Tag Archives: Traveller’s Tales

The dark side of the Force is a pathway to LEGO Star Wars III: The Clone Wars

So far, my track record with the LEGO Star Wars games has been downhill ever since, well, the very first one, LEGO Star Wars: The Video Game, which came out in 2005. LEGO Star Wars: The Complete Saga has its share of issues, and LEGO Star Wars: The Force Awakens was fine if a bit forgettable…though controlling BB-8 was a pure blast of delight. In fact, I’ve been having more and more issues with the latest LEGO games, and I think I’m starting to become no longer a fan of their structure and demand of grinding out studs to purchase everything from here to the moon.

The nitty-gritty is upon us: LEGO Star Wars III: The Clone Wars is another action-adventure videogame based on The Clone Wars animated series, of which I’ve never seen a single episode though I know a lot people like it greatly, developed by Traveller’s Tales and published by LucasArts. It was originally released in March 2011 for the PlayStation 3, PSP, Xbox 360, Wii, Nintendo DS, Microsoft Windows, and Nintendo 3DS consoles, and I ended up playing it via backwards-compatibility on my Xbox One. It features missions and characters from The Clone Wars television series, as well as everyone’s favorite characters from the original Star Wars saga, and there are both single-player and multiplayer gameplay modes to engage in.

The game engine used by previous LEGO Star Wars games has been upgraded to now hold more than 200 moving units or objects on-screen. That’s cool and all…and yet, I hated having swarms of constantly respawning enemies attack me as I tried to figure out what to do next. It didn’t add anything but frustration, especially as you see your stud count dropping with each and every death. Another dent in the hood is the fact that a majority of missions feel aimless, and the game doesn’t help you know where to go or what to do, especially the large levels where you need to take control of a number of enemy areas; for instance, some structures can only be destroyed by using a commander-like Stormtrooper to have a bunch of other Stormtroopers shoot at it in unison while other structures can simply be taken down by a lightsaber or tank. Getting around in these large areas is also a slog, and having vehicles that blow up after one or two hits doesn’t help.

The more traditional levels in LEGO Star Wars III: The Clone Wars are fine, if the standard formula affair. It’s when the developers try to do something outside of it that things become wearisome. Such as the spaceship flying levels that have you going to and fro, landing on various ships to pull a lever or hit a doo-hickie or something like that. Or the big battlefield levels where you have to destroy enemy strongholds and build your own on top of them, all while dealing with an unending wave of enemies out for blood. Using the Force to move objects around still requires a great deal of patience; don’t expect perfection when trying to build a climbable tower. The hub zone is tiresome to navigate through and confusing, and many areas are blocked off until you have a specific amount of gold bricks; also, say you need R2-D2 to open a door, but you aren’t currently running around as it…you need to travel back to a menu desk, select it from the character list, and then travel back to where the door was and pray, pray, you don’t need another character to do something else, otherwise it is a lot of retreading.

Here’s a first: I used cheat codes to unlock a bulk of the red bricks in LEGO Star Wars III: The Clone Wars. I’ve never done this before, but the idea of replaying all these levels again just seems so taxing on my mind, and the cheats don’t seem to affect unlocking Achievements. This will also be the first LEGO game that I don’t complete to 100%, and I’m actually okay with that. I’m going to finish the things I want to do, like getting True Jedi in every level and buying all the characters, but other than that…I’m ready to say goodbye to this brickish world. Also, I may very well do the same thing with LEGO City Undercover, another title that seems to require a ton of grinding and replaying to fully finish; at least that one had a fun story to follow.

GAMES I REGRET PARTING WITH: Haven: Call of the King

I don’t believe I ever got past the first couple of levels in Haven: Call of the King, and that’s part of why I regret trading it in. I never gave it a fair shake or saw much more of it past the opening area, where you mostly do a bunch of platforming while escaping a collapsing mine and explore Virescent Village in search of one of Haven’s friends.

Haven: Call of the King is a single-player PlayStation 2 game developed by Traveller’s Tales–yes, the LEGO people–and published by Midway. It came out way back in the day, specifically the year 2002. It’s a combination of different gameplay types, namely action platforming, puzzle solving, and some shooting. The game was intended to be the first chapter in a trilogy of games, but was a commercial flop upon release; as a result, the story was never finished. I’m pretty sure I got my used copy from GameStop for a measly few bucks, and it didn’t even come in a case if I recall correctly. At some point, I traded it in with a bunch of other games for something, which is why it is now starring in this beloved Grinding Down feature.

Here’s all I know of Haven: Call of the King‘s plot, based on the very limited amount of time I spent in its world. Lord Vetch and the Overlord talk about The Voice and mention something about the slave named Haven–how there has been some trouble regarding him. See, he is one of several people who are infected with a virus that requires a constant supply of antidote, which the despot Vetch controls. The scene then cuts to Haven in his home as he is working on building a mechanical bird called Talon. Haven is late for work, so he heads off to the mines. There, he finds his friend Chess being hassled by some guard. The henchman notices Haven is watching, so he turns and fires his laser at Haven. He misses, instead taking out a chunk of the wall and causing the mine to begin to collapse. The true point of the game though is for Haven to find some mysterious bell Vetch has hidden away. Why? I know not.

One of the things I remember standing out in a big way in Haven: Call of the King is that there are no loading screens between environments, unlike Crash Bandicoot. It’s done more like as in the first Jak and Daxter. The game does all its loading during very quick cutscene transitions between levels. I know that this is pretty commonplace nowadays, but back that it was a big deal. Evidently, there were numerous minigame types folded into the standard platformer gameplay that I never even got to touch. There’s a variety of vehicles, including a jetpack, a boat, an airplane, a jetcar (that’s better than a jetpack, yes?), a glider, and a spaceship, and each has various gameplay goals attached to it, such as dogfighting, racing, manning a gun turret, or completing simple mission objectives. It’s a game that seems stuffed to the brim with things to do. The first area alone has a number of different things to collect–cog wheels, blue lights, pulsating egg-like things, heart refills, and so on. You’d almost think of this as more of a collect-a-thon if there wasn’t also a huge focus on action sequences and nimble platforming.

One unique element to Haven: Call of the King‘s platforming gameplay revolves around Haven’s main weapon, which is called the mag-ball. It’s a yo-yo type of weapon, with a fairly short range and a very tiny business end; however, the problem was you simply didn’t have fine enough control over which way Haven was facing to aim it properly. There also wasn’t any kind of lock on or auto-aim to help take out enemies or burst acid/fire pots. The mag-ball can also be used on tracks in the air to get Haven from place to place, kind of like the grind boots from Ratchet & Clank.

While the game presented itself as cartoony and kid friendly, it definitely has some dark undertones to it, what with all the slavery business. Sounds like Haven: Call of the King ends on a dreary note, and that’s all she wrote, as this trilogy is certainly never going to be finished. A strange game, for sure, one of its time and era–Haven’s rather appropriate bit of facial hair really stamps this game into place–and I honestly do regret giving this one up. At least I can revisit it on YouTube whenever I’m in the mood to see how this all ultimately unfolded.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

LEGO The Incredibles needs to be a bit more flexible

Hey, remember when I played The Incredibles on PlayStation 2 and mostly hated everything it had to offer? Well, the good news is that LEGO The Incredibles is forty-five times better than that hunk of junk…though it still has its own issues to deal with. That said, it is one of the better LEGO games of recent memory, and I’m looking to hit 100% completion on it real soon, which is a lot more than I can say about LEGO City Undercover.

LEGO The Incredibles is a fairly fun-filled adventure that puts you in control of your favorite characters from the franchise, along with a bunch of familiar faces from other Pixar films, such as Sulley from Monsters, Inc. or Merida from Brave. You’ll have to team up as the superhero Parr family to conquer crime and relive in LEGO form the unforgettable scenes from The Incredibles and The Incredibles 2 movies. Strangely, the game starts with levels from the second movie first, but I guess that’s because this game was tied with the theater release of The Incredibles 2. I greatly enjoyed the sequel, but my heart will always call home that first flick…so it was a bit of a bummer to have to go through the game backwards.

It follows the standard format of most modern LEGO games now, which means there are long-as-heck story-related levels to complete, each with their own collectibles to find, along with a large hub world to run around in and complete other smaller tasks, such as time trial races or defusing bombs. A part of me feels like the hub world is quite small when compared to things like Middle-earth from LEGO The Lord of the Rings or even the multiple islands in LEGO Jurassic World, but maybe that’s because you can zip around it rather swiftly if you use any character that can fly. You can purchase a number of vehicles too, but again–why drive when you can zip through the skies, with or without a cape (no capes!)?

