1ba2a3e21.jpg
http://ib.lbp.me/img/ft/3db578f1a44fc0c8a1a39218bef8e0cdc03e9f3b.jpg
http://ia.lbp.me/img/ft/d1a14541c46c7893ff00db0da21fc503e10f3349.jpg
http://i9.lbp.me/img/ft/489fde0a6f07936906dfe55033424c36feab832c.jpg
http://ic.lbp.me/img/ft/8fc5d607149afd5d4c656d4899deff1033f1a18d.jpg
http://ie.lbp.me/img/ft/26e39d90c31567fd92ec24eb98179e89f7a76156.jpg

http://lbp.me/v/y7-53x
2011-02-25 06:56:00

Author:
discokrakken
Posts: 108


I saw your thread... so yeah. I got some feedback...

1. The cutout of the corpse looks odd in LBP2. Maybe try having sackbot sideways... I know I've seen something like taht before :/
2. That weird thing in the motel room looks odd. The one with the face.
3. Stickers = no go in LBP2. I'd say to make a menu with a Sackbot and Holo and Controllinator and whatever to do it witout stickers which are annoying in LBP2... or in LBP1 but it is unnecessary in this level.
4. Cardboard car looks weird. Cardboard cutouts in general are bad :/


And in general the story was a bit confusing to me... Though I never watched Memento but that shouldn't matter methinks... Also, the note grabbing part just seems pointless to me but eh.

But yeah. I rated in with a good face but it wasn't the best. Though I guess it shouldn't need to be. But to me it just seemed discombobulated and not really in a good way- like it didn't know what it wanted to be really. I unno. It was an ok level, but not that great... hopefully I managed to help a bit... and not be too mean. anywho... /cough /runs
2011-03-25 01:08:00

Author:
RockSauron
Posts: 10882


Thanks for the feedback, RockSauron. The movie is incredibly confusing, but it's also one of the greatest suspense mindbender films ever created. If I tried to make this tribute level straight-forward, I would fail so badly at delivering a successful tribute.

I definitely get where you're coming from regarding the custom sticker cut-outs. They're so LBP1 2009, but there are good reasons behind their usage here, again related to paying tribute.

The car is important to the story, as it plays into the mystery. It needs to be a recognizeable sports car because the vehicle itself holds certain mysteries. I did some pretty extensive community object sharing research in this area, to see if someone had already made a suitable sports car. Frankly, all of the made-from-scratch vehicles in LBP look worse IMO. Everything in the LBP universe is ultimately bland materials trying to look nice and usually failing, and in the end I used my Eyetoy to capture an image of the real car from the movie, a late 90's Jaguar XK8. I'd love to see some AWESOME sports cars in showroom levels or real gameplay, but I'm pretty sure they're a myth. I've looked and looked but never found any, so I chose to do something unique.

The dead body in the opening scene had to be cardboard in order to be animated falling down in reverse. I was able capture all of the key animation frames of a sackboy being smacked to the floor, and arranged them backwards in this cinematic animation. This is to mimic the movie's iconic opening scene, which hints to the audience that this movie will be presented backwards. If I could program a sackbot to lie still on the floor, then on-cue perform a backwards falling animation, I'd do it, but the creation tools simply don't allow for this.

I'm not sure what you mean by "stickers are a no go." They're obviously functional and work perfectly fine, despite the requirement for enabled community settings. They also suit the story, since stickers as a note-taking mechanism fit the protagonist's need to store memories on photographs and such. I know controlinator-hologram menus are a new fad, but using an Atari-2600-looking menu system to accomplish the assembly of evidence to reach a conclusion strikes me as more of a step in the wrong direction plus much more difficult to create, in comparison to using sticker functions that LBP already does naturally. Lenny didn't use an iPad to track down his wife's killer. Stickers are a simple native element of LBP, and I think they work well here in both context and mechanism.
2011-03-27 02:53:00

Author:
discokrakken
Posts: 108


Just queued it. I love Memento. I'm intrigued about how you handle the backwards narrative. I have a couple of things queued up to check out that I hope to get around to in the next day or two.2011-03-27 14:28:00

