![]() Docked or undocked, the draw distance occasionally calls to mind the age of the N64 as not-too-distant mountains disappear into a grey fog. With the player having terraforming abilities on this scale it's difficult to keep up regardless of how you approach the camera, but it’s another nuisance that lessens one’s enjoyment of the experience.įrom a performance perspective, LEGO Worlds is definitely not a showcase of the Switch’s capabilities. It’s not always terrible, but the second that you start entering enclosed spaces or getting into more details on a build it becomes finicky and difficult to handle. Now, Tt Games did the best possible job that it could to translate the game’s controls to a controller, but this feels like a game that requires a keyboard and mouse for it to be a seamless experience.Īnd none of this is helped by the wonky camera, which seems to have a mind of its own as it moves this way and that. It can be frustrating having to navigate dozens of menus to find the element you’re looking for, and maneuvering the cursor to the right place can take a little more time and precision than is needed. You never know what you’re getting into each time, and while the gameplay may be a bit surface-level, it nonetheless can keep you hooked for a while.Īnd though sandbox mode fares better, the controls are a little too complex for a controller. ![]() And the random generation aspect leads to quite a bit of diversity in what kind of world you might find yourself in the different biomes range from sugarcoated candy lands to hellish, Mordor-like landscapes. There’s other things to do on the side - such as ‘discovering’ items in the environment which you can then begin spawning into the world after paying a one-time stud fee - that nicely pad out the experience and give you a reason to scour every corner of every world. ![]() Yet with all that being said, there’s something quite compelling about exploration in LEGO Worlds. It’s expected that you figure this all out on your own, and that can lead to frustrating bottlenecks in the game's flow. A character may be asking you for a particular item, but unbeknownst to you that item itself is a reward for an entirely different quest which requires another item to complete. Additionally, the game often fails to communicate the parameters and requirements needed to complete quests. The point being, the quests often feel as though they would belong in a conventional LEGO game here, they feel ill-fitting and tossed in to give players something to do just for the sake of it. Of course, you can just choose not to use the abilities available to you, but this goes against the whole design philosophy of the game. By the time you have everything unlocked it’s a bit staggering how much you’re capable of doing to the world - it feels a lot like switching on a “God Mode” - but it doesn’t feel like there’s too much to handle. For its part, the tools are introduced to you at a pace that ensures you understand how each one works before the next one is put into your arsenal. The story mode acts essentially as a massive tutorial you control an astronaut traveling between worlds as he or she comes across various tools that allow you to terraform and shape the world as you wish. How you choose to shape the world around you is largely the focus here, and it’s done well at some points, and not so well on others.įor one thing, the game’s free build mode - which is arguably the main selling point - is pretty confusing until you make a great deal of progress in the rather flimsy story mode. The focus, though, is less on the abilities of your avatar and more on the creation tools that are quickly given to you. The gameplay of LEGO Worlds is similar to that of previous LEGO games, but rather than combing through relatively linear levels while looking for secrets, you’re tasked with running around procedurally generated worlds solving generic quests for characters.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |