Extinguish a flaming Tiki head for example, and the it will spit the water back in your face. The action is chaotically exciting, and the silent pantomime humour now synonymous with the LEGO titles is in full effect. You can even mix and match animal parts to create your own deadly Croco-lion mash-ups. Pets can dig up buried treasure chests, step on switches, and ward off enemies, as Seabury demonstrates by gifting a banana to a gun-toting monkey, just in time for it to deal with a bunch of scurvy-riddled zombie pirates. Animals like dogs, elephants and buffaloes are all trainable, and can be summoned from your backpack once trained. In the last, pirate-infested area we see, the spooky Gnarled Forest, we get a glimpse of the pets system. Like the Zelda games, it will make exploration less about juicing your stat porn, and more about, well, exploring. There are no RPG levels as such, and progress is instead marked by your health and items. Interestingly, the game's levelling system is less WOW and more Zelda. Completed missions can be replayed as racecourses, with completion times being recorded on searchable leaderboards. "We want to offer multiple paths through every mission," says Seabury. You can build switches to stop them, build around them, or break through walls to avoid them completely. An early mission sees you navigating your way to the top of a mountain while being pushed back by a series of fans. In addition to fighting, missions include plenty of building too, and some impressive physics.
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