Indie Games Part 4: Maruta 279

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This time we will be introducing to you BUSAN SANAI Games and their upcoming title Maruta 279. Maruta 279 is a stealth game that takes place in a dystopian future world where human clones are experimented on. The game will be released for iOS by this year’s fall, and it should be coming for Android and PC later too. The game does look like fun and it’s ambiance and music reminds me a little of the classic Shadowrun game. I myself love puzzles, stealth and dystopia so I really hope the game will be released for Anrdoid soon so i get to try it out! You can check out the game play trailer  I put here for you.

Here is the inspiring interview with BUSAN SANAI’s Sean Shin.

Where did you get the idea for your game, and how did you start?

I was inspired by a short story that my friend, Alex Park, wrote. His story ‘The Anomaly’ is about a psychologist who works at a cloning facility, and is in charge of monitoring clones’ mental health. We originally set out to make a narrative-heavy 2D side scroller, but it eventually evolved into an isometric 3D stealth game.

What are your expectations for the game?
Maruta 279 is still in development – I’m planning on releasing this game to the iOS App Store in the Fall this year. It’s hard to say what my expectations are, since I look at this game as a learning experience more than anything. I’ve made simple 2D games before, but only as a programmer. This is my first 3D game, and this is also the first game where I’m doing everything – 3D modelling, animation, UI design, etc. It would be amazing if some people like it when it comes out, but I’m just happy to have learned all the things I’ve learned while making this game.

What is/was the hardest part in making your game? How about the most fun part?

Programming is the hardest part of making this game. Mobile optimization is a pain. Feature creep is also an issue. I’ve added some features that I didn’t have in the plans initially, which has made the code more complex and broke some old features that I had to fix. It’s hard, but I love problem solving, so I enjoy the challenge. The most fun part is getting out of my comfort zone as a programmer and learning new skills. When I started making this game in January, I only had basic ideas about 3d modelling and lighting. I still have lots to learn, but the game is getting closer to how I envisioned it from the beginning. Feeling like a total beginner in a new area is scary, but it’s also very exciting.

Is making games a hobby, or do you want to earn your living with it?

I would love to earn my living though making games. That would be the dream!

Do you have any other game projects at the moment?

I’m also working on a music-based game with a music producer, namoo nara (who is also working on sound design for Maruta 279). It’s still in early stages of development, and it may turn into more of an experience than a game, but it will definitely be have trippy visuals with sound-reactive and procedurally-generated elements. Preview here:

 https://vimeo.com/152047353

Anything you’d like to say to people who dream of making games?

Anyone who dream of making games should start making games now! The tools are easier than ever to learn, and there are tons of resources to get you started. More people making games can only lead to good things.

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BUSAN SANAI Games has received these awards and recognitions:

  • “Finalist in 2016 AFK Game Development Symposium” – 28 April, 2016
  • “Selected for the Very Big Indie Pitch at Pocket Gamer Connects Vancouver 2016” – 28 June, 2016
  • “Selected for The Indie Prize Showcase at Casual Connect USA” – 18 July, 2016

Play with passion!

auburn.geek

Pokémon GO Players Finding Pokémon in Strange Places

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Players of the newly released Pokémon GO have begun their quests to become a Pokémon master, and in their spare time have been sharing some incredible shots via Twitter and other social media.

Pokémon GO is a new augmented-reality (AR) game developed by Niantic for iOS and Android devices. The game is free-to-play and allows people to capture their favourite pocket monsters in the real world, but this has proven to be quite a unique experience for some users, like this accidental fry-up:

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The perfectly Exeggcuted shot:

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For a lot of users, taking a bathroom break has proven to be quite the ordeal when they find its occupied:

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Probably best to leave this Rattata alone:

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Some of people have even had Pokémon interacting with their pets…sort of:

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A few trainers have been searching a little too far and wide, finding themselves in some strange places, most recently a police station. It seems like it started to become a bit of an issue when the station had to issue a kind request to users:

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The app first went live in Australia and New Zealand and is now available for those in the US, but sadly there’s still no news on when the UK and Europe will be able to start training.

