Wednesday, January 28, 2009

Level Review: "Sack Wars ep. IV : too late!" by Deweychat

"Sack Wars ep. IV : too late!"


I first saw this level while I searched for Star Wars themed LBP levels on-line. There are numerous levels that are Star Wars inspired, some are more successful than others in capturing the Star Wars essence. Most levels are simulations of vehicles such as the AT-AT, the snowspeeder, the land speeder, the X-wing fighter, etc… There is only a handful that tries to immerse the player into the Star Wars universe in the Little Big Planet style.


"Sack Wars ep. IV : too late!" is a level created by Deweychat, in my opinion, is the best Star Wars parody that I have played so far. The level captures all the major events from the movie Star Wars: A New Hope, but gives it a hilarious spin to the storyline. As stated in the title, you get to follow Luke's journey, but just a bit behind the actual storyline. So you arrive at every scene after it had already happened.


Here is the footage of on youtube:




The overall craftsmanship of the level is not very good, but it does gives a certain charm to the level so it stands out from others. Example, paint that does not cover the entire object, objects with jagged edges, visible patch works, and camera views that wonders off and reveals glimpse of unfinished areas are what makes the overall design and look of the level kind of “rough around the edges”. But surprisingly, it works in this case. It did for George Lucas with his original production design of A New Hope.


Some memorable scenes would be the Rebel Blockage Runner escape pod drop to Tatooine; the trip on the Jawa's Sand Crawler thru the “sand storm”; the visit to the cantina to meet Chewie’s brother Dewie; the light speed ride on the Millenium Falcon 2 and the crash land into the Death Star; the Death Star trench was quick but presented effectively to get the point across which led to the destruction of the Death Star.


In general, the level was not too hard to get thru; there are some frustrating moments like jumping over a crate in the Blockade Runner while avoiding laser beams (very beginning of the level); or a scene in the Death Star where you are trying to jump on to some wobbly tiny platforms and not fall into an electrified pit. There are some glitches that I discovered by accident.


- Getting on the Jawa Sand Crawler, make sure you don’t leave the sponge stuck on the high platform. Because if you die before you get to the cockpit of the crawler, you will be forced to start over because there is no other way to climb up the crawler.


- Don’t die inside the cantina before you get on board the Millenium Falcon 2 (I am sure the creator did not expect anyone to die in the cantina scene). The cantina door opens after you activate the switch high above the door and closes right after you enter the cantina. However, once the switch is activated, there is no way to activate the door again. If you happen to die inside the catina, you will respawn outside of the cantina staring at a closed cantina.


I appreciated the details that Deweychat put into the creation of this level which made the level a better Star Wars inspired level compared to other. You can be the judge of it by playing it. Let me know what you think!

My rating for this level is as follow:

Overall Impression: B

Replay Value: B-

Storyline: B+

Craftsmanship: C

Prizes and Gifts: C-

Thursday, January 22, 2009

Cubeecraft



I found this interesting website that I want to share with everyone:

Paper toys that do not require any tape or glue to assemble! Just print, cut out and fold. This is one of my favorite characters available for download... AND FOR FREE! In this economy, there is nothing better than that! Visit the site and ENJOY!

Friday, January 16, 2009

Level Review: "Good, Bad & Evil" by Zaphloo

"Good, Bad & Evil"

Armyless recommended this level. Since I had a great time reviewing his "Little Big Dreamer (v 2.2)", I thought to check out his friend Zaphloo's level as well.


My first reaction to the level was of interest because of the number of plays and hearts this level received, and the community's feedback was correct. The level is very well designed, with a good storyline, and very entertaining.


"Good, Bad & Evil" is a horizontal/vertical linear progression level, that does not use any standard background template from the game. The environment is very austere in the beginning, duo chromatic (white and fuscia), there is a certain “angelic” or “heavenly” quality to the environment which plays into the storyline as a whole. Zaphloo takes you right into the story by introducing your guide, a 2D talking triangle (almost reminds me of a computer cursor in a way). The storyline concentrates on ideas - good, bad, and evil. A simple concept, but effective as a theme for this particular level design. The triangle character states that ideas (depicted in the games as grab-able cylinders) are everywhere and being produced constantly. Some ideas are good (green), some ideas are bad (red), and a few of them are evil (black).


