Lego Worlds Review

Before its big release, everyone was talking of how Lego Worlds could be a better and upgraded version of Minecraft. Would Minecraft be relevant anymore? Personally, I don’t think Mojang should be scared at all, instead they can sit nicely in their office knowing Lego Worlds is not really a competitor to Minecraft at all.

Lego Worlds does try to bring something different and tries not to be a clone of Minecraft. The quest system adds a storyline to the game. The game begins with you as an astronaut, your spaceship crashing onto a Pirate Island after being hit by several meteorites. There are three gold bricks on this island which you need to repair and power your spaceship so that you can travel to the next planet. The next few planets will introduce you to various tools include a Paint Tool – which allows you to paint anything and everything with whatever colour you want. Unfortunately, it’s not exactly a precise tool, more of a paintball sort gun that will throw paint over a large area. The biggest disappointment for me was the lack of a real multiplayer mode. You can only play co-op with someone next to you or another player in your friends list. I was looking forward to racing some Lego elephants with random players.

The lack of a proper free mode is a real disappointment. The fact that I need to unlock several bricks to be able to use them properly is a put off. What if I don’t want to waste my time on boring repetitive quests to unlock different items? The game also has quite a few bugs and flaws on the console version. The draw distance is appalling and there are inconsistent frame rates. But this is to be expected from a game that costs about £20 to be honest. If you really do want this game then wait a few months, I’m sure the price will hit rock bottom sooner or later. The whole game feels a bit rushed to be honest. I feel like Traveller’s Tales got bored halfway through developing the game and just decided to put it on the market because they knew how powerful the Lego marketing was going to be.

There are some good things about the game. It’s a great educational game for the younger generation. The quests will require some thinking for younger brains and solutions aren’t always easy to find. If you have a young child who is addicted to Lego then give them this game. The unlimited bricks will keep them entertained for a while and is probably cheaper than buying real Lego sets for them.

It’s a decent game for it’s price tag but don’t expect anything amazing. It’s a game that you will play a few times and then chuck it somewhere in your house and never use it again. Unlike Minecraft it won’t have a large adult player community. Maybe Traveller’s Tales knew that and that’s why they didn’t try as hard. If done correctly, Lego Worlds could have been an amazing game but for the moment it’s just not there.

Super Mario Run is Now Available on Android!

It’s been out for iOS devices since December 2016, but now the plumber’s first smartphone adventure is available on Android too. Yes, a few days ahead of schedule, Nintendo has released the game on Google Play for Android users to install. This can be seen on the official page right here:
Super Mario Run on Google Play

Along with a few of the standard app pictures as seen below:

Mario Run Screenshot 3

Mario Run Screenshot 2

However, that’s not all there is to it. Oh no, Nintendo have also released the update for the game today too. This 2.0 update adds in such things as:

  • New Yoshi colours for characters
  • The ability to play level 1-4 for free (in addition to the first 3 available already)
  • And more varieties of Toads that free players can collect in Toad Rally. This in turn means extra playable characters and houses are now available in Kingdom Builder without buying the full game.

So yeah, go ahead and download it if you want. It’s a tad late given how long ago the iOS one was released, but at least you can now play it on Android devices too. Better late than never I suppose!

Source:

Super Mario Run on Google Play

TEST TEST

How Should Zelda Improve Upon Breath of the Wild?

Recently, The Legend of Zelda Breath of the Wild was released for the Nintendo Switch. An incredible game with a huge explorable worlds and tons of interesting things to do, it received universal acclaim from players and critics alike.

In other words? It became the Ocarina of Time for the Nintendo Switch era.

However, as great as the game is, that still leaves one ‘issue’ for Nintendo. Namely, how do you improve upon near perfection?

Because let’s face it, Ocarina of Time left Nintendo in the same daunting situation. And while their follow ups to it were all great games in their own right, they also all felt like they lacked something or another in general. Like Nintendo had kind of missed the point in regards to what made Zelda popular or beloved.

So to avoid repeating the mistakes of the past, here are my answers to that question. To how Nintendo can in fact improve upon Breath of the Wild with their next few Zelda titles…

1. Focus on a New Central Idea for a Direct Sequel

Or in other words, you’ve got a great engine now. Time to consider the Nintendo Switch equivalent to Majora’s Mask. Aka a game with the same engine and resources but a new main concept completely different to anything found in Breath of the Wild.