Author:
Bercilak
Posts: 117


Its just a shame that this level isn't getting the plays it deserves.
Its by far the most unique level out there.
I like it...but you already know that cause i told you.
B.T.W. Thanks for having a bash on my lil level.
2011-03-27 14:35:00

Author:
RtooDee2
Posts: 175


Just queued it. I love Memento. I'm intrigued about how you handle the backwards narrative. I have a couple of things queued up to check out that I hope to get around to in the next day or two.
If you're familiar with the structure of the film, you'll definitely recognize the similarities. The full movie alternates color scenes going backwards and B&W scenes going forward until they merge at the end of the film with the climactic scene that fades from B&W into color, essentially tying the chronology together in the center of the timeline. I hope to cover the whole film like this, though it will likely take me the rest of 2011 to finish it unless I hit a hot streak. This episode is a condensed arrangement the events of the first 15-20 minutes of the film. I conceived and began building off of this idea way back when the global lighting tweaker was patched into LBP1, but it was too difficult to execute the concept with LBP1's tool set. I love the things sackbots and sequencers can do nowadays. No more magic mouths on cardboard!
2011-03-27 17:55:00

Author:
discokrakken
Posts: 108


This level is amazing. Well done with the animation and cutouts, I'm not sure what rock is talking about, I thought it looked really well made. Voice acting was spot on and the lbp twist on the dialogue was even better.

Unfortunately the sticker thing was a problem for me, but only because I generally do not accept community baubles and it took me a long time to figure out why I had no switch triggers when I was clearly supposed to be using a sticker. It wasn't really a design flaw I guess, but that could definitely throw some people off that also do not accept community prizes.

Other than that it was probably the first cut-scene-type-storyline-thing I've seen outside of the story levels that was actually interesting and driven, instead of the usually silly and easy-to-forget type stuff that seems to be flooding lbp2. I'm not complaining, everyone loves humor, but no other level like this has ever made me want to go see the movie its about.

Well done!
2011-03-28 07:13:00

Author:
LeastCreative
Posts: 49


Thanks LeastCreative! I'm thinking about how exactly to approach that. I might put a disclaimer somewhere about the community settings, but right now I'm basically relying on people being able to figure it out like you did. RockSauron really got me thinking about how I could use new LBP2 tech to replace the sticker section. I'd love to do a point-and-click adventure type of thing, but designing an evidence assembly minigame could be daunting to create, and would shut out players 2-4. Part of my design philosophy here is that one player will always control the lead character, and any additional players won't share that spotlight but they can still come along for the story, collect points, and in this specific section apply stickers.2011-03-28 08:49:00

Author:
discokrakken
Posts: 108


Hey discokrakken,

I'm reviewing as I play and I have to say this is one of my favourite films! My first thoughts are that I love the fact you have to shake the controller for the photo (I think that's the first time I've seen this in a LBP level), and the animations are great.

I really like the way you've seamlessly made the film into a game, it just works so well; i particularly like the integration between gameplay and cut scenes

No gripes whatsoever actually, it's a really lovely level and I'm definitely going to have to go and watch Memento again soon!

Thanks for your feedback on my level
2011-03-28 18:15:00

Author:
spitfire842
Posts: 22


I really liked your feedback on my level and I'd love to try this out...
But I've been planning to see Memento for a long time and I'm going to watch it soon. So I don't want to be spoiled about the story!
2011-03-29 13:04:00

Author:
Edeslash
Posts: 135


discokrakken (love the name btw) got this one queued up and you said you couldn't find any cars (good one's anyways) try this guys' cars. He makes awesome sports cars imho.

The_twinsoul @http://lbp.me/v/rvzzf5
2011-03-29 14:54:00

Author:
biorogue
Posts: 8424


The time-lapse at the beginning is outrageously good.

More, please.
2011-03-29 15:06:00

Author:
Kanada Ten
Posts: 87


Finally got around to checking this out...

Overall, an impressive level, and a nice homage to the film. I really loved the opening sequence. It would be awesome if you could figure out how to do it with a sackbot, but the cutout works just fine. I liked having to shake the controller to reverse develop the Polaroid. (My Dualshock was a bit sketchy, and I had some trouble getting the shaking to register, but that's not your fault.) I also really liked the title card with the photographs.

