LEGO Worlds (XB1) Review

Ken McKown

Another brick in the genre.

I have grown extremely tired of the LEGO games genre. There are so many of them, and they rarely spice up the formula in meaningful ways. So when I came into LEGO Worlds I wasn’t expecting much. That said, after spending time with the latest in the series it finally feels like the developers have found the proper use for the genre. Take one part Minecraft and two parts LEGO, and Worlds comes out the other side. Creating worlds using familiar shapes, and somehow managing to add something to the mix, this game is a lot better than it has any right to be, and rekindles my childlike wonder of these classic building blocks.

LEGO Worlds starts off simple- taking players through smaller worlds, teaching them the basics of the toolset, and getting them accustomed to creating and customizing. I loved the variety of worlds from the start, and I found myself collecting every piece on every planet to add to my collection. Each task is quick and simple, and secretly teaches players what they can do, from high level of course, but once I was set free, the sheer amount of possibilities felt endless.

MSRP: $29.99
Platforms: XB1 (reviewed), PS4, PC
Price I’d Pay: $29.99

All the tools are accessed the traditional radial menu, and it can be cumbersome at times. It is also worth noting that the longer I explored, and the more blueprints I collected, made the create menu a little overwhelming and cluttered. It would have been a good idea to minimize the design here. Still these are minor gripes that can easily be addressed with patches.

The sheer amount of ways to play the game is what sets it apart. Unlike something like Minecraft, players have various tools at their disposal that all do different things. There is a scanner that copies blueprints to create new items. There is a terrain tool that can raise and lower the world. There is a copy tool, to mimic things in the world. There is even a paint tool that allows players to customize and mix colors. It is all simple to use, but deep to get into. I highly recommend digging into the tutorial, as it does a great job of laying the groundwork.

Worlds in creative mode are randomly generated, but not without purpose. Each area hosts new items and characters to scan. It feels like a complete LEGO set that players can manipulate. I admit, it was addicting generating new worlds to explore, and the simple toolbar helps with random exploration. I felt like a kid again, having all these options available to me, and more just hidden around the next corner.

Controls have always been a sticking point in the LEGO games for me. It feels clunky, and while LEGO Worlds does little to alleviate the core problem, it does add some nice features that make it a bit more accessible. For example the camera is full 3D now, meaning I can spin it around like a normal third-person game. I could also zoom in and out of the view, and even going into first-person for that full on Minecraft effect. Some problems have been alleviated, but I still got stuck on weird geometry at times, and the game still feels clunky at times.

LEGO Worlds is a delightful game, and one my son absolutely adores. It is a blast to play, and outside some weird design choices, feels like a solid foundation for them to build upon. Also the price tag is just right, making it an easy game to recommend, especially with those who have kids. There is a ton of content packed in here.

Review copy of game provided by publisher.


  • Wonderful exploration
  • Simple tools
  • Lots of customization


  • Clunky controls and camera
  • Wonky menus


Ken McKown

Ken is the Editor-in-Chief of this hole in the wall and he loves to troll for the fun of it. He also enjoys long walks through Arkham Asylum and the cool air of Shadow Moses Island. His turn-ons include Mortal Kombat, Metal Gear Solid and StarCraft.

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