To go with the app, avid trainers will be able to purchase a small wearable bracelet called the Pokémon Go Plus. This notifies them of nearby monsters via a Bluetooth connection which will light up and rumble once you’re close, but at the moment it has a rough release window of late July 2016.

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SNIKT!

The Elder Scrolls Online: Gold Edition Coming!

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Bethesda is releasing The Elder Scrolls online: Gold edition for PlayStation 4, Xbox One and PC on 9th of September this year. The upcoming edition will give access to the complete story with no barriers, including the whole game with all it’s DLC content, namely Imperial City, Orsinium, Thieves Guild, and Dark Brotherhood. Gold edition buyers will also receive 500 crowns to use in the game, and a Palomino horse, so you’ll have a cute companion in your adventures. The Elder Scrolls: Gold Edition will cost around 60$ and it is available for pre-order. This pack will be perfect for gamer who hasn’t yet played the game, or who hasn’t bought all the DLC content already.

Here’s the official description of the Gold Edition: Own the complete ESO story plus the first four DLC game packs with the newly announced The Elder Scrolls Online: Gold Edition. From Skyrim to Daggerfall, this pack allows you to explore the vast world of Tamriel in one package. Travel to Abah’s Landing to master the art of thievery with the iconic Thieves Guild, become a deadly assassin of the Dark Brotherhood in the Gold Coast, or ride to Wrothgar and aid the Orc King Kurog in rebuilding Orsinium.

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There is also something new to look forward to in The Elder Scrolls universe. Three new DLC are in production right now, Shadows of the Hist being the first to be released in August. Sadly the new DLC are not going to be included in the Gold Edition. Maybe we will get another edition  later that’ ll include the upcoming add- ons too? Seems like The Elder Scrolls Online is getting a bit too much like every other money sucking mmorpg, but that might just be me.

Play with passion!

auburn.geek

Red Dead Redemption Sales Up A WHOPPING 6,000%

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Following the confirmation that the Xbox 360 version of Red Dead Redemption will backwards compatible on Xbox One, sales numbers have jumped over 6000 percent.

Sales of the original 2010 release and the more recent Game of the Year edition, have seen a huge spike on Amazon.co.uk after it was confirmed they would be playable later this week.

At the time of checking, the regular copy of the game rose from a sales rank of 1,082 to 17, whilst the Game of the Year edition climbed from 775 to 36.

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Rockstar announced yesterday that every Red Dead Redemption Xbox 360 owner, will be able to play the game directly through their Xbox One, regardless of the version they own (Red Dead Redemption, Game of the Year Edition, or Undead Nightmare)

Those who aren’t able to beat the Amazon rush, or sold theirs (me), will be able to download it via the Games Store via the Xbox One.

SNIKT!

Super Stardust Ultra VR coming!

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The classic arcade-shooter (originally from the Finnish company Housemarque, in 1994) Super Stardust is going to become a virtual reality adventure. The game is brought to today’s gaming experience by switching the viewpoint to first person and adding a new feature, invasion zone:”this new mode designed specifically for VR is played in a first person cockpit view, where you take control of a ship armed with the advanced weaponry typical of Stardust: plasma cannons, missiles, EMPs and an Inertial Disruptor.” The old fans don’t need to get too scared of these changes, because some of the old features will be available too:”you can also play all the traditional SSU game modes enhanced for PlayStation VR, diving into a fully immersive experience. This release includes not only the classic Super Stardust experience, but also all the game modes included in Super Stardust Ultra!”

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The game is released on 13th of October and it can be pre- ordered now. You can also  buy  the VR upgrade only if you already own the Super Stardust Ultra.

Play with passion!

auburn.geek

 

Dynasty Warriors Coming For iOS And Android

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The legendary tactical action game is making it’s way into the mobile game market. The upcoming Dynasty Warriors will be free to play and totally designed for mobile gaming so it’s not a conversion of some older title. Nexon Korea is producing the new app in cooperation with Dynasty Warriors publisher Koei Tecmo and developer XPEC Entertainment, the new Dynasty Warriors should be available later this year.