Nice work on the Leonard character costume. I was digging the mirror sequence. It looks like all you did was put a piece of glass in the foremost layer, but it was totally convincing.

There were a lot of cool ideas you pulled out in the first couple of minutes. The cuts to Leonard's Polaroids and his little notebook with the sticker switches were effective. I almost want this to be a full-blown gameplay mechanic, though, rather than just a matter of "stick this here to get on with the story." I would be cool to make the level more of an adventure-type game where you have to find the clues and put them in the notebook yourself, calling it up at will with a button press or something. (Or maybe you have to "unfind" the clues--you start with a full notebook and gradually empty it out as you go... Don't mind me, I'm just thinking out loud.) I think the story lends itself to that sort of thing more than platforming. Your shout-outs to platforming with the bounce pads and point bubbles seem a little out of place in that regard. I feel as if there should be more to look at and people to talk to.

I like your sense of humour. You do a good job sackifying the film and injecting some whimsical elements into your retelling. The teddy thing was a major groaner, but I loved it!

When you get to the scened where Leonard "paints" Teddy, I felt a little betrayed when you put the shooting on autofire. I feel like you should let the player have agency here. It might be a good way to pull the player into the story more, as well. Okay, so I just shot this guy and I'm not quite sure why. Well, as you work backwards you eventually find out...

A couple of very minor things caught my eye that you might want to fix. In the motel courtyard, the gameplay camera is still visible as you come down the stairs. Teddy (the bear) also has a player sensor on his crotch that is visible.

In all, some very nice work. You have the makings of a neat adventure game. The big thing I would personally like to see would be more agency on the part of the player.
2011-03-29 19:29:00

Author:
Bercilak
Posts: 117


I feel as if there should be more to look at and people to talk to.
Yeah, I definitely agree with you about this... What sucks is that the level keeps glitching and I have to rebuild it on a new moon crater! I have a bit of thermo left for decorating, but eventually the level decides that the player should see their score at all times. Points have very little bearing on the level itself, but the stupid thing never goes away! I refused to accept this, and have rebuilt the level once as a result. Then I did some more polishing and added voice acting, and then it happened again. I currently have a backup of the level where I predict I have about 40 or 50 create mode actions remaining before the glitch takes hold and I'm forced to rebuild a second time. I just wish LBP would let me work on this level without completely screwing me like this.


When you get to the scened where Leonard "paints" Teddy, I felt a little betrayed when you put the shooting on autofire.
This is actually me feeling betrayed by the LBP2 tool set. I can't figure it out! The sackbot just fires on his own. Between the controlinator settings and the sackbot behavior settings, I just can't figure out how to get the sackbot to only fire when the player hits R1. In attempting to troubleshoot this, I noticed that you can fire really fast if you mash the R1 button, but regardless the sackbot itself is somehow holding down R1. I posted a thread about this in the help forum but I'm pretty sure it got buried before I got any real help.


In all, some very nice work. You have the makings of a neat adventure game. The big thing I would personally like to see would be more agency on the part of the player.
Definitely, this project has been difficult to approach as a designer, particularly conceiving fun things to do within the story and its various settings. I kind of feel like I have to do things like points bubbles and jump pads just to give the player something platformy to do to keep things interesting. Otherwise you're just walking around my bland motel scene.

Thanks for mentioning those visible tools BTW!
2011-03-29 20:07:00

Author:
discokrakken
Posts: 108


Yeah, I definitely agree with you about this... What sucks is that the level keeps glitching and I have to rebuild it on a new moon crater! I have a bit of thermo left for decorating, but eventually the level decides that the player should see their score at all times. Points have very little bearing on the level itself, but the stupid thing never goes away! I refused to accept this, and have rebuilt the level once as a result. Then I did some more polishing and added voice acting, and then it happened again. I currently have a backup of the level where I predict I have about 40 or 50 create mode actions remaining before the glitch takes hold and I'm forced to rebuild a second time. I just wish LBP would let me work on this level without completely screwing me like this.
There was something in a thread about this recently, where they suggested building the level in small sections, each on it's own crater; then putting each section into an emitter and emitting it (while destroying the unseen areas) as needed. It seemed to help with that particular issue (160-hour bug?).

