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LEGO City Undercover - new details, DLC talk and more

by rawmeatcowboy
26 February 2013
GN Version 4.0
- around 200 vehicles
- voice-work from Adam Burton, Josh Robert Thomson, Peter Serafinowicz and more
- roughly one third of the game must be completed to unlock the entire city
- almost full camera control with the right-stick
- this becomes more limited and fixed within buildings or missions areas
- another character you'll meet up with is Frank Honey, a rather dumb fellow
- expect many different parodies
- studs are earned by building objects, rather than smashing them
- breaking apart every piece of LEGO will earn you bricks
- 65 Super Builds in total
- some are necessary to further the game while others are side elements
- takes about 4-5 hours to reach the fifth of 15 chapters
- typical player will need around 15-20 hours to complete the story chapters
- expect a similar period once again to find and unlock all collectibles for 100%
- GamePad is used to scan for clues using the screen and gyroscope only
- receive calls and instructions on the screen and through the controller's speakers
- map doesn't allow for manual tagging of locations
- unlockable camera which can take screenshots to post to Miiverse

TT Games on the possibility of DLC...

There are so many vehicles, characters and missions. There’s so much content in the game already – you’re talking 40-50 hours to get 100%, it’s difficult to imagine what we could put in. We wouldn’t rule it out, but it’d have to be the right thing to fit with the rest of the game.

TT Games on the importance of the GamePad integration...

Lee Barber: I don’t think for LEGO City we could do it without the GamePad, it’s pretty much central and a core element of the game. This is for both the character in the game and the player; what you see the character doing, the player can do as well, so they’re linked by the same device. As the character in the game upgrades, so do the player’s abilities to do the same. It’s not just limited to a map of a city, the player can feel like a detective or like they’re locating a robber, or locating a hidden item. We feel that’s pretty unique.

Graham Goring: It’s one of the weird things. We’re developing on PC and there’d be things you’d do if you didn’t have a dev kit, but it wouldn’t have the life. For example with the audio scanning you’d just be using a thumbstick, but you’d do it on the GamePad and it’d feel great, like a revelation. That complete feedback, a window into the world, feels different and fresh. You could do some of the features on a standard controller, but it’d be a shadow of itself. It’s just the fact that you’ve got a screen in your hand that responds to your positioning, it’s wonderful.

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