The game looks pretty sweet, and if you are not familiar with the franchise yet, this should be a perfect way to see if you like it. It should also be great for the old time fans, at least this is what the developers believe.

Nexon Korea’s Jiwon Park  has been reported saying:“Dynasty Warriors is a beloved and fan-favorite franchise that has endured for nearly two decades and gives Nexon Korea another triple-A title for audiences around the world to enjoy,[…]Fully enhanced for mobile while retaining the feel of the console versions, Project Dynasty Warriors will immerse hardcore gamers and deliver everything that made the Dynasty Warriors series a beloved global masterpiece.”

Play with passion!

auburn.geek

 

INSIDE Review (Xbox One & PC)

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Playdead is a company that I’ve personally taken an interest in ever since their first game Limbo, originally released back in 2010 on Xbox Live Arcade. It did so well, that in the following years to come it would be released on numerous different platforms.

Their latest release ‘Inside’ follows Limbo’s success on so many different levels, and brings some fascinating new ways to play.

Like with Limbo, you start off as a young boy in a forest with no explanation as to why, or what the end goal is. The only part that is clear, is that you must progress along the 2D platformer by running, jumping and grabbing – the only 3 controls given. You quickly reach a building/warehouse where you spend the rest or your time questioning what this grotesque, oppressive place is.

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During the course of the 3 – 4 hours length, you’re tasked with an array of different puzzles in interesting and unique levels, each one designed in such a way that feels fresh from the last. It’s unlikely that you’ll be stuck for hours on a particular puzzle, as the solutions are logical and can be solved with a bit of trial and error.

You’ll die fairly often during your play through and the animations are quite alarming, one such case was being mauled by a pack of dogs for being a second too slow, another was being dragged under water by what I can only explain as the little girl from 2002’sThe Ring’. That being said, this isn’t your usual punishment for failure that most games express, but a life lesson on how you proceed next time.

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The world of Inside is uniquely beautiful, giving you 2D movement with a 3D backdrop that you can’t help but stop and gawp at every so often. The colour is muted and the people are without definition, giving you the feeling that this is not a place of happiness for anyone. The music occasionally plays in a significant places, and you can’t help but get shivers in awe of the gorgeous art style and dramatic themes.

Inside is a 2D masterpiece that does a lot with a little, and for £15.99 ($19.99) it’s a great investment. The experience will leave you and friends talking for hours and feeling like you’ve been on one of the most intense adventures in a game to date. If you have a spare few hours, this is one game I urge you to experience for yourself before someone spoils it for you.

SNIKT!

9 Persons, 9 Hours, 9 Doors And Virtue’s Last Reward Are Being Ported!

After the chilling and thrilling conclusion to the Zero Escape Series Zero Time Dilemma it has been announced that its first two chapters are being released on other devices. 999 which previously released on the Nintendo DS and later IOS is presumably being released on Steam.

I would also assume that Virtue’s Last Reward will also be released on Steam as it has already been released on cand Playstation Vita.

This series is really a niche series and if you haven’t played it I highly suggest that you do. The mastery of the writing is by far some of the best I have ever seen. The story revolves around games of deception and murder. The characters all link between the games sometimes reappearing in later games.

These games will alter your thoughts and make you think about them long after you have finished playing them. Not only are they intellectually challenging they are filled with amazing escape rooms.Really the whole series makes you think and I feel like I have grown from playing it.

Now it has not been said when these games will be released but it should be sooner than later. All I know is this series will forever be high on my list as it really tells a story like no other series I will probably ever play.

Indie Games Part 3: Honey Bee

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Today I’m introducing to you a new, fun puzzle game called Honey Bee. The cute game is made by Pelangi games and once again, an interview with the game’s creator will be attached to the end of this article. I love puzzle games but I’m a bit picky about them, so when I say that Honey Bee is really worth trying out, you know it’s got to be true! The music in the game is definitely a big bonus when it comes to relaxing, it really is quite soothing.

