Generally speaking, I can recommend this. There are a few caveats (perhaps enough to warrant a neutral review if that was an option), but I don't regret getting this on sale. My play experience is with a Switch Controller (it is pretty similar to the X-Box controllers but some buttons are switched). Some of the brick puzzles can be quite difficult. The physics engine seems solid and since you can simulate the success (or failure) of your structures, you generally have an idea of what to look out for or where the weak points are. But at times it seems a bit nebulous where the limits of structural integrity under weight/pressure are. I recommend going purely for functionality first and worrying about the aesthetics of your build later (if that is the kind of thing you're here for - nothing has to look good, it just has to function as intended). You will be able to unlock some cosmetics for your character and for the bricks you build with if you explore thoroughly. However, it is quite possible that you'll never use the brick cosmetics if you never plan to revisit any of your completed puzzles. Personally I've only redone one puzzle purposely after completion iirc, and that was because changing its pathways granted access to a chest and a hidden lever that I could not have reached otherwise. I honestly can't tell if I'll fire this game up again to try and make my builds more aesthetically pleasing, because the building (with controller) was at times so wonky that I was just glad to be done. There was a tooltip about duplicating the last brick you used, but it poofed before I was fully aware of it and I have not found a way to re-read it. I tried a few button combos but nothing seems to have quite worked for me --- I have not tried what building with k+m is like, it's possible that it is a lot less hassling. Now since this isn't just a puzzler but also a collectathon, there's a LOT of backtracking involved. You'll be teased right away with items and spaces you cannot interact with or reach, so it's up to you to remember to come back later. (Thankfully there is a means to view the entire diorama from all 4 sides to keep an eye out for secrets you missed or forgot about - that can honestly be a life-saver.) Each of the main Hub Worlds will teach your character a new power, and all worlds have use for all powers, so don't be too stubborn about wanting to 100% a world asap. You have to at least visit each world once and obtain the power up from it to get those 100% for each biome. All interactable items or spots requiring a certain power up are colour coded, so you will know what corresponding power to use. With the exception of the first power. While it seems relatively clear what sort of things you can Smash, there's plenty non-smashable stuff along the way.Many breakable items have a certain circle node on top to let you know you can go wild, but not all of them do. If the boxes, urns, vases, etc are not blocking a collectable or other point of interest, they're probably not smashable. There's no punishment for trying anyways though! Now, something I didn't know (and I'm not sure if it is explained anywhere and I just missed it) is that you can freely switch between those power-ups - except for the temple puzzles wherein you obtain them. When I gained my second power up, the only way to change powers was using certain columns to switch them. So I assumed that's what you always had to do. Switch your powers at the nearest columns. It wasn't until I was halfway through world 4 of 5 that I found a button on my controller with a colour wheel showing all powers and allowing me to select. I still facepalm internally wondering how much backtracking I could have saved myself... But speaking of backtracking. Each world has its own Whip item. Rather than picking it up once and getting to keep it for all worlds, you have to re-find it again in each of them to use it on the respective whip interaction point, which personally I find a bit annoying. One good thing involving the backtracking is that you can teleport back to the main hub at any time and if you re-enter the world, you do so at the exact point you left it, so you don't have to run all the way from the starting point to where you previously left. There've been 4 optional seasonal worlds as part of a free update. Halloween and Christmas are self-contained and can be completed in one go, but Easter requires you to collect eggs hidden across the other worlds, and Summer requires the final power up to 100%. The main hub that you will go to and fro is an amusement park in ruins, and restoring it is the main reason for all your travels. Much to my dismay, you are unable to ride the contraptions you rebuild though. I mean come on, even in Roller Coaster Tycoon you could take a first-person ride, and something like that would have made this a lot more fun. The camera in general can be hit or miss. As mentioned previously, you can view the diorama from every angle to spy anything you might have missed, but only zoomed out and putting everything on pause. The camera can be awkward during gameplay, which may in part be intentional so that you have to actively head towards a secret rather than seeing the path right away. But being unable to utilize the camera more freely also means you can't fully appreciate the dioramas in all their glories, which is quite the shame, because some of the set-pieces are super cool. I reckon the best part of the game is the writing, though that comes as no surprise to those who have played other digital LEGO games, as the humour is usually on point. A bit corny at times perhaps, but always a good time. I found this game quite up to date on current reference and memetics. The script doesn't go to any extremes in any direction, and plot development may not necessarily come as a complete surprise if you're familiar with tropes and their subversions, but nothing overstays its welcome. Ultimately, my recommendation depends on what you're looking for in this game. If you expect freedom to build as one might find it in Minecraft and similar games, you will not find it here. You're quite limited in what, where and when to build, and though your options expand upon revisiting a puzzle (especially if you got them cosmetic blocks), you will always have to adhere to the inherent game physics and the actual space given for your build to be placed in, as well as any extra rules the build may have (keeping balance, not letting anything drop, having more than 1 subject cross safely, etc). There is room for creativity, but not as much as one may like. In the end, the puzzles are but part of a larger diorama that you cannot otherwise change or influence beyond the means you are given. I'd say replay value is low due to this, but again, it depends on what you are looking for in this game and how you like to play.
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