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Collected every single stuff you can find around the galaxy, the only thing I need now to 100% is to replay all the story levels to get the last challenges and mini-kits. But I first need to take a break.
Because boy was that a slog to get through.
The first moments with the game are nice enough: mostly pretty graphics, the writing has its moments, and it doesn't feel bad to play, but the honeymoon period unfortunately doesn't last for long.
When you start to realize that the story levels aren't very inspired and are way too short (which is both a blessing and a curse, considering there are 45 of them; I can understand the devs' decision about that at the very least), that a lot of mechanics are kinda dull - the contraband missions were never fun - and, by jove, the repetitivity of it all! Well, after 5 or so hours, you just start to play mechanically, following the kinda obnoxious blue trail to go through one objective to another, without caring much about what happens.
They Mario Odyssey-fied my Lego games, with a lot a dumb, short stuff to do in order to always make the player rewarded for destroying a rock or doing a short acrobatic session where you have to push the jump button a few times (Guess what? I never felt rewarded for that), an atrocious amount of collectibles to get, worlds way too big for their own good, and all of that only gives you a certain amount of annoyment. I'm very much not a fan of the modern Nintendo way of rewarding the player every 5 to 10 minutes for solving mind-numbing stuff, and I was not happy to see that it is the main influence for this game.
It's unfortunate for me to consider it the worst Lego game I've played so far, but there is clearly something about the older ones that I'm missing here. A more compact experience, which doesn't always hit, but where the misses are more forgiveable, because you don't have to repeat them as much. Feature creep truly is a fearsome thing.
Because boy was that a slog to get through.
The first moments with the game are nice enough: mostly pretty graphics, the writing has its moments, and it doesn't feel bad to play, but the honeymoon period unfortunately doesn't last for long.
When you start to realize that the story levels aren't very inspired and are way too short (which is both a blessing and a curse, considering there are 45 of them; I can understand the devs' decision about that at the very least), that a lot of mechanics are kinda dull - the contraband missions were never fun - and, by jove, the repetitivity of it all! Well, after 5 or so hours, you just start to play mechanically, following the kinda obnoxious blue trail to go through one objective to another, without caring much about what happens.
They Mario Odyssey-fied my Lego games, with a lot a dumb, short stuff to do in order to always make the player rewarded for destroying a rock or doing a short acrobatic session where you have to push the jump button a few times (Guess what? I never felt rewarded for that), an atrocious amount of collectibles to get, worlds way too big for their own good, and all of that only gives you a certain amount of annoyment. I'm very much not a fan of the modern Nintendo way of rewarding the player every 5 to 10 minutes for solving mind-numbing stuff, and I was not happy to see that it is the main influence for this game.
It's unfortunate for me to consider it the worst Lego game I've played so far, but there is clearly something about the older ones that I'm missing here. A more compact experience, which doesn't always hit, but where the misses are more forgiveable, because you don't have to repeat them as much. Feature creep truly is a fearsome thing.
Thank god the added content is kinda limited, it would have been in poor taste to add anything new to such an already perfect game. Sometimes developers are so desperate to add new content that they would consider a bucket as important new content, but I'm glad to say the Stanley Parable team didn't go that way. That would've been silly, right? So just enjoy a perfectly normal remastered game, as it should be.