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Honey Bee is a fun, simple and relaxing puzzle game. Here’s why:
• Fun: Because ‘Honey Bee’ will offer you an enjoyable, yet entertaining challenge to simply pass the time or exercise your puzzle-solving mind.
• Simple: Combine, combine, combine, that’s all there is to it! It’s an easy learning curve, the short tutorial will quickly get you started.
• Relaxing: Play ‘Honey Bee’ at your own pace. There’s no end goal to aim for or a count-down timer to race against! Just chill-out and enjoy the music.

Features:
• Combine tiles of the same kind together to form bigger tiles.
• Unlock features to help you advance.
• Expand the board as you level up.
• Compete with friends for the highest score.
• Post your highest scores to the leader board.

How far can you go? Play on your holiday. Play on your commute. Play while lounging around. Play for free now! No in-app purchases required. At all! We really mean it!


 

Here is the promised interview with Alan:

1) Where did you get the idea for your game, and how did you start?

It happened when I was searching for a game that I could play to past the time during the boring bits of going away on holiday. You know, like whilst sitting in an airport lounge in eager anticipation of a relaxing long haul flight, or waiting for my Wife on the other end of the duty free shopping zone. By serendipity I came across a puzzle game called Big Maker, which filled this space quite nicely. Most gamers would liken the game mechanics of Honey Bee with the very popular 2048 puzzle games, but the closest relation is actually the relatively little known Big Maker game. The game had a wide audience appeal but there were little things that I felt could be improved to enhance the overall experience. I thought no further of it and allowed the ideas to incubate in my head. Fast forward a few months later and I found myself downloading Unity, almost subconsciously and proceeded to go through the tutorials. Just as I was getting a reasonable grasp of Unity and felt empowered enough to build a game of my own, I discovered that my initial game idea of a MOBA management simulator had already been done and was already in early access. My heart sunk in this revelation as I had invested lots of time to get to the point where I was finally able to build this game. In hind-sight this was a blessing in disguise as the scope and resources required for a management style simulation game would have made for a rough introduction to game development. That very same night, I revisited the Big Maker ideas I had parked away all those months ago and said to myself, “Why not?”. Why not remake the game with a fresh look-and-feel and bring my own innovations to the mix. I quickly built a minimum viable product of what was to become Honey Bee, tested its playability and was determined to bring the prototype up to polish and launched on the Google Play store.

2) What were your expectations for the game? Was it everything you had hoped for?

Honey Bee had shown lots of promise during its development and I knew I had something special when my Wife was hooked on playing early versions of it. On more than one occasion, I had to pry her away from playing on my dev tablet just so that I could play-test it myself! Since then, I had the aim to design Honey Bee for her in mind, and reasoned that if she enjoyed it then her friends will likely enjoy playing it too. However, most level-headed people would know that for a game without a marketing budget and from an unknown developer would have required the help of a minor miracle for it to become a overnight success. So from very early on I set my expectations to what would be reasonable and realistic. Since launch, the game has received a gradual uptake in players and it is my hope that these players would enjoy the game enough to share with their friends and gain some momentum. Amusingly, there is already an emergence of competitiveness for the highest score between players of the same social circle, but maybe that’s just me *laughs*

3) What was the hardest part in making your game? How about the most fun part?

My adorable Toddler clutching her favourite Peppa Pig puppet book doing everything she can including disconnecting my laptop power cable to get me to read to her for the 7th iteration…that morning. All the while trying to debug a mind-bending recursive function for my game-over checker. But seriously, I think effective time management and having the right work life balance can be tricky at times. Working in a hectic home environment with lots of distractions is something I had to adapt to very quickly. Often times though, these distractions away from the computer screen were in themselves productive, as it allowed me to mull over a programming problem I was trying to solve, or brainstorm over the design of a feature I was working on. Integrating 3rd party plug-ins can also be frustrating. Despite them being open-source, I felt little or no control over them without spending a large amount of time understanding the code more intimately. I guess I preferred working on my own mess rather than other peoples. Not naming names *smiles*. The weekly Friday afternoon music hour was a time we set aside to wind down the week and find the backing soundtrack to Honey Bee by streaming through dozens of songs. I knew I had a hit if my toddler was happily dancing to a song, and those made for very fun times. She’s a very silly dancer, such is the pejorative of any toddler really. It was also fun watching my ordinarily nonchalant wife put in solid sessions of Honey Bee and her frequent outbursts as she made gaming mistakes. I knew at that point she was fully engrossed and wasn’t even thinking about it as a game that I was making, but rather just a game she was entirely engaged in. That was pretty funny to witness in a strangely perverted way.