Something I did enjoy greatly in LEGO The Incredibles is getting to play as all the different superheroes, not just the Parr family, most of which are long dead by the time things get going in the first film. For instance, the game mixes things up so you can have a partner on Nomanisan Island, and your go-to-pal is none other than Gazerbeam. Sure, sure, he’s definitely dead in the movie due to taking part in Syndrome’s droid’s battle education, but at least now you can put a voice to the character and see how his powers work. Others to definitely try out include Dynaguy, Apogee, and Firebreak, who I used the most to fly around New Urbem. There’s a wealth of lore to dig through, and I got excited every single time I unlocked a superhero from the past; that said, Voyd is kinda cool too.

One of the elements of LEGO The Incredibles that gets truly repetitive is clearing out crime waves in each district. Basically, to rid the city of crime, you have to complete teeny side missions out in the hub world, such as “put out 10 fires” or “defeat three gangs of X’s goons,” and then beat up whatever iconic supervillain is behind it all. Once you do that, that district reveals all its collectibles on the map, gives you a Pixar Incredibuild to do, which just consists of a lot of button mashing, along with a red brick. The only beam of bright light among all this is that it is presented as a breaking news report, and the TV anchor uses every pun in the book to get the job done. I love puns.

LEGO The Incredibles is a good amount of fun, but some of that fun is watered down by really long loading screens, story levels that never seem to end, and repetitive elements, like crime waves, mindless combat, or doing Incredibuilds solo and having to mash the build button for four separate characters. Ugh. Still, I’m having fun with all the various superheroes (Old Lady is fantastic, too) and a few of the Pixar characters, though now I just want a LEGO Toy Story. That might actually be a thing that could happen with the forthcoming film on its way, and they already have a Woody model, along with three other films to build off of and–sorry, sorry, you caught me monologuing!

2019 Game Review Haiku, #1 – LEGO Incredibles

Mash all the buttons
Sit through longest loading screens
We’re incredible

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

There’s beyond plenty to do in LEGO City Undercover

For Black Friday this year, I purchased three games digitally for my Xbox One–LEGO City Undercover, Batman: Arkham Asylum, and Batman: Arkham City. Go me. And yes, I’ve technically already played Batman: Arkham Asylum on my PlayStation 3, but this came as part of a two-game bundle, and the price was too good to ignore. I think it was about $5.00. But I’m not here to chat about the Batman…instead, let’s get into Chase McCain and his big-city antics.

Naturally, LEGO City Undercover takes place in the vast LEGO City, with players controlling an undercover cop appropriately named Chase McCain. Chase goes on the hunt for criminals, with various moves at his disposal, such as swinging across poles and performing wall jumps. He can also gain disguises throughout his quest to take down Rex Fury that give him additional abilities, such as a robber disguise that lets him break locks, a miner that can use dynamite, or a firefighter to put out fires and chop down boards on doors. Chase can also pilot a number of different vehicles, such as cars and helicopters, and use loose bricks to build various special structures. It’s basically a severely toned-down version of Grand Theft Auto, but with more building and people jumping out of the way of a car driving down the sidewalk.

This is a totally original LEGO story, for once not based on any sort of previously established universe and/or characters. Upon McCain’s return to the titular LEGO City, the mayor reveals the city is in the grips of a crime wave, which she suspects to be the work of Rex Fury, a notorious criminal that Chase initially helped to arrest, but who has since escaped from prison. Chase is tasked with finding him. To assist him, Chase is joined by dim-witted rookie Frank Honey and police technician Ellie Phillips. However, McCain’s grand return is not welcome news for Natalia Kowalski, Chase’s ex-girlfriend, who was forced into the witness protection program after he inadvertently revealed her as the witness in Fury’s trial. I mention all these characters by name because they truly make the story work, fun, and engaging, and Frank Honey is just so goofy and dumb as LEGO bricks that you have to love him.

LEGO City Undercover is packed with humor, references, and silly gags, as one might expect from the folks at Traveller’s Tales. Some of these I think might go over many children’s heads, but I spotted several and smiled constantly. There’s an early level that is entirely a pastiche of The Shawshank Redemption, complete with a Morgan Freeman impersonator. Later, you have to follow the instructions of a construction worker who sounds exactly like one Arnold Schwarzenegger, with him even mentioning that we need to “get to the chopper.” The game definitely has its own voice and sense of style, and the writing is engaging and goofy, even when attempting to hit some emotional beats. There’s a redemption arc for McCain, but it falls a little flat with all the goofiness around his actions.

