Monday, November 27th, 2006
LucasArts’ LEGO Star Wars II is turning out to be an addictive experience. Played a lot this weekend with Jordan in 2play and the levels flew by. The game is heavily goal driven, fast, and fluid, even with LEGO characters driving the action.
The ability to play through episodes IV, V, and IV is a powerful draw. And it leads to a few issues for critique. How do the films influence the game goals? How does the game manifest drama? Why were some elements of the films changed for the game play experience, and how might the game inform future work with interactive film?