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Adam Ghiggino
22 Jun, 2009

Love to Hate #1

PALGN Feature | Sometimes you just have to Lego.
We all love games. We wouldn't be here if we didn't. But, let's face it. No game is perfect. All games have some flaws. Some flaws are more noticeable than others. And the more we love the game, the more these flaws can be annoying. You see, love leads to annoyance. Annoyance leads to anger. Anger leads to hate. And you know the rest.

So, this is where 'Love to Hate' comes in. Each week, we'll be taking a look at a game, or a series of games, that we like, or even love, but has problems that we cannot stand. We're talking about the kinds of problems that may start off small, but eventually wear your brain down to a fine powder, like a body to a wood-chipper. Your guides on this journey through sound, sight and mind, will be both Denny and myself, Adam, taking turns each week to bring you the games we 'love to hate'. See what we did there? We thought that was clever.

So, where do we begin?

The Lego Series

Now, here's a series that we have loved dearly. Tenderly. Like the love a man has for a horse which has been at his side through battle and hardship, but who has now broken its leg through a complicated accident involving attempting to drift under a truck, and must now be shown the gentle love of a shotgun blast to the noggin'. We still fondly remember Lego Star Wars as a fun title, that combined some great platforming action with a light sense of humour that made the prequel movies fun. Plus, the last third of the game was dedicated to Episode III, which at the time of the game's release was still a month away, making it the game of choice for spoiler-fiends. And who could forget the collecting? Hours upon hours wasted collecting the studs which were hidden in nearly every goddamn potted plant, cupboard and innocuous bit of pipe coming out of the wall?

So, I looked forward to Lego Star Wars II: The Original Trilogy with due anticipation. With the novelty of a Lego-based Star Wars game out of the way, I was hoping for something that had a bit more innovation in its design. That didn't happen. On my second time round the Lego block I started noticing things. The repetitive combat, positively diabolical fixed camera and honestly kind-of-iffy vehicle sections. More hours were wasted collecting studs. I promised myself that this would be the last one I played. Then came The Complete Saga. And Lego Indiana Jones. And Lego Batman. And slowly, but surely, I came to the grim realisation. I'd played the same stud-collecting, camera-battling game five times.



So yeah, that's my complaint. Stop making the same game. Oh, Traveller's Tales will occasionally try to disguise this fact with a fresh new franchise, or maybe they'll rehash one they've covered before but add another seven million character skins in case you'd been upset at the exclusion of Mit'zana from Yavin IV. They'll very slightly change game mechanics, so instead of manipulating the force to maneuver Lego bricks into forming a bridge, your character will just get out and build the thing himself. Oh wait, that's not really a game mechanic change, that's a cosmetic change. And why can they add a character roster whose size rivals the population of Southern Hemisphere but they can't find a way to fix that blasted camera? This is a camera that is poised so obscurely, that you can miss a jump simply because it didn't realise what you were meant to be doing and thought you'd appreciate a zoomed-out view because it was pretty.

The combat remains dreadful. In every game, it involves running around like a lunatic either firing, swinging or hitting like a maniac until you hit something, before realising that you've lost three hearts and you spend the next couple of minutes hovering around desperately trying to find another. These games are meant to be played co-operatively, but in the absence of a second player, the computer will do a superb job in not helping in the slightest. The vehicle sections too appear to have remained stagnant in a stodgy near-isometric formula, where you drive around randomly firing at objects which could open the path to another area. You never know, they could just be there to spill more studs.



Which brings me to my final gripe with the repetitiveness that is the Lego series. According to my precise calculations and careful research, I have collected across the five games a little more than a million billion trillion studs. Does any game need to have so many collectibles? The massive number of studs needed seems completely arbitrary - if it's going to cost me 50,000 studs to unlock a new character, why not just divide by 1,000 and make it 50? Make the studs a little more challenging to collect so that unlocking something feels like a rare and welcome reward. While there are harder-to-find coloured studs which are worth more throughout the levels, normally you stand waist-deep in a sea of bronze and silver studs which have been ejected because you destroyed a desk lamp, requiring you to launch a careful grid sweep of the room to make sure you've picked up every last one of them. I bet if we collected every stud in every game to date, they'd probably form some kind of giant Lego mouth, constantly spouting "om nom nom" as it guzzles our time.

