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The loading time were what they were, but being able to freely roam from one place to another of Lego City itself without any loading time more than made it for them (it was something the 3DS lacked, but it was still a nice little game to play, not as good as the Wii U game, but surprisingly good despite the 3DS limited power) and each neighborhood enjoyed their own personality.
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Playing it on Wii U at launch was such a great time: the game was full of secrets to find, Lego City was so full of things to do with so many ways to explore it (I loved using the train, either as a passenger or as a driver). Like every one who played the game until the end, hat off for pulling that great ending scene (and who knew that choirs could make singing Lego City so epic !). I don't know if the French version of the game is faithful to the English one, but the writing was excellent and the voice acting was too ! I'm sure many references flew right over my head but they were so many to catch (I really, really liked the one about Mr Escher's buildings being hard to build ).
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We didn't have "best practices" for this stuff, we just muddled on through. ) But tbh, the fact we took different approaches was just because of how separate Knutsford and Wilmslow were in terms of making games. Dear God I was so happy when I knew I'd never have to write endless variations on that line again. Unfortunately my approach meant that EVERY time a notable wave of enemies spawned, I'd have to find a different way to say "uh-oh - more enemies!". I mean, the guys over at Knutsford did a bit of that, too, but not nearly as much and mostly it was contained to the cutscenes & minicuts. It is the sequel to the 2013 Wii U Game LEGO City Undercover, and is set one year after the events of the first game. Luckily the way our schedules worked out at TT Fusion, I had the luxury of taking that approach. LEGO City Undercover 2 is a game developed by TT Games and Super Leaf Studios and Published by Nintendo. Whereas my approach was to play each level and write the stuff which I felt needed either signposting, explaining or lampshading. This was particularly true of LEGO Dimensions where each character had a bank of 47 or so lines hooked up to stuff like being put on the pad, taken off the pad, certain character pairings occurring, etc. Okay, so the basic difference was that they tended to write stuff which wasn't tied to specific moments in the game, but rather tied to general stimuli, such as enemies attacking, or other common LEGO gameplay events occurring.