4) Is making games a hobby, or do you want to earn your living with it? 

I guess for now it’s a hobby foremost, unless it somehow is able to substitute a stable job with a steady income on which my young family and I depend on. On the other hand, the immense satisfaction of being able to handcraft an idea into existence is a rarity, and I suppose if I was able to turn it into a living it would become the ideal dream lifestyle. If I’m fortunate enough perhaps one day it might happen.

5) Do you have any other game projects at the moment?

There are plans for a an iOS port of Honey Bee and a possible make-over of the artwork if Honey Bee finds some success. In the meantime, there’s still a long list of work to be done so that’s going to keep me busy for a little while longer. I do have a bunch of game ideas that I’ve been scribbling away on and plan to bring to life once Honey Bee is completely done. My wife suggested that I make a game called ‘Happy wife, happy life’, but when I prompted her on details she couldn’t give any beyond the games title.

6) Anything you’d like to say to people who dream of making games?

Just go for it! The trend for games development has become more accessible to a wider group of people with game engines like Unity, and the wide array of open source software allows you to comfortably create assets of your own. It is truly a collaborators paradise we are living in and I think the time has been ripe for sometime now for indie developers to showcase some pretty cool stuff with very little start-up capital. With such a rich plethora of resources available on the internet, we are spoiled for choice and many of the obstacles that once was are now removed with game publication made increasingly easier. If you have the passion and perseverance and If your dream keeps you awake at night, it deserves to be brought into reality.


Honey Bee is downloadable from Google Play Store, just click this link! or search: Honey Bee puzzle game. You can also follow PelangiGames on Twitter.

Play with passion!

auburn.geek

The Perfect LEGO Doctor Who Videogame

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In a time where LEGO Doctor Who is a thing, it’s hard to imagine now that at one point it seemed pretty unlikely to happen. Eleven years ago, despite the hugely successful revival the show just didn’t have the global reach. Fast forward eleven years and Doctor Who is talked about everywhere, from the pizza heaven of Italy to the McDonalds’ country of America. Doctor Who even got a level pack in the hugely popular toys­to­life game LEGO Dimensions. Yet there’s still no LEGO Doctor Who videogame…

So how would a LEGO Doctor Who videogame work? In this article, I will break it up into four areas: the hub, characters, vehicles and narrative (including gameplay).

The Hub

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In a LEGO Doctor Who videogame, what else could the main hub be other than the TARDIS? The TARDIS is the show’s one remaining constant throughout its entire fifty three year history. Companions come and go, Doctors leave…but the TARDIS always remains. Imagine being able to explore the TARDIS corridors, enter the library or take a dip in the TARDIS swimming pool. In the control room, the central console should allow you to change the TARDIS’s desktop theme as well as travel to six hub worlds: Gallifrey, Skaro, Present Day London, New Earth, Victorian London and the Cavemen Era.

Gallifrey being the Doctor’s home planet would offer a fun place for Whovians to explore. I would want to be able to visit iconic places like the Time Lord Academy, the Citadel and the Death Zone. Skaro, meanwhile, would give you the other edge of the coin as the home of the Daleks. We’ve already seen the potential of an explorable Skaro in the Doctor Who Adventure World on LEGO Dimensions but there is one notable thing it misses out: the Dalek City. I want to be able to explore the Dalek corridors and maybe even stumble across a certain Barbara Wright who needs rescuing from them.

Present Day London of course would need to be a hub world given its importance in the new series. The majority of the new series companions are from London and only one is from anywhere other than the present day (Captain Jack Harkness). Whilst it doesn’t seem as exciting a place to explore as the previously mentioned hub worlds, it could be made more exciting by the ability to enter UNIT’s headquarters in the Tower of London and explore the Black Archive.

