LEGO Brawls, between Smash Bros. and minifigures, blows and bricks arrive on PC and consoles

LEGO Brawls, between Smash Bros. and minifigures, blows and bricks arrive on PC and consoles

LEGO Brawls

A Smash Bros.-style multiplayer fighting game based on LEGO characters may seem like a strange idea, but if you look at the constitutive characteristics of this type of games, you can understand that it is not then something built without logic, as we will see in this tried by LEGO Brawls. In such a title it is necessary to have a large number of different characters, equipped with peculiar weapons and techniques and able to range between particularly disparate styles, as well as the settings and levels in which the glowing battles are placed.

Considering these basic elements, we understand how the use of LEGO Minifigures is not so far-fetched: in this way we have to deal with a large number of different possibilities regarding the characterization of the characters, which can also be modified at will by users, as well as obviously an incredibly wide range of atmospheres and settings that can also affect the gameplay, given the interactive elements of the levels.

As we also said in the review of the iOS version released exclusively ( time, evidently) on Apple Arcade, the Minifigures are a perfect starting point for building an army of foll fighters i, with a number of combinations difficult to find in other contexts.

This obviously determines a much lower technical rate of clashes than that seen in Smash Bros., the comparison of which remains rather improper as regards the real soul of the gameplay, but on the other hand opens to great possibility of customization and progression, which can be defining elements for a community-based multiplayer game like this.

Action brawler with variable geometry

LEGO Brawls, a screenshot with ongoing battles The basis of the LEGO Brawls gameplay, which can be tested freely thanks to the demo made available on Steam, is that of a team or free-for-all fighting game in arenas made up of platforms and characterized by different objectives. The trial version is quite large, but it is limited to the Brawl mode within four maps, two available immediately and two unlockable later, with the possibility of experimenting a couple of variations of the game: the free-for-all "Brawl Royale" and the team one with the need to defend a central control point. Using a character of your choice among the many Lego Minifigures available, we must run and jump between the platforms trying to hit the opponents and eliminate as many as possible (as regards the Crawl Royale) or collaborate with the team to maintain control of the central point of the map, defending it from the onslaught of the opponents or trying to regain it once lost.

It is a mixture of characteristics between the Smash Bros.-style fighting game and the MOBA, amalgamated quite well although without going into much depth or neither area. We are very far from the deep mechanics seen in the Nintendo series, since here everything translates above all into collecting the most powerful power-up and attacking first without too much tactic, but the fun comes from this lively chaos and the absurdity of many situations that arise when vehicles, somewhat out-of-the-box tools and contextual events come into play which include, among other things, the appearance of tyrannosaurs or gigantic mechs in the middle of the levels.

Progression and customization

LEGO Brawls, the Ninjago mech in action With a gameplay that simply features three different action slots, it's easy to see that there is no room for honing fighting styles and ringing combos. Basically, each character has a basic attack launched with his bare hands or using a standard weapon and two spaces for as many power-ups, one of which is usually a sort of multi-role vehicle that allows you to move quickly on the map and get possible bonuses in defense or attack and the other is a special ability, all consumable and requiring to be regained by collecting the bonuses for the map once used. This very simple and standardized combat system means that the customization of the fighters is based above all on aesthetic elements, rather than on actual differences in the gameplay during the clashes, ranging between countless amounts of accessories and modifications applicable to the characters.

All the variables that we can encounter in the real world of LEGO Minifigures can be found in the huge catalog of accessories and body elements to be conquered, unlocked and applied to our models. Heads, hats, busts, cloaks, legs and various accessories are all interchangeable, allowing for an infinite amount of combinations. All this is obviously also linked to the progression: beyond the specific achievements that are obtained by winning the battles, LEGO Brawls presents a progressive unlocking system of new bonuses and rewards in a very similar way to the classic battle passes, following various themes (such as the alien invasion that we find at the beginning of the demo version and leads us to unlock sci-fi themed characters). In this sense, LEGO Brawls can receive a truly unique boost from the collectible spirit of fans, who will find ample space to let off steam in this game, thanks also to the practically perfect 3D reproduction of the many real characters and accessories.

Define LEGO Brawls a Smash Bros. in LEGO sauce is certainly misleading, because the Red Games game has very little of the technical and deep gameplay of the Nintendo game. In fact, it turns out to be something different and peculiar: a caciarone action but which arises on different levels of reading, since in some modes it still requires a certain tactical approach that closely recalls the MOBAs, although the execution speed is certainly prevails over reasoning or skill with jumps and moves. The sheer amount of content and customization that can come from the LEGO universe will probably be its greatest strength, so we look forward to seeing it in more complete form.

CERTAINTIES

The gameplay is simple, fast and fun right from the start The LEGO characterization always has an edge Constant progression and customization at the highest levels DOUBTS The combat system is too simplified To evaluate the variety of modes available Have you noticed any errors?




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