As for the auto-shoot, that's really odd... It didn't seem like the player-bot was auto-grabbing things, why auto-shoot? @,@
2011-03-29 20:22:00

Author:
Kanada Ten
Posts: 87


There was something in a thread about this recently, where they suggested building the level in small sections, each on it's own crater; then putting each section into an emitter and emitting it (while destroying the unseen areas) as needed. It seemed to help with that particular issue (160-hour bug?).

As for the auto-shoot, that's really odd... It didn't seem like the player-bot was auto-grabbing things, why auto-shoot? @,@
Yeah, I think the score display issue is another symptom (though uncommon) of the 160 hour glitch. Strange though that when I rebuilt my level in a fresh moon crater, the glitch came back after about 15 hours of editing. This suggests that it may be due to the complexity of my level as a whole, which strikes me as odd because I've seen levels with much more complicated logic and wiring under the hood that do not exhibit this problem.

On the paintinator thing, it may very well be that at this point, LBP2 does not allow you to fix this easily. The pervasive sackbot behavior seems to be, "Am I holding a gun? HOORAY PEW PEW PEW!!" My Help thread about this (https://lbpcentral.lbp-hub.com/index.php?t=50892-Two-problems-with-controlinated-sackbots-also-player-data-question) shows a response I hadn't seen yet. Someone suggests using two movie cameras and a NOT gate... Somehow I have my doubts that this will work but I'm going to try it and see for myself.
2011-03-29 20:50:00

Author:
discokrakken
Posts: 108


Man, what baloney. I was totally over this paintinator autofire issue until Bercilak reminded me how much I hate feeling powerless to change it.

The recommended camera/NOT-camera solution posted in the help thread did nothing. I'm trying to replicate this problem "in the wild" to see if I can learn more about it. I'm going to refer to the front, middle, and back planes as planes 1, 2, and 3 respectively. I'm going to refer to two sackbots, player and enemy.

Using default sackbot behavior, player sackbot can equip a paintinator, and he will not autofire regardless of which planes the player and enemy currently occupy. Now, let's say I turn the enemy sackbot to hostile. This triggers some really awkward behavior in the player sackbot. The enemy sackbot can be in any layer, it doesn't matter. If the player sackbot is in layer 1, he will autofire. In layers 2 and 3, he will not autofire, however he will sometimes autofire when switching between layers 2 and 3. BIZARRE.

In my level, after Lenny and Teddy have their words, there are some behavior changes: Teddy's emotion changes to frightened, but his behavior remains non-hostile. Lenny becomes angry but also remains non-hostile. Lenny, in this moment, is programmed to be unable to change layers. This prevents him from walking behind the paintinator, and then having to switch layers to be able to fire upon Teddy.

I'm trying to replicate the issue "in the wild" using non-hostile sackbots and it's just not happening. I wonder if I'm just trying to do things nobody has tried before, and running into problems that MM never ran into themselves.
2011-03-29 22:10:00

Author:
discokrakken
Posts: 108


This is just a shot in the dark but there is a chance you have the bot set to hostile regardless of controllinator override and clearly it CAN use paintinators. Who knows though I'm just guessing. its also possible that something is connected to the R1 input that maybe should be inverting its output in some way or something. maybe if you have something hooked up for the sackbot to shoot in the first scene, copy the sackbot and make a seperate one for the player to use.

I don't really know what I'm doing and i'm far from an expert, just guessing haha.
2011-03-29 23:27:00

Author:
LeastCreative
Posts: 49


just played your level. Brilliant! Can't wait for the rest.

I love it all, transitions, pacing, comedy (the guy with the pan slapped me !! =D), great acting, a job well done.
You even did a good job putting a timer on the notes pick-up, which i realized you needed immediately, but thought it might have been overlooked, but you got it.