The only Earth location as prominent as Present Day London in Doctor Who is arguably Victorian London. Victorian London is something the show has explored as far back as 1967’s The Evil of the Daleks. Possibly the most famous Victorian London serial is 1977’s The Talons of Weing Chang, featuring two of the show’s most popular supporting characters in Jago & Litefoot. Victorian London could give you the chance to meet Jago & Litefoot at the Palace Theatre…or those other popular Victorian ­based characters Vastra, Jenny and Strax at 13 Paternoster Row.

As for The Cavemen Era, whilst admittedly it would a little limited in its potential as a hub environment it would make for a nice callback to the very first serial. The cavemen could give you various quests to complete such as making fire or helping an injured caveman.

New Earth would offer a larger variety of things to do. One of the things I would find fun in this setting would be trying to find a cure for the injured patients (maybe as part of a hub world quest). Flying through the Macra­i nfested motorway of Gridlock would be hugely enjoyable and being able to visit the hospital from New Earth would make for a nice bonus.

The Narrative

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Okay, so we’ve covered the Hub…but what should the narrative actually be about?

Well, for a start I don’t think I’d want to see a LEGO version of already­ existing Doctor Who stories with the first LEGO Doctor Who video game. That could come with a later game, akin to how LEGO Marvel’s Avengers followed LEGO Marvel Superheroes. The first LEGO Doctor Who game should be an original storyline that pays tribute to the show’s entire history.

The best way to do that would be through a Multi­Doctor adventure. If the TV series can’t give us all thirteen Doctors onscreen at the same time, then let’s see LEGO do it. Better yet, let’s see LEGO actually bring together the surviving actors to voice their Doctors. William Hartnell, Patrick Troughton and Jon Pertwee could be voiced by David Bradley, Reece Shearsmith and Sean Pertwee and if Christoper Eccleston can’t be enticed, Nicholas Briggs did a pretty decent impression for the Destiny of the Doctor audiobook Night of the Whisper.

And what of the companions? Well, I would like to see some of the most iconic companions joining the Doctors but it would be a bit much to expect every companion to appear in the main narrative. Mary Tamm, Nicholas Courtney and Elisabeth Sladen are sadly no longer with us and their deaths are too recent for their characters to be recast so sadly they can be ruled out. There’s no reason why Ian, Jo Grant, Ace or Leela couldn’t be a part of the narrative though and I would be open to Jemma Powell reprising her role as Barbara Wright from the Big Finish audios. Rose, Captain Jack, Mickey, Donna, Amy, Rory and Clara I would like to see a part of the same narrative also.

One thing I wouldn’t do is have the companions stick with their respective Doctors. Part of the fun of LEGO Marvel Superheroes was seeing the various characters from Marvel’s comicbook history interact with one another. I loved the bizarre combinations of Captain America and Mr Fantastic or Wolverine and the Human Torch. I would therefore want to see strange combinations like the first Doctor and Donna or the 11th Doctor and Zoe Heriot.

I would also want the iconic LEGO brick to be a big part of the story. My storyline would be as follows:

The Master is searching for the legendary Time Brick; a brick which grants its user the ability to erase time periods from existence. In order to help him claim the brick, the Master has teamed up with some of the Doctor’s deadliest enemies including the Daleks and the Nestene Consciousness. In order to combat this threat, Kate Lethbridge-­Stewart brings together every Doctor and a few of his most loyal companions. Can they get to the Time Brick before the Master?

One of my favourite things about the gameplay of the LEGO videogames are the puzzle­solving mechanics. My idea for a LEGO Doctor Who videogame therefore would see a large focus on solving puzzles in order to progress the narrative. Of course, the story would still see you fighting the Dalek Emperor or fending off the Wiirn but rather than achieving this through brawn you would be required to solve various puzzles such as mesmerizing a button pattern or solving a Pac­Man style maze. The Doctor has never been a fan of using fists and a LEGO game would have to reflect that as much as it can whilst maintaining the traditional LEGO formula.

