I never played a Lego game. I don't get the appeal. I do wish I had hundreds of thousands of Legos, a whole room in which to construct and play like a child, but Lego versions of IPs I like do nothing for me.
I'll probably get this game on 50% sale like I did with the last two.
Moreover, if they still need narrow spaces to *mask load times* that speaks to much more fundamental design flaws. Most devs started moving past that last gen. If they’re still doing it to be “cinematic” then maybe they really are stuck in last gen thinking people still like that bs.
Way too much sidling between narrow walls, which people say is to hide load times, but can it really be just that when he sidles right after the level begins (4 minutes) and then again two minutes later? There wasn't that much rendered in between. They do it all the time regardless of the system's capabilities because they don't understand video game storytelling.
8:31 and 11:00, I'll just quote myself, but add that these lines on cliff surfaces also look really dumb.
"I looked at Don't Nod's new failure and wondered how the average player still musters any enthusiasm for these conspicuous ledges. How do 3D Mario games sell so well while jumping is absent or so assisted as to be joyless (with magnetism and automatic grabbing if the other platform is too far) in every other studio game? Tomb Raider: Legend came out in 2006 and Uncharted a year later. Twenty years of these ledges and auto-grabs."
He sounds way too distressed to ever be Bond.
That video was generic as hell. Why would a developer show these first thirteen minutes off proudly? Way too scripted, too much crouch-walking and nothing heroic happened.
Someone took the words right out of my mouth: 'That was worthless. Why did anyone think 13 minutes of "TUTORIAL - CROUCH" and climbing on ledges was a good advertisement for the game?'