Heck, maybe even bring back the parallel universe gimmick. After all, there are lots of NPCs here that you could put into new roles, and plenty of neat twists you could make to the ideas found within the title in general.

So yeah, start with something simple first.

2. Expand upon the dungeons and bosses

But then move onto improving perhaps the only minor ‘downside’ Breath of the Wild has. Namely, that its dungeons aren’t as interesting or unique as those in past games.

Okay, don’t get me wrong here. The Divine Beasts being huge animal shaped mechs is amazing, and the idea of you fighting them in a boss battle before you can get inside is a really neat twist on the formula too.

So those aspects could easily be retained for one or two of the dungeons.
However, what’s less amazing is the actual inside of the dungeons themselves. Basically, they have too little variety in enemies or puzzle setups.

Seriously, look at the dungeons here and tell me what enemies you remember fighting there. I’m pretty sure the answer is ‘just Guardians and Corruption Eyes’.

And that’s a bit disappointing really. One of the best aspects of the older games was how each dungeon used to have a unique mini boss encounter in it, as well as how the dungeons and setups would be themed around the region they’re in. No, that doesn’t require the game to be linear or the dungeons to be bland item puzzle based setups either. Just look at Link Between Worlds if you need proof of that.

So another improvement they could make in a sequel is to bring back the themed dungeons and greater enemy variety inside, and add them to the amazing world presented in Breath of the Wild.

I also think the bosses could be improved here too. Yeah, they are brilliant in Breath of the Wild (especially in a mechanical sense). And I do like the idea of bosses that act more like a physical battle than a glorified item puzzle, where the player can choose how they take them down. That’s really appreciated too.

But the downside here in Breath of the Wild’s bosses is that design wise, they just don’t look very varied. They’re all Ganon Blights, no exceptions. Which in turn makes them all weird Phantom Ganon like ghosts with Guardian weapons attached.

Hence I feel that visual design thing should be improved upon in future Zelda games too. Make the bosses look as unique as they feel, while keeping the same ‘action’ based setup as in Breath of the Wild. Give us a ton of different looking bosses with the same battle strategies and AI skills as the Ganon Blights. Make the bosses in Zelda both visually interesting and difficult at the same time.

3. Reintroduce some Classic Items and Upgrades

Another thing I feel future Zelda games could do is bring back some of the items and upgrades from past games. For example, the Hookshot could be reimagined to let Link instantly shoot to any land or wall he can climb within a reasonable distance. Or to steal items away from enemies like the Grappling Hook in The Wind Waker.

And the same goes for many other items. Not all of them mind (since many have been rightfully replaced by the weapons system or runes), but enough of them to expand upon the formula a bit. You could bring back the Magic Cape and its invisibility effects. The Dominion Rod could be merged with the Command Melody to brainwash enemies (imagine how cool it’d be to turn a Bokoblin or Moblin against its friends!) The Mole Mitts… well, digging underground seems pretty useful in an open wide title like this one.

The list just goes on and on. But that’s not all that could come back either.

Oh no, upgrades could return to. For example, remember the Golden Gauntlets (or slightly weaker Silver ones) in Ocarina of Time?

Yeah, those let you pick up and move large objects. I think those could make for an interesting rune or magic spell in a Breath of the Wild like game too. After all, we can already fling metal objects with Magnesis or catapult heavy ones with Stasis, why not let us literally throw or swing around even bigger ones with this power too?

Similarly, the boots from Ocarina of Time could make a comeback as well. I mean, we’ve already got sand and snow shoes (to walk at full speed on sand and snow respectively). So why not add in Iron, Hover and Magnetic Boots too? These could let us go underwater/brave strong winds, hover in the air for a few seconds or even climb on metal walls/ceilings like in Twilight Princess’ Goron Mines!

Really, there are so many great possibilities here, and I hope Nintendo looks into some of them for the next Zelda title.

4. Allow for new methods of exploration

Finally, I think Nintendo should consider allowing new methods of exploration and new places to explore in the next game.
What do I mean by this?

Well, at the moment we can go anywhere we like on land via climbing. We can swim or sail anywhere we like providing our stamina holds up/we can find a raft. And with Stasis and some neat tricks, we can do a few more creative things there too.

But we cannot quite do everything just yet. We can’t actually go underwater, minus some recently found glitches. Flight is more like gliding, with no way to gain height in mid air. And while anywhere on the surface can be fully explored and enjoyed, going beneath that is limited to a few caves or Shrines.