I do have some suggestions though.
- you may have done this but is it possible to do negative points if you put the sticker on the wrong thing? that would be cool.
- when you flipped the car for the trip back you also flipped the controls, L1 was move right and R1 was move left instead of the other way around, which was not intuitive to me.
- some of the point bubbles were annoying/harder to get (you may or may not want to change it), the bottom-most in the set above the hotel guy, and two in the straight line a third and two thirds in respectively, i got all of them except for those two on my first jump and then had a hard time getting them...
- you might want to try putting more sackbots in the diner to liven it up some. and maybe somebody in the other hotel room for laughs?
- lastly, it was probably my controller, but as soon as i picked up the paintinator i started shooting and couldn't stop, anyways I hit teddy before going downstairs... dunno if i missed out on something, or if other players might accidentally miss out on something.

can't wait to see the rest. great job. ^^d
2011-03-29 23:47:00

Author:
fei0x
Posts: 61


Memento was indeed a great movie. I must check this out! Queued!2011-03-30 01:56:00

Author:
Unknown User


(the guy with the pan slapped me !! =D)
Bwahaha! The diner claims its first victim!


- you may have done this but is it possible to do negative points if you put the sticker on the wrong thing? that would be cool.
It's possible if I hide the sticker sensor and go with a microchip instead. I can think of an easy way to subtract points once: If any sticker <AND> <NOT> correct sticker -> Lose points. At that point, I don't know if the "any sticker" sensor would accept a new sticker and produce new output. Either way, I like having the sensors visible (like the grab sensor on the briefcase) so you're quicker to realize how the puzzle works.


- when you flipped the car for the trip back you also flipped the controls, L1 was move right and R1 was move left instead of the other way around, which was not intuitive to me.
Yeah, I've tried a number of things here. This idea is driving game inspired: R2 is accelerate, L2 is brake/reverse. I may ultimately switch it to left analog stick.


- you might want to try putting more sackbots in the diner to liven it up some. and maybe somebody in the other hotel room for laughs?
Yeah, I think it seems empty in there too. Good suggestion!


- lastly, it was probably my controller, but as soon as i picked up the paintinator i started shooting and couldn't stop, anyways I hit teddy before going downstairs... dunno if i missed out on something, or if other players might accidentally miss out on something.
Nope, you didn't miss anything... The scenes are backwards like the movie, so if you piece them together in your head it should make a little more sense. The earliest moment in the timeline here is Leonard coming out of the diner bathroom, and the latest moment is Leonard shaking the polaroid of dead Teddy.

TYVM for the feedback!
2011-03-30 09:13:00

Author:
discokrakken
Posts: 108


Queued it up for my break. Gonna give you my (biased) review afterwards. I say biased beacuse I LOVE Memento. F4F is my sig if you feel like returning the favor!2011-03-30 14:14:00

Author:
Alphagaia
Posts: 64


Autoshoot occours when you setup another sackbot as an enemie. Maybe that will help in your efforts to turn it of?

Well, I played it. Had to restart as soon as the 'picturepuzzle' started as my settings on collecting stuff from the internet was turned off.

First off, nice atmosfere! Very good start with the reverse look. The level itself, was almost nothing more then watching a movie. Not a lot to do. There isn't a lot of replay value after you seen it once. I kinda wished I could do more things, like opting NOT to kill Lenny.
The phone conversations seemd to bug out on me. I have to keep R2 pressed to read it, otherwise the conversation ends and the next bit of movie starts. Maybe you should let it trigger even if you only briefly press grab?
Also, it justs ends. Will it get a sequel?

Dont get me wrong: I loved your style and the mirror bits and stuff, this has great atmosfere. As it is, its very confusing for non players.
2011-03-30 15:00:00

Author:
Alphagaia
Posts: 64


Autoshoot occours when you setup another sackbot as an enemie. Maybe that will help in your efforts to turn it of?
I'm pretty much at this point right now. I'm almost ready to look through all behaviors programmed into all the sequencers of all the sackbots, digging deep for one set to hostile somewhere in the level. I never intended to set any of them to hostile, and the behavior chips in effect at the moment of autofire are certainly non-hostile, yet autofire will still occur. I feel like I'm going to kick myself if/when I ever figure out how to fix this.