And now, the most daunting aspect of LEGO City Undercover is just how much stuff there is to discover. I’m talking collectibles here, and LEGO videogames have just continuously gotten bigger and bigger with each new entry. However, this feels like a bit too much, yet sadly I will have to collect every single one of them or forever not sleep soundly again:

  • 39 Red Bricks
  • 305 Characters
  • 120 Vehicles
  • 450 Gold Bricks

Now, those 450 gold bricks are tied to at least over a dozen different types of activities, such as punching ATMs, destroying boulders, doing time trials, chasing down aliens, watering flowerpots, and so on. Basically, if you do something special or attached to a specific character disguise for McCain, you get a gold brick. Hooray. Since beating the game the other day, I am just a smidge over 100 gold bricks and somewhere in the 35% completion total rate, which means I have a long road ahead of me.

Other than LEGO City Undercover glitching out on me a few times, I’ve generally had a good time with the game. I wasn’t too keen on having to collect building bricks along with studs, but it hasn’t been an issue, and once you beat the game you get an automatic x2 multiplier to the activity. Still, there’s lot of things left to build, so maybe I’ll end up hating the grinding for building bricks by the end. If you don’t hear from me in a month’s time, please send help.

Life never really finds a way in LEGO Jurassic World

It used to feel good to hit 100.0% completion in these sundry LEGO games. It was a victory well-earned, through being meticulous and dedicated and clever. You go back into levels you already played, now with a crew of varying abilities and skills, and you’d do things you were unable to prior, truly experiencing everything the level had to offer. Alas, the last few LEGO games I’ve played, specifically LEGO Star Wars: The Complete Saga, LEGO Star Wars: The Force Awakens, and LEGO Marvel Super Heroes, have turned it into a real chore. I’m saddened to say that LEGO Jurassic World is also now a part of this troublesome family, and methinks this just may be the way all future LEGO games go, so allow me to predict now that I will greatly enjoy my first few hours with LEGO The Incredibles, but will be busted by the end of it. Sigh.

You may recall that I actually already played through LEGO Jurassic World some years back. Well, that was the Nintendo 3DS version, and I found it…underwhelming. A part of me hoped that its bigger console version would remedy some of the issues I had with it on handheld, and it does, but that still doesn’t mean it’s the best of the bunch and not without its own set of problems. Mel and I played it together, and that’s always fun, but the grind after completing all the levels to get every last red brick, gold brick, piece of amber, minikit, dinosaur, worker in peril, vehicle, character, and photograph is beginning to wear on my mind.

LEGO Jurassic World, despite its name, covers the first four films in the series, with each movie getting a handful of levels–roughly about 5 or 6–as well as its own minihub area to run around on and dig up collectibles. These levels are bigger and better than the 3DS version, but there’s still too many sections involving running non-stop toward the screen as a dinosaur chases from behind, and these sections are even more frustrating if you miss a collectible. Other than those, the big moments in each movie are tackled and play out, more or less, as one might expect. Traveller’s Tales still infects the narrative with its kooky humor–they love bananas and pigs–but a lot of the dialogue is taken from the movie and its quality is noticeably poor, to the point that I’d rather have this take go back to the silent pantomimed style of earlier LEGO games.

My biggest issue, early on, with LEGO Jurassic World revolved around its hub world maps and how the developers never tell you that you need to interact with a computer terminal to open up fast-traveling waypoints. For a while, I just couldn’t travel to a map area quickly, and my only solution was to load up a level and then save and exit from it, which meant sitting through several loading screens just to pop up on my island of choice. You could say I goofed a bit on that, but the blame could also go on the developers as I don’t recall other LEGO games requiring this. Also, there are multiple layers to each map that you constantly have to click through to exit back to the main game. Not really ideal, when all I wanted to do was drop on a pin on the nearest red brick.