Characters

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Earlier in the article, I mentioned how including Sarah Jane, the Brigadier and Romana 1 in the main narrative would be unrealistic due to their unfortunate deaths, however their inclusion would be possible through characters that can be unlocked by completing quests in the hub worlds. The LEGO games generally don’t tend to give characters who aren’t in the main narrative dialogue (unless it’s LEGO Dimensions) so if they were to be included as playable characters outside the campaign recasting wouldn’t be required. In fact, it could make for a nice tribute that their characters live on through other mediums.

As well as Sarah, the Brigadier and Romana 1 I think it would be a good idea if the game allowed the other companions not in the main narrative to be unlockable also. I wouldn’t just want a handful of companions playable, I’d want to be able to play as them all. Every single one of them has played a big part in the show’s history (yes, even Adam Mitchell) and the LEGO games tend to have huge rosters anyway so I’m sure Traveller’s Tales would be able to find room to fit them all in.

Of course, no good hero would be complete without his enemies. And the Doctor is a good hero. There is therefore no way I would want to see a LEGO Doctor Who videogame

without a few of the Doctor’s enemies as playable characters. The Daleks would simply have to be playable – could you imagine a LEGO Doctor Who game where they aren’t? – but preferably as characters this time. I don’t like Traveller’s Tales’ decision to make the NFC Dalek in LEGO Dimensions a vehicle. Sure, the actual ‘Dalek’ is the Kaled mutant inside but the prospect of driving the travel machine is not as much fun as the idea of actually playing as a LEGO Dalek. Other villains I would want to play as include the Ice Warriors (I mean, they even have the LEGO hands), the Vashta Nerada and the Axons.

Something that many complain about when it comes to the LEGO rosters are the inclusion of generic characters like ‘Angry Cannibal’ from LEGO Pirates of the Caribbean or ‘Gryffindor Boy’ from LEGO Harry Potter Years 1­4. Doctor Who, being the marvelous show it is, has many infamous background characters though who would be fun to play as despite appearing generic. The Policeman from An Unearthly Child is one example. Or how about

Man Eating Chips from The Bells of Saint John? Perhaps the most popular inclusion would be Pigbin Josh from 1971’s The Claws of Axos. Simply put, LEGO Doctor Who: The Videogame would make the generic characters fun.

Vehicles

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None of us think of Doctor Who for the vehicles but there are still a number I’d want to see. I particularly would love to be able to drive Bessie around Gallifrey as the 11th Doctor. Bessie had a small cameo in the LEGO Dimensions Doctor Who level pack The Dalek Extermination of Earth and it would be nice to be given the option to drive her around next time round.

Speaking of Pertwee Era vehicles, wouldn’t it be fun to pilot the Whomobile? Just imagine flying it above the fields of New Earth. What would make it even more fun is that you could be the Celestial Toymaker piloting it around. Imagine the Celestial Toymaker piloting one of the Doctor’s most well­known vehicles! Try telling me you wouldn’t want to see that.

Go on. Try.

You can’t, can you?

Because it would be undeniably awesome.

There aren’t really many other vehicles to mention, other than a UNIT Jeep. Spaceships would offer the most variety – not really surprising for a sci­fi show. You could have a Dalek spaceship, the Valiant, a Sontaran Battlecraft Pod, Cyber­ship…the list is endless. I’m sure if Traveller’s Tales were to release a LEGO Doctor Who game, the number of spaceships would be higher than the number of Earth vehicles. There would likely be a number of generic vehicles to make up the numbers (a random car here, a random bus there…) but from a LEGO Doctor Who game I would expect a higher emphasis on spacecraft overall.

Having said that, driving a UNIT Jeep around the Cavemen Era would be fun.

So those were my ideas for a LEGO Doctor Who videogame. We can only hope that one day Traveller’s Tales and LEGO will announce plans for a Doctor Who game. Doctor Who

would make the perfect LEGO videogame that I am sure many would buy and if it were to be as good as LEGO Marvel Superheroes, then one thing’s for sure: we’d be in for a trip of a lifetime.

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