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TT Games looks back on LEGO Lord of the Rings' development

by rawmeatcowboy
21 January 2013
GN Version 4.0
A portion of a Game Informer interview with director, James McLoughlin...

GI: There’s more of a focus on puzzles and exploration in LOTR as opposed to straight-up combat…

JM: Definitely. I think one thing that we were very keen to stress at the very start was always having it feel like the actual film, like in the quests you go through the entire area, from Hobbiton and right the way through. We wanted the player to feel as though they’d actually traveled somewhere. With that in mind, you could just happen to be running around in space, so we’ve put puzzles, lots of quest elements, loads of free play areas where you can run around. My girlfriend went from Hobbiton after the prologue, and it took her two hours to get to Bree because she was just running around, smashing everything. That kind of exploration is what this is all about. That’s what the journey they take is, and we wanted the players to feel that as well. We think we’ve achieved that.

Full interview here
 
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