First off, nice atmosfere! Very good start with the reverse look. The level itself, was almost nothing more then watching a movie. Not a lot to do. There isn't a lot of replay value after you seen it once. I kinda wished I could do more things, like opting NOT to kill [Teddy].
Thank you! Yes, feeling like you're in control of something meaningful is easily the biggest struggle in a production like this: How do you inject gameplay into the constructs of an established film, particularly when the film has such a heavy focus on dialogue over action? Ongoing, I'm looking for more silly ways to tap the movie's themes for mini-games and such.

I'd love to give Lenny the option to leave Teddy alive (he really should go see what's in the basement, hehehe), but Lenny's conditioning is way too good.


The phone conversations seemd to bug out on me. I have to keep R2 pressed to read it, otherwise the conversation ends and the next bit of movie starts. Maybe you should let it trigger even if you only briefly press grab?
Good suggestion, I've been thinking about this quite a bit. Initially I half-expected almost every player to grab-and-hold like many things in LBP require, but more and more I'd rather do a miniature cutscene instead of relying on the player to keep the magic mouth activated.


Also, it justs ends. Will it get a sequel?
Definitely, planning 5 episodes in total, though I think I might wrap up the story with a cinema level at the end. Not sure if 5 episodes can cover it all at this point. I have my episode 2 screenplay and have been constructing new set pieces for episodes 2 and 3. I plan to draft a sketch of the level before I start building so I have a blueprint to work from. Since it's a common question, I thought I'd take this opportunity to offer an episode 2 SNEAK PREVIEW :O

http://i8.lbp.me/img/ft/708c8e09a231f4de1af5b1b56310e6ae7f38368a.jpg
Hello, my name is Leonard Shelby, and I'll be investigating your insurance claim. I'm afraid I'm going to have to order more... "tests."

http://ib.lbp.me/img/ft/0dbe5f4dc824f19f1403205a43ddf43b673bf1bc.jpg
Sammy Jankis and his wife in their living room. Looks like that grandfather clock is big enough for someone to hop inside and change the time, but why would someone want to do that?

http://i2.lbp.me/img/ft/602e4807ed218d24abd65f3b98db2be844580202.jpg
Natalie in her living room. The set will be used in episode 3, though Natalie herself will be introduced in a diner scene in episode 2, where she meets Lenny to provide the evidence that served as a central focus of episode 1.
2011-03-30 17:35:00

Author:
discokrakken
Posts: 108


Firstly I haven't seen the film (on my rental list!) so here's the critique on the level in general.

- Nice lighting throughout. Quite a good contrast in most rooms to give interest.
- Was that the bed intruder song in the car?!
- Excellent use of stickers to both present facts, story elements (like people/numbers) and locations. Liked sticking the facts into my book.
- Voice acting seems very clear. Rare that I can actually hear voices in levels properly.
- Most environments had a lot of atmosphere. The scene where you kill that guy was a bit bland though in comparison. Maybe in the film it was an empty room but I'd have liked to have seen that scene with more details. just a few tables or broken chairs or whatever you may find in an abandoned building.

Will probably revisit once I've seen the film. Very clever way of navigating the level though. Liked the notes/stickers in your book.
2011-03-30 21:12:00

Author:
faulky
Posts: 80


EDIT: REPUBLISH CELEBRATION!! FANFARE AND FIREWORKS AND WHATNOT
I finally figured it out dudes! The autofiring sackbot issue. Rather than dig deep for a hostile chip, I just turned the sackbot's awareness radius down to 0.1, and bingo! I also added a little disclaimer for the disabled community settings crew. Enjoy!


- Was that the bed intruder song in the car?!
It certainly was, and it can be yours as well! There are lots of search results for Bed Intruder now, but I believe the one I used came from the very first one published. Check it out:

http://lbp.me/v/wr4m-w


- Most environments had a lot of atmosphere. The scene where you kill that guy was a bit bland though in comparison. Maybe in the film it was an empty room but I'd have liked to have seen that scene with more details. just a few tables or broken chairs or whatever you may find in an abandoned building.
That's a great suggestion. I'm running into a glitch as I attempt to add a disclaimer at the beginning, and hope I don't have to rebuild this level again, but we'll see what I can do.
2011-03-30 22:42:00

Author:
discokrakken
Posts: 108


Amazing level. After playing through it, I can take your advice on voice attacking to heart. It was by far my favorite thing in the level.

