To play with these brands in the LEGO ecosystem is fantastic for me and the kid. We really enjoy the cross overs you can make, and LEGO makes sure everything fits.
But if LEGO didnt make “OG content”, I would agree. But they do.
Ninjago is still going strong after like what? 10 years? And it’s a pretty good theme with all kinds of badass builds and part usage. City has never not been a thing since it’s creation, and we’re still regularly getting modulars every year since like 2005. Lego is still churning out tons of their original stuff: the new Neo Space, Dreamzzz, Friends, the aforementioned Ninjago.
Sure they’re making more and more licensed stuff, but I’d honestly “blame” Dimensions and people as a whole. Who else would want to see Lego Ghostbusters or Pokemon or Sonic interact with each other? Fans of those franchises, that’s who. Lego is just giving people what they want.
Because not everyone is going to or wants to drop serious cash for a big set. Some people don’t have the space or whatever the reasoning may be.
Also, imo The Expanse is a bit too adult for Lego to adapt. But they did make an ornithopter from Dune (the new one, complete with a floating Baron Harkonnen minifig), so who knows.
It was the Star Wars IP that saved LEGO in the late 90s and early 00s. They do still have their own lines, and they have brought back some of the old faves for a time.
Mega Blocks already have this covered. I’m curious to know what major differences there’d be to justify the inevitably high cost of the Lego branded versions
I’m currently working on the Charmander with my daughter. The quality feels fine, but I’ll definitely be curious to try out a lego one when it releases
It only took 25 years. I’m not even a pokemon fan but I’m curious what their sets would look like. I have been tempted by a couple of the Mega Bloks sets though, and I even got one of the mystery pokeball sets and ended up getting Bulbasaur.
It’s playable and you can complete most of the content. There are bugs and you have to downgrade pre-NG, but it’s stable and the work they did is incredible.
This will come out about three days before skyblivion officially releases, in order to REALLY mess up Skyblivion, the same as they did for Fallout London.
eh, i don’t see any reason why they can’t churn out another TES or FO like they have been for years. my problems with starfield were mostly unique to the galaxy map and space.
You joke, but I’d totally be down with an update that integrates better graphics technology and reduces modding issues. Ive played through it half a dozen times in VR and 2d and there’s still plenty of content I haven’t done. Only issue I have these days is the small pool of voice actors so every 5th person has the same voice.
The thing is, the age of the engine doesn’t say anything. The Unreal Engine started its development before 1998. But you do have to put in work to upgrade an engine over time and Bethesda doesn’t have Fortnite money for that.
No, they have Skyrim money for that. Imagine making money off of a game for over a decade, while barely putting money towards rereleases/ports. Didn’t even need a team for patches or content updates.
That’s the issue with the current creation engine; it kind of is. That is what’s meant with “20 year old engine”.
The updates the creation engine has been having over the years are more like bandaids. Meanwhile unreal gets damn-near rebuilt from the ground up fir every major version release.
UE doesn't get "near rebuilt from the ground up every major release", that would be an absurd waste of time and resources every time. It's being updated and iterated over, just like how CE is.
The problem here is that you don't like Bethesda games and jumped on the bandwagon of armchair developers using the engine as a scapegoat, ignoring the fact that many other mainstream game engines are just as old or more.
Creation Engine is the least of Bethesda's games problems, it's their game design that's the big issue and the reason why thinks are so bleak.
I don’t like Bethesda games? The amount of time I’ve spent on Oblivion, Skyrim, and Fallout 4 says otherwise. Hell, I’m right now doing yet another playthrough of Skyrim.
The best way to understand what’s wrong with the creation engine, and how woefully out-dated it is, is to listen to what modders have to deal with constantly. The creation engine is hardly a serious upgrade of Gamebrio and BGE only puts in the minimal effort into actually updating it.
At its core, and the major reason why exploration is so stilted in Starfield, is that the creation engine just isn’t capable of solving the floating point problems with seamless worlds, which other engines ARE capable of. Pathfinding generation and animation sorting hasn’t been seriously updated since Oblivion, and the Papyrus script engine still has the same 200 limit it had since Morrowind, a limitation that was there because of hardware of that time, but forcing Papyrus to go over the 200 limit causes Bethesda games to become unstable.
Yes, it’s BGE and their practices that are the problem, and it’s reflected in how they maintain their engine too.
That engine is ancient and their game design needs an upgrade. A lot of the quests were so bland in Starfield that I watched the credits to see how many designers they had on them. It was like…6. Thousands of planets, 6 quest designers. If your quest is, “go here, push a button, and come back,” just don’t bother putting the quest in the game.
Likewise, Oblivion’s conversation system probably looked immaculate compared to old Elder Scrolls games at the time, but Starfield is outclassed next to Mass Effect 1 from 2007, not to mention The Witcher 3 or Baldur’s Gate 3. And for how much people like that their towns are filled with NPCs on a schedule, it would be nice if that system led to anything more sophisticated than the thieving tricks people used 20 years ago.
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Aktywne