The game proceeds to take you on a tour of the “idea factory” and presents to you a very entertaining point of view how ideas are born, sorted, discarded, categorized, and praised. Something happens during the tour, and the factory malfunctions. Evil ideas take over the factory and overwhelm the production line. The factory falls apart, until it is completely consumed by evil ideas. At this point of the game, the entire feel of the level changes drastically to a grimy, dingy dungeon like maze, almost “hellish” in contrast from the beginning of the level. Eventually you are faced with the grim reaper, the evil idea boss. There is a simple message at the end of the level, which I do not want to give away. Here is the video clip on Youtube:



There are numerous instances in the game that I thought was ingenious in the way how it was presented and how the player interacts in the level. The sorting wheel of ideas in the beginning and how you have to gather 5 good ideas to open the next stage door; the machine that discards bad ideas, the idea classifier machine, to mention a few. Please check out this level from Zaphloo for yourself. You will not regret the 10 min. you will spend experiencing this level.


My rating for this level is as follow:

Overall Impression: A-

Replay Value: B

Storyline: B+

Craftsmanship: A-

Prizes and Gifts: C (PS: After having a conversation with Zaphloo about the lack of prize or gift at the end, he mentioned that due to a possible virus or programming glitch, he decided not to flood the players with his custom creations. Thank you Zaphloo for update.)



Thursday, January 15, 2009

Level Review: "Illumination" by Orangenirvana

"Illumination"


I happen to come a cross this funky level design by Orangenirvana. I don't think I came across a level this funky in LBP user designed level yet. You can say it is a "study" in LBP lighting usage, or an essay about "light and dark" composition, or just pure plain fun with lights while making this level. My reaction at first was "WTF!", but very quickly you get the big picture.

"Illumination" is a typical straight forward horizontal/vertical platform level where you go from point A to B. What is not not typical is the fact that aside from illuminated floating elements and strategically placed lights in the game, the entire level is pitch black. It is really hard to describe the level in general so you will have to experience it yourself. Here is the video clip on Youtube:



After seeing the level, I wonder if the level would be as attractive if the lights were all turned on and we see the inner workings of the level. Maybe one day Orangenirvana will provide us with that answer. Tell me what you think about the level after you experienced it. Love to know what you think.

My rating for this level:
Overall Impression: B-
Replay Value: C+ (just to figure out what the hell was going on)
Storyline: N/A (doesn't have one)
Craftmanship: N/A (can't see it)
Prizes and Gifts: D

Level Review: "Tomb Raider: LittleBigTemple" by marcocatena

"Tomb Raider: LittleBigTemple"

I found this level while surfing Youtube's Little Big Planet channel. I was drawn to the level because it looked like a level created by a Media Molecule designer. The clip on Youtube was edited, so I was skeptical how the overall level design would be like. Here is the video posted on Youtube:




So I proceeded to search for marcocatena's creation in the LBP Community. To my surprise, he is a veteran level designer with several published levels already (others levels will be reviewed in the future).

"Tomb Raider: LittleBigTemple" successfully recreates the Tomb Raider game/movie environment in the Little Big Planet style. The design of the level is well thought out, and the use of materials are thematically coherent. The level's horizontal and vertical linear progression is very easy to follow. No messy multi-path maze. The level had a finished look right from the start. The quality of the way things are put together is superb. No jagged edges on the objects or visible patch work. I was able to immerse into the experience immediately. The use of different camera angles was also important in presenting the environment to the player.

The player enters the game over a small waterfall and river creek. As you proceed further you will encounter a waterfall as the backdrop over a broken stone bridge. Marcocatena's use of glass elements to depict calm flowing water is simply ingenious (slow moving plane of rippled glass combined with water sound and gas elements makes for a perfect combination in this case).

The design of the ruin is very well conceived, using predominantly the stone palette, you really can't sense how vast this temple ruin is until you actually experience it. The linear progression is not only horizontal, but it takes advantage of the vertical planes as well. The same scenic element at a lower levels of the game, is used to create additional obstacles on the upper planes (i.e. columns that you might be walking pass by in the lower level, becomes island steps that you will have to skip on when you get to the higher ground).

Booby traps makes this game very enjoyable. They are strategically sprinkled through out the level. Some are in plain sight and obvious, others are hidden, but all of them gives the player just enough time to think and get out of trouble. Wobbling columns that shifts when you step on it, rolling fire giant balls and logs, disappearing steps, walls that closes in on you. [spoiler alert] A very memorable scene in the game is near the end when you fall into a chamber with spikes on the side walls with no apparent way out. Suddenly, the walls start to slowly close in on you (I particularly appreciated the 1/2 a second pause after you dropped into the chamber before the walls started to move, a very cinematic approach). Remind you, at this stage of the game, you've already survived numerous booby traps along the way, so instinctively you are prepared for the worst. You see in the background a proximity switch (a regular LBP gamer will know that the switch is there for a reason), so you are desperately jumping up and down trying to activate the switch hoping to stop the advancing spiked walls. Just when doom is eminent, a trap door on the floor opens and you fall into a sacrificial chamber below. Only if LBP had more dramatic music score for situations like this...

