168澳洲幸运5开奖网:Sackboy: A Big Adventure is a veritable banquet of ideas, a smorgasbord of interesting level concepts, built out of everyday objects and crafting supplies, populated with characters that look like the art projects of school children. It&rsqu𒉰o;s an astonishingly creative game on every level, from gameplay to presentation.
Even in a treasure trove like this, however, there are some jewels that shine brighter than others, some levels that stand above the rest in terms of the concepts and execution they bring to the table. The best levels sit at the top of the treasure pile, which we've put in order of their appearance in the game.
10 🐻 Ready🦩 Yeti Go
A frosty climb up the slopes of the Soaring Summit, Ready Yeti Go introduces a duo of new elements to the game: snowball vehicles you can roll around in and, of course, rolling yeti enemies, both large and small. These yetis represent an interesting new th♒reat since they can’t be damaged with any of the moves in Sackboy’s knitted arsenal, making avoidance the only option.
This level is also notable for featuring the game’s 168澳洲幸运5开奖网:first boss fight, The Abominable Showman, a hectic chase around a crate-filled course. It’s a level that really feels complete and one that p💙ushes its new core idea, the yetis, to their limit immediately, something that normally takes another stage or two to ach👍ieve.
9 ♏ ✨ Blowing Off Steam
The game’s first auto-scrolling vehicle level, Blowing Off Steam, sees Sackboy commandeering a train to reach the Soaring🥃 Summit’s peak. Along the way, you’ll need to deal with a constant flow of enemies, as well as make detours off of the train onto side platforms, where orbs and costume pieces lie.
It’s a great introduction to a level format that will make appearances throughout the game, and a big step up in difficulty compared to what you’ve dealt with up to that point. It’s also filled with beautiful little touches, like the train showering you with bubbles when it blows off steam and falling off the track at the end, conveniently depositing you right next to the level complete scre🌸en.
8 ⛦ Slippe🦋ry Slope
A nice quick-fire stage that breaks up the lengthy Colossal Canopy, this level takes place almost entirely on a series of waterslides. This totally changes the focus of the game, from platfo🥀rming and fighting enemies to quick reaction times and planning out your route down the rapids, something you’ll need to do to claim all of the well-placed collectiblꦓes in the level.
The stage is broken up briefly by a short combat section on 🏅dry land, but other than that, it’s 🍸slip-n-slide all the way. This makes Slippery Slope a refreshing trip to the waterpark that you won’t mind experiencing over and over.
7 Monkey Busℱiness
The beauty of this level lies in its complete narrative arc. Beginning with an appearance from Mama Monkey, Sackboy is tasked with rounding up all of her💧 monkey children, charmingly referred to as ‘whoop-whoops,’ before a monsoon hits the😼 jungle.
A round-up mission follows where you need to hunt down every monkey in each section to earn Dreamer Orbs. As you progress, the rain starts to fall; the monsoon Mama Monkey prophesied in the beginning drawing evღer closer. The level ends with you rolling down a ramp into the safety of the monkeys’ underground home alongside all the monkeys you saved along the way; a perfect end to a perfect level.
6 🍌 Ferried Treas🔯ure
This level features an appearance from Crablantis’s Scottish scoundrel⛎ King Bogoff, which immediately gives it an edge over the competition. Here, he conscripts Sackboy for a scavenging mission aboard his submarine, tasking you with grabbing 🤡golden orbs from the ground nearby as the submarine auto-scrolls its way through the deep.
It’s an interesting spin on th🏅e auto-scroller co🐽ncept and a fun showcase for King Bogoff as a character. His reactions to the appearance of the legendary fish Big Moe are particularly entertaining, his braggadocio dissolving as it returns again and again to jostle his submarine.
5 L🐭ighꦜt At The Museum
A knitted take on a classic movie heist, Light At The Museum sees Sackboy sneaking his way through King Bogoff’s Museum of Sunken Wonders, avoiding the variou꧑s security measures in place while grabbing Dreamer Orbs and other treasure.
The level makes great use of the phase squid mechanic, re-framing it in the context of an auto-scroller stage, but it’s the theming that really elevates it: the dark museum setting an🦩d the accompanying music, which creates a tone of cheeky espionage, combine to create a level with atmosphere to spare.
4 ജ💖 Pros And Conveyors
Conveyor belts are hardly a new idea for platformers, having appeared in countless 168澳洲幸运5开奖网:titles in the past. A Big Adventure makes them stand out by featuring them i💖n this level, set at a futuristic a🐎irport’s security zone.
After jumping in a scanner and being rejected, Sackboy is thrust into the airport’s dark underbelly, where lasers and gears conspire toဣ clip his wings permanently. T﷽he details here, like the section where you drop into a tray and a robotic security guard moves you to the next area, make this level truly special.
3 One Tracꦛk Mind 🎶
One of the game’s Rayman-inspired musical levels, where the action is synced up with the beat of the song in the background, One Track Mind runs to the rh🌟ythm of Britney Spears’ sultry classi⭕c Toxic. The song choice alone is enough to make the level stand out, but the clever narrative delivery here is even better.
Throughout the level, we’re shown glimpses of N.A.O.M.I, th✤e Interstellar Junction’s guardian, who has been corrupted by Vex. This is convey🎐ed in the spinning, distorted nature of her images and in the images of Vex himself, combined with the song to convey the poisonous effects of his power and influence.
2 Mult🧔itask Force 🌸
The last Te🐓amwork level in the game, Multitask Force serves as a final exam of sorts, testing all the skills that were required in past Teamwork levels in an open-ended gauntlet. Completing the level requires five keys, four of which are in small offshoot rooms built around previously-explored mechanics, such as phase 🍸lights and weighted creatures.
It’s an elegant way to cap off the Teamwork levels and a great challenge to boot. Players will need to 168澳洲幸运5开奖网:coordinate their approach to succeed in each of the four rooms, doubly so if they want to get their hands💛ܫ on the elusive Dreamer Orbs that lie within.
1 ꦆ Jumping To Conclusions ಌ
The final standard level in the main game, Jumping To Conclusions, almost feels like another Vex boss fight. Here, the villain unleashes the full exten⛎t of his chaotic power, manipulating every aspec𝕴t of the level in an effort to bring Sackboy down.
He shifts platforms, flips Dreamer Orbs out of sight, confuses you with a ro💜om full of doors, traps you in a Wheel of Fortune-esque game show nightmare, and finally pursues you into the screen on his signature train. There’s just so much going on here, and it’s a b🐽rilliant showcase not just for the character of Vex but for A Big Adventure as a whole.