They're so full of stuff to do that there's as much, if not more content than the main story! Flying around is mandatory to get everything. LEGO Batman 2: DC Super Heroes and LEGO Marvel Super Heroes have massive cities as their hubs (Gotham City and New York City, respectively).And in LEGO The Lord of the Rings, this is taken to the ultimate extreme of having the entirety of Middle-Earth in the form of an open, contiguous landscape as the hub-well, the parts relevant to the movies anyway.LEGO Harry Potter (both versions) has Hogwarts Castle as a big labyrinthine area with most of the collectibles in it, with the Leaky Cauldron and Diagon Alley as smaller hubs that hide all the bonus content, purchasables, and level replays.Extra areas are opened up eventually, but the central area is where all the levels are accessed from. LEGO Pirates of the Caribbean has the Port as its hub.Villain Mode comes with its own Hub: Arkham Asylum. In LEGO Batman, the Hub is the Batcave, where you can access settings and mini-games from the Bat-Computer, and explore the Trophy Room.In LEGO Indiana Jones, Barnett College, where Indy teaches archaeology, acts as the hub, with various classrooms serving various purposes, such as the Art Class housing the character creator and the Mail Room being where you could purchase cheat parcels acquired in the levels.The Force Awakens has several, with the Resistance base on D'Qar, Takodana, Jakku and Starkiller Base all serving in this capacity.The Clone Wars has the Jedi Cruiser Resolute and its opponent the Invisible Hand. The next two installments, The Original Trilogy and The Complete Saga, have the famous Mos Eisley Cantina.In the first game, based on the Prequel Trilogy, Dexter's Diner from Attack of the Clones serves as the hub.and you can even pick fights against them for the hell of it. The hubs in the Lego Adaptation Games are gradually populated with characters as they are unlocked.In many cases, you'll find individual rooms which contain the entrances to each level, with the scenery in the room being similar to that of the level itself, as sort of a preview of what the level will be like. It is still essentially a gateway area, but more developed. The Hub Level is usually larger than the other levels but lacks the dangers, detail, and unique features that characterize the more specialized areas. This concept was fleshed out and improved with the invention of the Hub Level, in which the space between the levels became a sort of pseudolevel in and of itself, using the same engine as the rest of the game, with geography and secrets of its own. Later, games added the idea of a "world map" that connected the areas: you could now travel between worlds at will, perhaps unlocking shortcuts or alternate routes but the map was a bland, uninteresting area in and of itself, existing only to carry you from one location to the next. In the beginning, levels were their own separate entities, completely disconnected from one another beat one, and you go straight to the next, no intervening events or backtracking.
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