Y’know, a lot of people like to muse about future or potential LEGO games–myself included–and I’m coming to realize that not everything can fit the mold. For instance, I’ve seen a lot of clamoring for things like LEGO Jaws and LEGO James Bond. The problem is that, often times, there’s just not enough excitement there to warrant games in these franchises. For instance, say there was a LEGO Jaws, you would get a handful of named and well-liked characters to play as, but then you’d have to spend all your time unlocking upwards of 50 no-namers like Ben Gardner or Harry Meadows, and their abilities, unlike superheroes, would be beyond bland, like interviewing witnesses or using fishing rods. That happened here in LEGO Jurassic World, wherein I mostly played as only the main characters from the films via the top two rows of the character select screen and touched nobody else except for Mr. DNA and a dinosaur when a puzzle required it…because nobody else seemed all that exciting to control, and there’s next to no experimenting.

If you are nostalgic for things adjacent to Jurassic Park, I wouldn’t recommend this. If anything, watch the films again. I have recently and can continue to put them high up on a pedestal, beacons of fun storytelling and lovable characters. Sure, you don’t get to bounce around as an ultra cute and tiny velociraptor, but that’s probably the only noteworthy difference between the films and the games. Heck, go back and play Jurassic Park on the SNES if you want something super engaging and full of tension though, in my heart of hearts, I know that those first-person sections do not hold up.

2018 Game Review Haiku, #36 – LEGO Jurassic World

Four dino movies
In usual LEGO form
Not a clever girl


For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

LEGO Star Wars is from a long time ago in a galaxy far, far away

I’ve not played every single LEGO video game out there, but I’ve gone through a good amount, most of which were in order of release. For me, it began with LEGO Star Wars: The Video Game back on the PlayStation 2, but it’s probably more accurate to say that the starting point for the evolution of these LEGO video games from TT Games began with LEGO Indiana Jones 2: The Adventure Continues. That’s where you began to see things like an enlarged hub world to explore and a split-screen camera option for when playing with a co-op partner, both of which have become mainstays for the series. Going back to play LEGO Star Wars: The Complete Saga recently has shown me just how far the series has come, for better or…no, just better. It’s only gotten better.

That’s not to say LEGO Star Wars: The Complete Saga is a bad game or un-fun. Mel and I have been having a good time completing levels, collecting studs, unlocking red bricks, buying multipliers, and revisiting areas for hidden collectibles. We chip away at the larger beast. The LEGO grind is here, but it’s enjoyable because, compared to LEGO Star Wars: The Force Awakens, not every level takes upwards of an hour to complete. Not every door requires you to solve a minigame to open it. Not every puzzle is dastardly obtuse. I guess there’s some worse in the newer entries after all.

LEGO Star Wars: The Complete Saga is basically a compilation of LEGO Star Wars: The Video Game and its sequel LEGO Star Wars II: The Original Trilogy, that way you can play through them all together using one single product. Which is good for us because I only ever played through the former of those two, and Mel played the latter with her brother many moons ago. So we both got to experience some new areas together. Also, the game incorporates two previously deleted levels–“Anakin’s Flight” and “Bounty Hunter Pursuit”–though I’m only finding out about this now. Many other levels were redesigned and updated so that both games worked with each other and felt unified. Either way, the games follow the movies, which means you’ll get to see the exciting Trade Federation negotiations go down, young Anakin grow up, watch Luke learn about his father and The Force, and see Ewoks take down the Empire with sticks and stones. Since this is an older entry in the series, the cutscenes are wordless reproductions, but still silly when they want to be.

Here’s something I didn’t expect to ever say: Jar Jar Binks is essential. Early on, his ability to both double jump and jump high is pivotal for getting some hidden minikits, red bricks, or blue studs, which are the ones worth the most money. We brought him into every level we could during Free Play. I do miss the camera that would split in half and allow both players to do their own desires; here, you are stuck to each other, and often it made things easier for one player to simply drop out then for both to jump across sinking platforms floating in red-hot lava. Also, the flying levels are a struggle, especially when you need to get from point A to point B with missiles or a bomb being dragged behind you, and the whole world is out to make you explode. Later, we managed to make a door glitch out and not open despite doing everything right because glitches need stitches. Or something like that. Sorry, I didn’t know how to end that sentence.

We’re currently around the 65% completion mark, with several more levels to fully finish. Then there are special levels to do after you complete everything else, as well as challenges, arcade mode, playing online, gold bricks to buy, characters and vehicles to unlock, special cross-over Achievements to pop, and so on. Only after all that, after we see that 100.0% high in the sky, can we happily put LEGO Star Wars: The Complete Saga to bed. Still, this has been good co-op fun, which is not bad in July 2017 for the 23rd greatest video game of all time, according to the Guinness World Records Gamer’s Edition in 2009.

