January 17, 2015
[Review] Lego The Hobbit (3DS)

I’ve long thought that aside from the co-op gameplay, the handheld versions of the Lego games have offered a better, more polished experience. Is that still true in this game? Yes and no.

For a start, this has more bugs than I’m used to in the handheld games. Characters and scenery turning invisible, the character switcher not working properly, quest markers not being marked, and even a crash to homescreen, seldom seen on 3DS. Some of these are clearly the result of poor testing and QA on the game, which is a disappointment but not wholly unexpected from Lego games given my experience with them.

I mentioned the quest markers, but the whole system is also confusing. There’s no map as the “bit that’s not levels” is part open world hub, part Donkey Kong Country-style routed map, but you have the ability to pan around it. The system works well enough when you get used to how to control it, but the game gives you no way to keep track of quests or quest-related items. It’s a bit of a mess, and the rewards are a tad unsatisfying. (Also: the text is riddled with typos.)

On the other hand, the gameplay may be the best yet of these scaled-down titles. We have the “smaller levels and more of them” structure, varied between “puzzle”-solving levels and more combat-oriented ones. But the combat is more fun than the console game, with super moves, a dodge/charge, and ranged attacks on a different button that give you more options to keep it fresh. They’ve cut jumping, which sounds odd but gives them an extra button to work with and the levels are designed to require it only contextually, a smart move. Boss battles are also less QTE-heavy, which was the worst part of the main game.

Each level has a set of 10 challenges, which may be finding hidden items, completing under a certain time, not taking damage, etc. It’s a great idea to give you different objectives depending on the focus of the level, and really makes replays feel worthwhile.

I’ve heard that these design ideas that make this stand out from the previous simple scaled-down console ports were introduced in Lego Marvel Super Heroes (handheld), and further refined in The Lego Movie game (handheld). These aspects (the level structure and combat) have thus come out feeling good, but it leaves the quest system feeling half-baked as it hasn’t been used since Lego Lord of the Rings, and in fact may be worse than it was then.

Having now seen the third movie, my concerns about not including it have dissolved. There’s only a couple of new locations, which are included in the “hubs” of both versions of this game, and the only significant events are some battle scenes which I’m not too sad on missing out on. In fact, now that I’ve completed both games, I hope they don’t have any plans for DLC or another game.

Overall I’m quite happy with this one. Struggling through iOS versions has taught me to appreciate physical buttons and the second screen, not to mention the lack of in-app purchases, which made playing this on 3DS much more pleasant. The controls and interface are less clunky, and the characters and their abilities more balanced than the console version, making each one feel useful and cool at different times. Galadriel has wizard powers! No awkward item switching! Ahem.

These types of games tend to be overlooked; the big console release is accompanied by sometimes a very different game coming to less powerful systems, and sometimes that smaller version is ignored. In this case, I reckon that once again the handheld version is a better game; apart from, of course, the ability to play with a loved one co-operatively, which is such a valuable experience that it balances out the sloppiness of the console game. Maybe one day we’ll have the best of both worlds, or maybe they’ll let TT Fusion handle the main event for once. Well, I’ve been there and back again on Middle-Earth Lego games so until Lego The Silmarillion, farewell.

August 24, 2014
[Review] Lego The Hobbit (Wii U)

Since this is a Lego game, let’s again look at the ways it differs from other Lego games. It’s much like Lord of the Rings, with a large overworld hub filled with quests. It’s a less fun hub than Batman 2 because it’s harder to get around without the power of flight, and it’s a bit buggier; objects will disappear when your co-op partner moves between areas.

The game seems optimised for single-player, and I’m not just talking about the frame rate. You have issues like the one I mentioned, and a glaring fault in the very first level where the second player invariably and irreparably gets stuck behind a door.

The Gamepad features are good, with a handy map for the overworld and even the ability to shunt one player’s screen down there. This is good because it gives both players widescreen, but the Gamepad user may feel a bit bad for having a lower-res screen. It also disconnects the two players, so it’s harder for each to know what the other is doing. Implementation of the map is also horrible, as every time you go in a cave or travel somewhere or you cough lightly, the Gamepad kicks you back to the feature select screen. I hate this. Leave the map on, please.

New aspects are the building minigame, stolen from the Lego Movie Game where it made more sense conceptually; and collecting loot, which is fine in theory but a bit unbalanced. We ended up with 999 stone and hundreds of gold fairly quickly, but were always low on copper.

The game suffers from poor visibility and some hard-to-use controls and mechanics. Quicktime events and frustrating contextual demands slow down the experience, especially when one person is left out. Chase sequences are as unfun as ever but quite short in this game. Also, wizards may seem cool but this game makes you hate them because their staff attack is so achingly slow to use.

There are so many faults in the implementation and feel of this game, but that doesn’t mean that the basic concepts aren’t still competent. It also doesn’t mean you can’t have fun, and my wife and I enjoyed it enough to get to 100%, which doesn’t always happen. The game itself has a sense of fun and silliness, with one extra giving you a banging techno song with soundbites of movie lines.

Finally, I remain baffled at the timing of its release. I would much rather they had waited until the release of the third film, and included that in the game. As it is, we’re left here with a game now completed but only telling two thirds of a story, and wondering whether they’ll release the rest as DLC or not bother, and if so whether it will even come to Wii U (apparently there’s character DLC, but we didn’t get that). This was a source of concern for me before we got it, and if and when the BOFA DLC issue comes up, I can see it causing me angst again. Just plain odd.

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