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guyline82

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#1  Edited By guyline82
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guyline82

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guyline82

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San Diego, CA, USA

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guyline82

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#5  Edited By guyline82

@devil240z:In response to your question, the lego figurines in each pack are entirely cosmetic. Each figurine comes with an individual base upon which you mount the final assembly, but the game doesn't know which figurine in which configuration is mounted on each stand. This includes the portal itself - the game starts with the portal disassembled and you are given an opportunity to build it within the first ten minutes of the story. You could play the entire game with a stock portal and the RFID stands and throw away all of the LEGO pieces, if you so desired. However, half of the fun comes from building the sets and reconfiguring them as the game suggests.

If you want a sentence description of the game, it's like every other LEGO game that you've probably played aside from the new experiences offered by building real LEGO and interacting with the portal. It's got the same diorama-like levels filled with LEGO punching, building, and problem solving. However, in addition to the inclusion of real LEGO figurines, this game differentiates itself by having several gameplay features tied to physically moving the figurines to different sections of the portal while playing. For example, an early ability involves the game placing different colored warp exits at various locations within a level. Picking up and placing a figurine on a colored section of the real-world portal will relocate that character to the corresponding warp exit in the game. The act of physically moving a Batman figurine and watching him warp across a level works a lot differently than simply pressing a button to perform the same action, and I think it largely works. This may have been done in other games (this is the first toys-to-life game I've ever played), but I'm still really impressed by the apparent novelty of this interaction.

I hope that helps!

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guyline82

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Funnily enough, this question has caused me to start a new coding project to find optimal purchases based on a number of factors. This includes whether or not to include level packs (if you don't care about the levels/worlds they contain) and which waves to consider (packs are being released in five waves at regular intervals - so far, only wave one has been released). The image that @ablaze linked to has been invaluable, along with the information LEGO Dimensions wiki, in finding out which figurines have which abilities.

To add to what @goku13k mentioned, here are the additional abilities that are required to access everything in the main story (according to the IGN wiki:

  1. Dig
  2. Drone
  3. Electricity
  4. Flight Dock Switch
  5. Gyrosphere Switch
  6. Hacking
  7. Hazard Cleaner
  8. Laser (Gold LEGO)
  9. Mini Access
  10. Portal Gun
  11. Rainbow LEGO
  12. Silver LEGO
  13. Suspend Ghost
  14. Target
  15. Towbar
  16. Weight Switch
  17. X-Ray Vision

The problem that I'm facing is determining which of these are actually necessary on a level-by-level basis. I'm not deep enough into the game to know if abilities like the Gyrosphere Switch (which comes from the Jurassic World Level Pack) is necessary for the main game's levels and/or worlds. I'm hoping to play through each level in the main story and keep track of the abilities required per level to get a more complete picture.

I've got a Ruby on Rails project in progress to try and answer these questions. I've got a basic snippet of code completed to find the least expensive combination of packs to find the above "required" abilities, and I'm currently in the middle of seeding data entry. Hopefully, I'll have something more in a little while.

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guyline82

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#7  Edited By guyline82

Thanks for setting this up! Merry Gerstmas!

http://steamcommunity.com/id/guyline82

  1. Far Cry 3
  2. Call of Duty: Black Ops II
  3. FTL
  4. Mark of the Ninja
  5. Binary Domain
  6. Natural Selection
  7. Sonic Generations
  8. Red Faction: Guerilla
  9. XCOM: Enemy Unknown
  10. Max Payne 3
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guyline82

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#8  Edited By guyline82

Psychonauts

  • Every new area is incredibly stylized and unique, making each level extremely memorable.
  • Despite the variety in the levels, the basic mechanics and the available abilities all function extremely well.
  • The humor is top notch - the game doesn't take itself too seriously, and each character is distinctive has something to add to the game as a whole.

Basically, the fact that I can recall every level and the sense of fascination that Psychonauts imparts make it a game that I come back to every so often.

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guyline82

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#9  Edited By guyline82

It's nice to know that it takes something like losing access to Wikipedia to make people think about taking action regarding something that affects them.

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