LEGO Indiana Jones: Hands-on preview

Playing through the first few levels of the game’s Raiders Of The Lost Ark segment, it felt like something was missing. All the correct elements were theoretically there; smooth platforming, combat evocative of a bunch of toddlers having a fist fight, the movie’s iconic original score juxtaposed with all manner of tinkly, plasticy, LEGOey sound effects… It should have been bliss for a bunch of ‘80s-vintage man-children like ourselves. But it all just felt a little flat. Flat and repetetive.

Now we know that the LEGO games aren’t intended to be epic, medium-defining groundbreakers. They’re clever, knowing, knockabout fun, and that’s why we love them dearly. But the initial stages of the game found us dangerously close to losing interest. The new, more puzzle-focussed direction of LEGO Indy suits the source material perfectly and is a recipe for ahuge amount of laughter and shouting in co-op play, but its implimentation in the early part of the game eventuallymadethe experiencefeel very bland indeed.

Stale, monotone pacing and far too many recycled puzzle elements (Give the monkey a banana, recieve a useful object. We get it, okay?!) made us rapidly lose any concept of how far we were into a level, and in particular made the middle-eastern town section feel several hours long. Combined with the occasional unclear objective, a few seemingly random puzzle solutions (“Oh, we need to smash that piece of background scenery toget the key…”) and a largely fixed camera that wasn’t always fixed in the right place, LEGO Indy’s early failings were making us feel very sad indeed. However…

David Houghton
Long-time GR+ writer Dave has been gaming with immense dedication ever since he failed dismally at some '80s arcade racer on a childhood day at the seaside (due to being too small to reach the controls without help). These days he's an enigmatic blend of beard-stroking narrative discussion and hard-hitting Psycho Crushers.