The final kick in the teeth is that it doesn't look like any of this is going to change in the near future. Sure, we have Lego Rock Band on the way, but that's just Rock Band with Pink and the Jackson 5. We're more concerned with Lego Indiana Jones 2, which for all intents and purposes, looks to be identical to the first one except with an added Kingdom of the Crystal Skull section. Because Lord knows we needed that. Lego Harry Potter is in the works too, and we fully expect that it will make for a fine paint job over the Lego template, with Harry firing bullets out of his wand, moving Lego bricks with magic and flying his broom through the same hackneyed vehicle sections. I'll probably play them all, and enjoy them too, but somewhere inside me the little person who tells me off whenever I waste time will have given up all hope, and moved on to live inside Peter Molyneux to have some serious discussions about Let's Meet Milo.

Until next time, remember that hate makes you powerful! Unlimited power!

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10 Comments
2 years ago
Good one Luke. Some innovation in the Lego series is welcome. It has been riding on the cute factor for much too long now.

However. I think this can apply to a lot of sequels out there. If it sells sell, developers are unlikely to change a lot.
2 years ago
Jason Picker wrote
Good one Luke.
I think you mean Good one Adam. icon_wink.gif

The constant re-badging of the same game over and over is the main reason why I have yet to buy another Lego game after having purchased Lego Star Wars: The Original Trilogy. That and the fact that the computer controller allies do ZERO ******* DAMAGE! What kind of a retarded developer gives you AI associates who literally do zero damage and enemies who completely ignore your AI companions and just shoot you leading to death after death after death after death.


Grumble, grumble, grumble...
2 years ago
This is going to make some great articles!

I completely agree with everything stated here. Lego Star Wars was magic. The rest are just rinse and repeated trash.

I have the next game as well. "Imfamous - When being super leaves you a little wanting!" It is a great game apart from the fact that I just feel so very slow and weak...
2 years ago
My pet hate is 'grinding' in RPGs.
2 years ago
It always baffled me with the amount of studs that you got, like in the invasion fo Naboo you'd force spout a flower, a goddamn flower you can crush with your mighty boot, and out of it about 40 studs would pop out and prance around. So you'd run about, in an invasion force, because you know, that's the smart thing to do, and get the studs before doing that another 70 odd times to every flower there.

A flower should hold about 0-1 studs, because it's a damned flower. Unless that thing came from the little shop of horrors the only thing it can hold in abundance is water.
2 years ago
Fly wrote
A flower should hold about 0-1 studs, because it's a damned flower. Unless that thing came from the little shop of horrors the only thing it can hold in abundance is water.
Yeah, just the same way a spider in an RPG shouldn't be carrying a sword, 2 health potions and a helmet.

Makes no sense, but it certainly won't change.
2 years ago
Till@ wrote
Fly wrote
A flower should hold about 0-1 studs, because it's a damned flower. Unless that thing came from the little shop of horrors the only thing it can hold in abundance is water.
Yeah, just the same way a spider in an RPG shouldn't be carrying a sword, 2 health potions and a helmet.

Makes no sense, but it certainly won't change.
That kinda depends, I mean generally the spiders in those games are freaking huge and can devour humans, so you could assume that maybe it swallowed one going down swinging. Not as silly. Now if the spider was like as big as the pinky finger then sure, but in cases of RPG monsters they're usually, in my experience at least, proportionate to the size of the monster.

Lego just took it too far in my view since everything had studs, if your characters could bend over you'd probably get studs. Proportionate drops.
2 years ago
Great article!
2 years ago
Woo Lego.

Good read! Excellent first entry in hopefully your long instalment of features Adam.

PS- What happened to the old feature name you were throwing around lol?
2 years ago
The thing that always bugged me about the Lego games is that after you kill everything on the screen before you can go to the next one you need to run around destroying everything you can find to collect the studs.

I tried to ignore this but whenever I play it 2player the other person is always obbsessed with getting studs.
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