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LEGO Lord of the Rings Review:

LEGO Lord of the Rings takes the small improvements made in recent LEGO titles and implements them in a major way. It isn’t an open world title like game LEGO Batman 2: DC Super Heroes was, but it is the largest non-open world LEGO game to date. Environments seem bigger, there’s more space to them, which allows for more complicated puzzles and platforming.

Even as LEGOlas, platforming struggles.

This does good things in terms of story telling and visuals, but it ends up hindering the platforming, one of the strongest areas of the LEGO series in the past. It’s too easy to get caught up trying to make the same jump a dozen times because it can be hard to judge how far you need to jump. Even if you do manage to judge the distance correctly, it’s all to easy to slide off the edge anyway. It’s extremely frustrating and weird when the platforming has been so great in past titles.

The formula remains pretty similar to past titles, progressing you through the story one mission at a time, while also giving you the option to return to a hub world –Middle Earth in this case– to run around. There isn’t much to do in Middle Earth, though there really hasn’t even been too much stuff in the hub worlds, so I didn’t find much of a compelling reason to explore, only ever backing out that far between play sessions.

If you have a favorite moment from one of the three films, you’re bound to see it show up in LEGO Lord of the Rings as the story that the game follows is nearly identical to the films, at least for most of the major moments. This means that the game is really well paced too. There weren’t any standout moments that felt like they went on for too long, it all felt just right. If anything, the numerous long and unskippable cutscenes were the only thing to negatively impact the flow of gameplay. They’re good for a few laughs, but if you’ve seen the films in recent years, they come off a bit unnecessary.

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2012/11/25 02:27

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