There were some clitches that I found:

1. Near the entrance of the temple where you encounter the first fire log rolling obstacle, there is a section of the floor that changes material creating a joint line on the floor. That joint line created a bit of a log jam if you accidentally stumble over a fire log at the right location, the pile up makes it impossible to jump over and you will be forced to restart the level.

2. The spiked wall chamber, once you drop into the sacrificial chamber below, if you do not have the D-pad control all the way to the right, you will find yourself on the left side of the sacrificial table after your fall. Unfortunately, the table is "just" tall enough that you will not be able to jump over it which will force you to commit hari-kiri and restart from the previous check point.

I recommend everyone to give this level a try and not get discouraged by the level of difficulty in getting pass certain stages. After all, nothing in Tomb Raider is ever easy right?

I rate this level as follow:

Overall Impression: A

Replay Value: B+

Story Line: B

Craftsmanship: A

Prizes and Gifts: B

Tuesday, January 13, 2009

Level Review: "The Scale of Earth's Time and Space" by Armyless

"The Scale of Earth's Time and Space"

Following up Armyless's level "Iittle Big Dreamer (v 2.2)", he takes a 180 degree approach on his next level. "The Scale of Earth's Time and Space" is the first "educational" level i played on LBP. It is a quick visual lesson about our solar system and earth's creation. From the solar system's planet size comparison, to a very interesting way to depict the geological time line of our planet earth. The level has a common thread from the beginning to the end. The linear horizontal progression (vertical at times) of the level is relaxing to navigate. It is one of those "sit back, relax, and enjoy the show" kind of level.

Elements used in the level are very simple. There are some notable moments. In planet earth's geological time line, there is a part where the use of "fairy lights" and emitters created a very convincing lava spewing scene from the earth's core. It that was a visual treat (I will have to borrow this idea in my future levels).

I give this level as follow:
Overall Impression: C+
Replay Value: C
Story Line: B (For its educational purpose)
Craftsmanship: B-
Prizes and Gifts: C







Level Review: "Electric Avenue" by ba55tyd

"Electric Avenue" by ba55tyd

This level came recommended by a fellow LBP player, Larazoom. Since she does not create any levels, she spreads the word for others.

Electric Avenue is a simple horizontal/vertical platform level using predominantly MGS level components. I do not believe there is a storyline behind the level, but to go from point A to B. The craftsmanship of the level is very precise and clean. However, at times, it is a bit monotonous since the same elements are used over and over again (i.e. rotating barrels all over the level). Very good use of lighting elements so the phosphorescent lines of the MGS VR wall panels glow in the dark. [spoiler alert] There is a stage where you get to run across several wobbly platforms to get the the paintball gun fight. Going from left to right on the wobbly platform was easy, but returning was a pain (we will get to that later). The paintball gun fight was dissapointing. The lack of camera angle use (you couldn't see who was shooting at you), and the lack of design on the "blocks" shooting back did not make the gun fight sequence enjoyable at all. There was no purpose to the gun fight with the exception of activating a lever to have a platform drop down and open up the path to continue on with the level (we will get to that a bit later too). You are forced to return to where you came from. Going on the wobbly platforms from left to right was challenging, if not frustrating in the beginning. However, with a little bit of practice and making sure you always jump from the center point of the platform to platform, you should be able to make it in one piece.

I did not finish the level because i got stuck right after the vertical ladder at a glass bridge that blew up before I was able to get across it. What was interesting about this part, was it suddenly had a change in the look and feel of the level. Instead of an endless MGS VR wall panels, it became more rustic and grimy. I am not sure if the end was on the other side of the bridge, but I was sure discouraged to proceed after having gone thru the wobbly bridge 4-5 different times. I might try it again after my frustration had faded.

Final note, do not attempt to play this level with multi-players. You will end up watching one player most of the time because one will advance further than others which will kill off your partners. There is no co-op areas.

I give this level as follow:
Overall Impression: C+
Replay Value: C
Story Line: D
Craftsmanship: B
Prizes and Gifts: C