So that’s the final thing I think Nintendo should work on in future Zelda games. A way to let us not only explore an open world environment on the surface, but to fly around, go underwater or even dig underground to drastically increase the number of possibilities for locations and mechanics. Take what you learned from Ocarina of Time, Minish Cap and Skyward Sword and implement it into the open world environments of Breath of the Wild.

That’s what Nintendo should do to build on Breath of the Wild’s success. Take what worked well, and add in the few things missing from Breath of the Wild to make an amazing new set of Zelda games for future generations.

But hey, what do you think? Do you feel Nintendo should do the above for the Zelda games post Breath of the Wild? Or is there another direction the series should be taken in now?

Fans Are Rebuilding Red Dead Redemption as a GTA 5 Mod

Over the decades, we’ve seen some rather ambitious game mods and fan projects. There have been attempts to recreate URA Zelda as an Ocarina of Time or Majora’s Mask ROM hack. HD remakes of games like Super Mario 64 have been a dime a dozen. And well, when it comes to the likes of Minecraft or Super Smash Bros, things just speak for themselves.

Either way, now we have another insanely ambitious project. Namely, a mod for Grand Theft Auto 5 which tries to recreate Red Dead Redemption in its engine.

No, we’re not kidding. It’s attempting to remake the entire world of said game, before potentially porting over things like weapons, enemies and characters later down the line.

Here are some screenshots showing the game in action:

Red Dead Redemption Remake Logo

Red Dead Redemption Remake Picture

As you can see, it looks quite good so far. However, there are some issues here, and I’ll cover them now. For one thing, it’s a potential legal nightmare. This is because publishers and developers are not the biggest things of people remaking their games and distributing them for free, as many Nintendo fan game devs have found out the hard way.

Fortunately, this is less of an issue here. Rockstar and Take Two are (from what I hear) slightly nicer to modders and fan project developers than Square Enix. Not perfect (they love to shut down multiplayer mods for GTA 5 for example), but better than some other companies.

So there’s less of a chance it’ll get shut down through legal avenues.

But that still leaves it with an issue. Namely, the chances of it seeing completion are… slim at best.

And that’s because it’s just so big and so ambitious. I mean, the original Red Dead Redemption had a team of 800 people. As in, all working full time over a period of about 5 years. Yeah sure that was from scratch and you guys can at least just port assets over. But still, it’s a big ask this project, and seems like something that requires much more development work and time than you’re ready for.

So I wish you the best of luck with the game (and will damn well cover it here if you finish the project), but sadly suspect your chances of completing this thing are slim to none. Let’s hope things work out in a few years or so!

Source:

Red Dead Redemption in GTA V (GTA Forums)

New Zelda Glitch Lets You Get Infinite Arrows

Have you ever run out of arrows in The Legend of Zelda Breath of the Wild?

Oh of course you have. This game gives you a million things to hit with arrows, but you actually have to go and work somewhat to actually find and attain them. It’s not like other Zelda games where you can just cut the grass and hope magic refills pop out.

Fortunately though, it seems you’re in luck. Why? Because as the title suggests, a YouTuber called Austin John has found an interesting trick that will let you farm as many arrows as you like without getting hit! Here’s his video showing off the process:

It’s pretty simple really. Just go to the area marked (with the Bokoblins on horseback), then use Revali’s Gale to fly upwards. Upon landing, keep the camera pointed down so you never see the enemies and well… you don’t get hit by arrows any more. Leaving you free to stand still pressing A to pick up all the arrows falling to the ground nearby.

But why does it happen anyway?

Well, I don’t know for sure. But my best guess is that it’s part of Nintendo being nice to the player. Part of a setup that Nintendo has implemented in a couple of games to avoid players being infuriated by attacks they can’t see.

In other words, the arrows never hit because Nintendo thinks it’s unfair if a projectile is fired at you from off screen without you being able to know where it’s coming from. They know you can’t see the Bokoblins, so they simply have their attacks JUST miss in order to get you moving/make you move the camera into a position where you can easily see and avoid them.

And I believe this because surprisingly, this isn’t the only game where such a tactic works. Oh no, Mario & Luigi Paper Jam did the exact same thing in its papercraft battles. If you can’t see the boss on screen, then the boss can’t hit you at all. Period.

That’s all for the same reason. If you can’t see the boss, having it repeatedly hit you is seen as being cruel to the player. So they simply disabled its attacks until you turned round.

Either way, their kindness is our gain. So go on guys! Go out there and get some more arrows in Zelda Breath of the Wild!