As to comments concerning the body, I thought it was amazing. The animation was great and really worked for me.

I think the biggest compliment I can give you is that it has inspired us to buy the movie, as Kythca hasn't seen it yet.
2011-03-31 05:25:00

Author:
Unknown User


Ok so I haven't seen the film but this level was extremely impressive! It was fairly easy to follow what was going on and an enjoyable experience. I also liked the "look" and theme of the level. I didn't have any major issues while playing it. Good work!2011-03-31 07:43:00

Author:
Unknown User


Amazing level. After playing through it, I can take your advice on voice attacking to heart. It was by far my favorite thing in the level.
That's great to hear! I really nurtured my vocal parts because I'm such an auditory thinker, and did lots of re-records whenever the furnace would kick on in the middle of a take, or whenever the cat would chime in during a take, etc. My bias puts a heavy emphasis on audio design, and I've heard plenty of bad-to-average voice acting in LBP2 already, so I wanted to do everything I could to make mine stand out... short of a casting, anyway, haha.

Here's another example of fantastic voice acting, a point and click adventure: http://lbp.me/v/xq9-2f

I'm proud to have sparked some interest in the film too. Anybody who has enjoyed Nolan's post-Prestige films like Inception or Dark Knight really owes it to themselves to check out Memento.
2011-03-31 17:37:00

Author:
discokrakken
Posts: 108


Great job! I loved this movie when it came out. I haven't seen it in a while, but I feel like you did a good job keeping it faithful to the original while reworking it to be humorously LBP ("Sack Fransisco" Haha!) I have only played part 1, but will definitely give the others a play soon. Good job.

j
2011-04-12 07:19:00

Author:
Unknown User


You know, I'm a fan of Christopher Nolan myself, so I chose to queue this level up. Do expect a review by shimsok to appear in your reviews section by the end of the day. In the meantime, do you think you could also review a level me and my crew have created? http://lbp.me/v/y4n7x0

The F4F thread: https://lbpcentral.lbp-hub.com/index.php?t=53375-The-Missing-Piece-Part-1
2011-04-12 21:51:00

Author:
Scholarship
Posts: 105


Really great level. Everything was fantastic. I think my favorite aspect of it was where you had to actually 'write' (sticker) down the clues in the journal, I'd love to see that expanded somehow. The LBP humor was great too, it never detracted from the drama of the actual story and really made it your own as well. I loved all 3 levels in the series so far, can't wait to see more!

If I had any criticisms, I would say it's that the visuals in the hotel (the outside area) and the diner could use a little something, those environments seemed a lil' bland. Other than that though, there's no criticisms I can think of. Even the pancake minigame was awesome and unexpected
2011-04-13 20:10:00

Author:
Dietomaha
Posts: 156


Heya discokrakken!

Excellent level based on an excellent movie. I didn't finish because the car leaving the motel wouldn't start, but I played through enough of the level to like what I experienced.

As several people have mentioned, you've taken great pains to recapitulate the feel of the movie, and it shows: reverse stop-motion animation, Leonard's (and, really, the other characters&apos Sack design, especially those "tattoos", the mirror effect and the motel layout.

I did not find any of the game elements t be compelling and thought they took away from the grave plot-driven adventure, but I also understand why you might want to keep some scoring gameplay, considering it is LBP.

My biggest gripe is with the typography. It is a ton of work, but default LBP bubble letters really don't cut it, in my opinion. Custom lettering would allow you to much better fit the theme of the level and accommodate the Leonard-uses-different-writing element of the movie plot.

Still, I had a good time and enjoyed several "wow" moments. Well done!

P.S. I think LBPC ate my first review. If you know that I've said this somewhere else before, please let me know and I'll get rid of it lickety-split.
2011-04-19 14:04:00

Author:
Fobstar49
Posts: 75


Oooo I love this movie! its one of my favorites! I will definitely check it out when i can. What a great tribute to have a mystery, heavy rain-like element!2011-05-09 05:10:00

Author:
Dortr
Posts: 548


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