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Lego Marvel Super Heroes (VITA)

Status: Finished playing
I started playing this game on Saturday 20 February, 2016  //  I stopped playing this game on: Sunday 13 March, 2016
Current opinion of this game
Really enjoyed it. Same old same old, but still fun.

March 22, 2016 10:37:35 AM
I probably spent as much time finishing it the first time as I did picking up all the remaining bits, pieces, and trophies. It didn't get any less fun the 2nd time around even though I made heavy use of the invincibility power I unlocked when I finished the game. I guess this serves as proof that the core game loop of breaking stuff and collecting studs is THAT compelling. Having invincibility also meant that I was able (and had to, in many cases) to explore all the other characters and their abilities. This was pretty neat. So, yay!

March 4, 2016 09:49:38 AM
Finished, woo hoo! The last bits were definitely the hardest, but overall the game's not to difficulty (something I am thankful for). I'm ok with that because the game's core pleasure loop is so successful - breaking stuff and collecting those studs just...works.

I was suprised to find a red brick at the very end that unlocked invulnerability. I am very grateful for that because it'll make my "cleanup" so much easier - I've decided to go for the 100% on this one just because of that. Also...breaking stuff and collecting studs...


March 2, 2016 08:13:29 PM
I'm one level short of finishing the game. It's been fun, and interesting to see how the usual Lego videogames formula is both such an established formula AND how the team moves within that space. In this case, the levels are smaller and simpler, so they've made up for that by encouraging a lot of replayability via the need to unlock/complete a variety (10 per section, each level has 3 sections) of "challenges" or goals. They've also gated the levels to force you to go back to earlier ones and unlock challenges. This was a bit annoying because my initial plan was to race through the main game and THEN go back and replay stuff.

Some of the challenges are fun, some require - as usual, a specific character (or character power/ability) to unlock or accomplish, while a few are skill-based (e.g. get to the end without losing a heart, or get to the end under a certain time limit). My sense is that this new scheme is slightly different from the usual ones that are much more focused on exploration rather than skill. But I guess this makes sense in the context of much smaller levels where there aren't that many places to explore?

I'm not sure how much I'll play once I've finished the main campaign, but it's been fun to figure out how the different characters work. Strange thing is that I'm completely in the dark on how the supers work. It's a special attack/move that "loads" (dunno if it's time or pegged to in-game actions) or how to use the move. I know what button to press to trigger it, but the effect is that the game "freezes" (like super, super slow motion) and then..sometimes, it works. Other times it fizzles. I must have missed a memo at some point explaining how to use the super moves...


February 21, 2016 07:07:26 PM
Silly me for thinking this was going to be a walk in the park. I must have died/restarted the 2nd level 3 or 4 times! Mostly I had issue with the touch-screen commands that I find are hard to pull off when you're also using the controller. I'm not sure yet if the game is designed as primarily touchscreen (no need for controls) or a hybrid. I've had bad experiences with the hybrids, but we'll see how this goes.

So far, it's pretty fun and funny. No real surprises since it is a licensed Lego game.


 
kudos for original design to Rodrigo Barria