Lego island xtreme stunts vista




















Your only true goal in the game is to finish all the challenges the island has to offer. This is where gameplay gets rough, though. I really did thoroughly enjoy getting to drive around and smash other LEGO drivers in every course, but doing that in the same fashion 10 times over without any other challenge is where I felt it this fell flat.

However, the fact that this game with the tight controls and overall enjoyability was available in is impressive enough in itself. Xtreme Stunts does a lot of things right in terms of actual core gameplay, but definitely missed the mark in terms of replayability.

But that comes from someone well into their twenties; for younger players, this would be the perfect balance of fun with a decent level of challenge here and there. Browse games Game Portals. Lego Island Xtreme Stunts. Install Game. Click the "Install Game" button to initiate the file download and get compact download launcher. Locate the executable file in your local folder and begin the launcher to install your desired game.

Game review Downloads Screenshots Sure, so Lego Island 3 wasn't a clear sequel to Lego Island 2. We had to work with Lego and understand their plans for which themes they were wanting to promote over the upcoming seasons that fit the timeline of the game's release. So early on the team were working on basic technology, a new engine to drive whatever the game was going to be that would utilise the new Playstation 2 hardware; myself, along with the producers from Silicon Dreams and Lego were trying to build the plans for taking Lego's product theme needs and building out a concept that fit.

So at the time, they were discussing a product line up based on the Silk Road. Lego also had an adventurers theme, I can't recall if they were going to be built as exclusive sets or combined so that the Silk Road would become a subtheme of Adventurers.

I did a ton of research into the history of the Silk Road, and Arabian Nights. The proposal I built was to have a multi-location adventure which included the Lego Adventurers sets and locations, Pepper would be the main player character, and would be themed around a story based on the Silk Road and Arabian Nights.

I did some digging through old boxes and found a sample dungeon adventure I designed to show the type of game this would be see attached. As you can see the adventure, based in Arabia, uses a story based on an idea taken from Arabian Nights. This was the only dungeon design to be fleshed out like this as it was a proposal to see if this fit Lego's wants and product theme needs.

The design of this game unlike Lego Island 2 was to be more like Zelda Ocarina of Time, using a flow of moving across a set of different landscapes with some backtracking , building up a set of key tools which would unlock the ability to access new spaces and perform new abilities, each area culminating in some form of dungeon and boss fight which would test the player's skills using their growing set of abilities, whilst unlocking new abilities for use in future dungeons.

This was a very different design, and scope of the project, which that in a combination of Lego deciding not to go with the Silk Road theme after doing some market tests with their own product line proposals I believe they had some mockup sets which they showed to people for feedback we axed. Following this was them making bringing a new product theme to the table based on Xtreme Sports.

This fit closer to the existing range of Lego Island games as Pepper was already a skateboarder, and the Island could make for a good basis for a skate park style environment easily adapting to the physical sets being produced.

As for Characters, I took some photos from a character document posted below, this was from when the Adventurer's theme was proposed to be included so we listed out a set of characters who would feature in each of the game's spaces based on the themes of the set Desert, Jungle, Dino Island, Orient Expedition. For these, in particular, I remember went no further than this one document. No development work was ever actually produced beyond some concept writing.

We had a bit of time before a decision was made on what to build. So I think there were a couple of suggestions. One I worked on with some of the designers was to base a game around a few different Lego themes and have Pepper journey between them on his adventure.

I can't remember all the suggestions: Adventurers, Kingdoms. I'll see what I can remember about that. The more I think about it, it might have just been the Adventurers Theme and the zone hopping would have been the sub zones: Eqypt a good replacement for some of the silk road desert theme ideas , Amazon, Dino, Orient again filling in for other Silk Road events. We had a very, very rough idea which was basically Pepper moves across each sub zone on an adventure.

There was a suggestion to use Johnny Thunder as a hero you'd keep meeting along the way, along with Dr. Kilroy, Pippin Reed. I can't remember if we looked to involved The Brickster or look to use Sam Sinister. We might not have even got that far into it. It was just a few documents outlining a very rough idea. I think Lego were annoyed that they saw us trying to push on them what they should be selling and not us looking to compliment whatever strategy they were thinking about.

Really it was more because we knew Silk Road was dead and we had little else to work with until the eventual arrival of Xtreme Stunts. Perhaps it would have been better us just wait, but we were excited to be wanting to do something. The sample dungeon and character documents are some of the only examples of what this version of LEGO Island 3 may have been like. According to one programmer, the rewrite happened early enough that as far as they knew no specific assets were created for it - only early work that was just as relevant to Island Xtreme Stunts, like the higher detail minifigure model.

There had been games of play sets and play sets of games, but Xtreme stunts was the first title where the game and play sets were designed together. Myself and a few of the other developers went to the HQ in Billund and worked directly with the real lego artists and designers of play sets to come up with the style and items for both the game and play sets that would be used.

I can't remember the exact reasoning behind the name change, it was a marketing thing though. EA certainly had an impact on that, although they came quite late to the party and the game was very much as it shipped really. Actually, I do have a story about that.

Tom Stone who was EA's vice president swept through the office bouncing from staff member to staff member asking what they were working on and if they had anything they wanted to bring up. One of the main design issues that the team were struggling with was Lego's constant pulling back on anything that resembled violence, they were getting uneasy at any sort of projectile in the game, and I don't mean guns, but things like bananas, this was requiring us to change the designs of games, and even disregard stuff we'd done for LI2.

Tom's comment on this was to turn to the room and make a speech about how it all changes now, you want violence you put that in. The team were actually taken aback by the monologue after he left discussion flared up, and while I was happy that he'd basically given more creative freedom back to us I had to temper things by reminding everyone how late in the project we were, but still it did give us some allowances to make adjustments.

Tom, who you might know has gone on to produce quite a legacy for himself when it comes to Lego games, and the statement he gave that day was certainly the grounding of the new path forward for Lego games. Prior to that we often daydreamed about the idea of making a Star Wars Lego game but laughed it off as we saw no possibility of doing any justice to the Star Wars universe if we couldn't feature lightsabers, X-wing battles and blasters.

It includes an early version of the Island Xtreme Stunts map design shown right next to this paragraph. The description of it has some information on the development of the game:. Some of the basic elements stayed with the design through to the end, the waterway under the mountain, the location of the mountain in the centre and the general land mass.

As with most work in video games, ideas and plans get cut down during development due to time constraints and technology. Both played their part in the evolution of the islands design. One of the issues was that the game's engine didn't support streaming, as found in titles such as Grand Theft Auto, which meant that all the data had to be loaded all the time, putting strict limits on how big and detailed the island could be.

The second reason was that during development, more and more emphasis was placed on the mini game sequences, which meant that we had less resources man power to dedicate to the Island gameplay section. The early version of the map has a location labeled "Rolf the Vet", with a "Matching Brickimals" subgame. In the final version of the game, Brickimals are simply built in Pepper's PDA once their pieces have been found around the island, with no subgame.

Some files make mentions of "LI3", and ambience sound effects for the railway and veterinary clinic can still be found in the ambient sound files for the main island. While this led some of the developers to think about what a LEGO City game in this style could have been like, it was never pitched:.



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