For another, you need to remember which party member has which special skill; this isn't always easy when dealing with lesser characters from the films. This issue is made all the more frustrating when the game leaves you to figure out those skills on your own. For instance, only one member of your party might be strong enough to pull a particular handle, but you only discover this through trial and error or possibly after wandering around for a few minutes wondering what to do next. This sort of event happens far too often in Lego Pirates of the Caribbean. Sometimes, key objects are identified, indicating that you can interact with them. Other times, objects you don't need or have already used are highlighted, but important ones are not. Or, perhaps, an important location is revealed only when you take control of a particular character. These maddening inconsistencies cause you to roam around, jumping in beached canoes and picking up rocks, only to discover that you just needed to grab on to a nondescript rope. Busy foregrounds might also obscure interactive objects, which adds to the confusion. By only half-communicating its own rules and then frequently breaking them, Lego Pirates comes across as somewhat careless.
Other little things further drag the game down. You might want to solve the puzzle at hand, but endlessly respawning enemies end up getting in the way. Jumping on a lily pad propels you so far upward that the pad you must land on drops beneath the view of the camera, which turns three simple leaps into unnecessary aggravation. Yet, for all the frustrations, there are successes worth celebrating, too. A chapter in which you enter a cylindrical cage and roll over everything in your path is great fun, especially in co-op play. A boss fight on a giant wheel is equally enjoyable, and it is further accentuated by the gorgeous palm trees in the background that rush past your view. That scene is a great example of Lego Pirates' wonderful look, which contrasts its blocky characters and smashable objects with lush, semirealistic environments. This technique is put to particularly good use in the final adventure, in which you glimpse the streets of London from dizzying heights above. Some cutscenes break this visual mold by presenting 2D flashbacks with a touch of paper-craft styling. These look absolutely terrific as well.
They say if you look hard enough, you might find the elusive Kermit somewhere in this swamp.
Even Lego: Pirates of the Caribbean's hub world tarnishes its delights with unnecessary annoyances. To wit: you discover there a miraculous contraption that allows you to turn day into night, and vice versa. But such joys are dampened when you want to unlock a new character for free play. You see, you don't do this from a menu, but rather, you must wander around and hope to run into characters you have yet to purchase. (The finicky button prompt that disappears when they wander out of range further clutters the process.) And so it goes in Lego Pirates, which is a huge pleasure one moment and a major nuisance the next. This entry may have the spirit of a peg-legged pirate, but it has the same limp, too.