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SA reviews "The Final Frontier"

Archive: 5 posts


Alright, as per request the reviews will start with "The Final Frontier", a level by super_sonic5411 (that's a mouthful), which appropriately resembling it's Star Trek reference takes place in outer space.

The stage is simple enough to understand, you land on a meteor storm or possibly the most unstable planet in the universe given how many empty voids are around it, and run into a lost spaceman who tells you that he was assigned there to find his friend who crash landed somewhere else on the meteor storm probably due to receiving terrible directions from Yahoo!, and also to clear out the aliens inhabiting the meteors for whatever silly reason. Anyways, he pretty much entrusts you with his assignment and off you go.

By the way, small detail I'd like to point out, deciding to make all the floating meteorites out of float block was a genius move. Right, back to the review.

After some rock hopping, you must make a decision, either to find the spaceship which is guarded by a few self-defense drones or fight the aliens which are all pretty much just oversized scorpions. Because this stage splits into 2 segments I will now have to split the review 2 different ways and review each path like a separate level.

Going up - Finding the Spaceship
Well, you start by climbing upward a ridiculous distance with an equally ridiculous amounts of bubbles, which means this path has a lot of free points with little danger. Heck even when you do run into security bots all you have to do is rush them and its chocks away (British joke). After a while, you will reach another expanse of floating rocks like the beginning of the stage except this time you best not fall down: unlike the start of the stage where falling means you get eaten by space gas, falling in the second segment means you will fall to the bottom of the stage where no stage construction exists, and will be forced to kill yourself (might wanna fix this). Overall, it's extremely easy and while being a little more interesting than many other stages in terms of appearence, there really aren't any truly redeeming features about it. Overall, a little better than mediocre and happens to be in space.

Part 1 score:
5.5 / 10
Easily defeated enemies, no presentable challenge what-so-ever. Still, it's space with floating rocks

Pushing through the horde - Fighting the aliens
Well, I think you may have noticed this but the bottom path is pretty much the top path, except replace all of the score bubbles with space scorpions at a 3-1 ratio. Unlike the top path where you are jumping more than old fashioned Mario stages, this one is just a straight shot through that only involves fighting scorpion after scorpion, each one ready to destroy you with their "lightning bullets". Just like the security drones, it's best to wait till they are coming in your direction, then rush and attack since like the security bots their attacks are based on player sensors. Anyways, after a long ordeal, you finally find the king (or perhaps queen?) scorpion and must slay it with all the enthusiasm you have left to squander. While the scorpions in front will shoot you with player sensor electric shots, the giant one will shoot with fire shots based on a timer, so dodging both is a little tricky at first, but it shouldn't take more than 2 deaths for the casual player to get it (I did it in 1). However, taking down the giant one proves to be a daunting task at first, especially hitting the final weak point on the tip of it's tail, but hopefully you will tap into the hidden sack art of momentum and emerge victorious. Overall, fighting the endless amount of scorpions gets quickly boring but the last boss is quite tricky and well designed, making it a bit more entertaining.

Part 2 Score:
7.0 / 10 (maybe 7.5)
Scorpions are pretty easy, no actual variety to the stage, but the end boss is really something to fight, and definitely a bit more challenging than you might think.

All in all, the stage was definitely made with the best of intentions, and the appearance is certainly well placed and better done, but it just can't help but be easily boring at times and deciding between the 2 paths pretty comes down to what you want in the level, and here-in lies the level's biggest flaw. The choice of direction is pretty much an absolute, either you want tons of points and jumps or you want tons of monsters and a boss, but I think it would be nice to have some middle ground here; a level that would've had tons of monsters and a lot of jumping and points plus a boss at the end would've easily won me over for the 7.5-8.0 score, but when you spend the level trying to please multiple audiences you find yourself out of things to give and overall just give a pariah performance on all sides.

Final Score:

7.0 / 10
Each path has its share of ups and downs, but overall it's still a fun experience no matter how you play it. It just felt like it would've benefited more from combining the paths. Also, the floaty space rocks, nice touch.

As a side note, the only proper way to play this level is with the Spacesuit helmet.
2008-12-12 03:36:00

Author:
Shining Aquas
Posts: 353


Your reviews are awesome, and a bit funny. + Rep from me.2008-12-12 04:22:00

Author:
Whalio Cappuccino
Posts: 5250


Could you elaborate more on the robots? I made them for him.2008-12-12 23:23:00

Author:
Unknown User


Could you elaborate more on the robots? I made them for him.

THEY MADED OUT OF METALS AND SHOOT LAZA BEEMS!

Ok, on a more serious note, the design for the robots is fine, and the idea to have them turn around and fire the "laser" is a nifty trick, but it is easy to destroy them due to the fact that they are limited to only a single layer and can easily be attacked from the front or back layers. Also, there were a couple incidents in which I was able to strike before the beam got out.
2008-12-12 23:27:00

Author:
Shining Aquas
Posts: 353


THEY MADED OUT OF METALS AND SHOOT LAZA BEEMS!

Ok, on a more serious note, the design for the robots is fine, and the idea to have them turn around and fire the "laser" is a nifty trick, but it is easy to destroy them due to the fact that they are limited to only a single layer and can easily be attacked from the front or back layers. Also, there were a couple incidents in which I was able to strike before the beam got out.

The lights aren't supposed to make it look like the robot is turning around, it's supposed to be different modes. The blue light is neutral and the red light is attack mode. Don't know if you could tell, but the warning alarm sound is on when it changes to red.

About the lasers, I personally had a different design of preference. I had one where it shot pellets of electrical glass, but Super_sonic insisted on a solid brick laser one. The problem with the brick laser one is that if a player is in the emitting space, the laser won't emit because the player is standing there. I could only set the laser on it's own trigger switch that was larger, so that the player would activate the start of the laser first, assunming they'd keep running for the robot. I believe the blaster would've worked much better, as it is less likely the player will interfere in it's emitting space.
2008-12-12 23:39:00

Author:
Unknown User


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