2016 Game Review Haiku, #43 – LEGO Star Wars: The Force Awakens

2016 gd games completed lego star wars the force awakens

BB-8, so cute
It is the best droid, true fact
Poor R2-D2

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

100%-ing LEGO Marvel Super Heroes nearly broke me

lego marvel superheroes 100 percent grind

Naturally, I saved all the elements I hated the most for last when working towards hitting the 100% completion mark in LEGO Marvel Super Heroes. Like races, of all variety. Like replaying every story level a second time to find the last few collectibles. That’s it, really. Those are the two mission types I disliked the most, as the fetch quests and bonus levels kept things lively, and so long as you have a character that can fly–my go-to was always Galactus or Ms. Marvel–then you can zip around the hub world and start checking off tasks…somewhat quickly. Getting there is no big problem, but one still has to factor in solving the puzzle to unlock the gold brick, vehicle, or character.

Races in the sense of a competition between runners, horses, vehicles, boats, etc. to see which is the fastest in covering a set course are just the worst when it comes to open-world videogames. I avoid them at all costs. I think I did the obligatory one in Grand Theft Auto V and never went back. There are a few types in LEGO Marvel Super Heroes: in air, in vehicles, or on foot. None of them are fun. One mistake generally costs you the entire race, forcing you to go back to the mission giver and try again, which is sometimes not an easy process. The flying ones are a real hassle as the controls for zipping through the sky like some cool person are clunky and, nine times out of ten, work against you. Here’s a real kicker though: Maria Hill challenges the player to a go-kart race on the S.H.I.E.L.D. Helicarrier, but it’s on a digitalized, floating track in the sky, and if she wins, the track disappears, and you fall all the way down to the city below. Want to try again? You have to either fly back to the Helicarrier or use a warp station.

Let’s talk a bit about Stan Lee. You know, the iconic American comic book writer, editor, publisher, media producer, television host, and actor who loves making cameos whenever it comes to all things Marvel. He’s a collectible in LEGO Marvel Super Heroes, and there’s fifty in total to rescue. One Stan Lee in Peril is found in all the story levels and bonus levels, with the rest, a good twenty or twenty-five out in the hub world somewhere. Thankfully, an icon appears on the map to let you know where he is, but you can naturally only rescue one at a time. He’s not Multiple Man, mind you.

Anyways, after rescuing a bunch of Stan Lees in the hub world, I noticed there was no new icon showing up, which lead me to both recheck the map several times, but also assume that any new Stan Lee rescue missions were locked until I did something else. Or hit a set percent completion. As it turns out, that was not true; instead, there was a Stan Lee icon on the map the whole time, just hidden underneath another icon, one for a story mission that I had already completed. I only saw it visible when glancing at the mini map; you can’t see it through viewing the large map. In short, I could have been collecting Stan Lee the entire time, but didn’t because the developers thought it was a good idea to hide the icon on a map they clearly knew gamers were going to use as a means to set waypoints and track down things. In shorter, screw Stan “The King of Cameos” Lee.

Lastly, even after hitting 100% completion and enjoying the warm fuzzies of seeing all those collectibles collected, I still wasn’t done with LEGO Marvel Super Heroes. See, I began playing the game co-op with my girlfriend, and evidently the Falling…with Style Achievement for successfully sky-diving off the S.H.I.E.L.D. Helicarrier is glitched if you try to do it first in co-op. The only way for me to pop it was to start a new game and never bring in another player. More frustratingly, you don’t get access to the S.H.I.E.L.D. Helicarrier until after the first story level is completed. Imagine me, drained from grinding my heart out on LEGO Marvel Super Heroes, having to play a story level for a third time simply to be fully done with this mutation. Also, you can’t skip cutscenes the first go around. I grumbled through it, jumped off the Helicarrier, saw the Achievement pop, and felt an invisible weight lift off my shoulders.

At one point during my seemingly impossible climb to 100% completion, Deadpool mocked me for even trying. Made fun of me going after all these collectibles or doing another vehicle race simply to check it off an imaginary to-do list. I get that that’s Deadpool’s thing, breaking the fourth wall and whatnot…but when the videogame you are attempting to master is leaning back and laughing at you, one has to wonder. Super heroes are often defined by their sacrifices. I feel like LEGO Marvel Super Heroes is one of my greatest.