After a preview session where I was able to play the first half an hour of LEGO Voyagers, the mandatory-two-player, what-if-Hazelight-made-a-LEGO-game adventure from developer Light Brick Studios and arthouse publisher Annapurna Interactive, I wrote, “LEGO Voyagers might already be my favorite LEGO game ever.” Keyword: might.One less-than-ideal thing happened between my initial preview and my 14-year-old daughter and I completing the full version of LEGO Voyagers – where we tumbled, built, and played our way through to the end credits in same-screen co-op: it ended all too quickly. Though we enjoyed it the whole way through – it left us disappointingly unfulfilled because it ended just as it seemed like it should be hitting its stride. Short But SweetYou see, we rolled credits after just three and a half hours – even less than the slim five hours the publisher told us to expect. I’ve never been one to knock a game just for being short. Heck, Playdead’s Inside is still probably the greatest game I’ve ever personally reviewed at IGN, and it, like LEGO Voyagers, is a dialogue-free adventure that ended in less than four hours. But while Inside left my jaw on the floor in astonishment at the incredible masterpiece I’d just experienced, LEGO Voyagers left both my and my daughter’s jaws on the floor for an entirely different reason: We both said, “Wait, that’s it?” To be fair, this is a $25 game and not everything has to be a Silksong. But it did leave both of us wanting more in a, “No really, we actually thought there’d be more than this,” kind of way.Voyagers is playfully curious – delightfully so – right down to who you play as and how you move.I’m getting that gripe out of the way up front to set expectations, because outside of the all-too-soon end of the campaign, I love almost everything else about LEGO Voyagers. I’ll start with the tone, which is quite different from Traveller’s Tales’ more whimsical licensed LEGO games and the slapstick-with-heart LEGO movies. Voyagers is instead playfully curious – delightfully so – right down to who you play as and how you move. You and your co-op partner are just nameless, voiceless 1x1 bricks – one red and one blue, both with a single, mildly expressive eyeball attached to one side – and you simply roll your way around the LEGO-built world with fairly believable physics bouncing you around the play spaces. And though it obviously makes no logical sense, you can jump by pressing A (on an Xbox controller) and snap yourself onto any nearby peg with B. Pressing Y rotates your orientation by 90 degrees when you’re in that B-button snap mode.Actually, though, your avatars are not entirely voiceless. Your 1x1 bricks can make adorable little noises if you press the X button, which can occasionally be used to harmonize in certain spots but is more likely intended to get your co-op partner’s attention when playing online. (On that note, kudos to Annapurna for following Hazelight’s lead and offering a Friend’s Pass that allows you to play with a friend online using only one copy of Voyagers.)Our adorable 1x1 bricks instantly make for likeable protagonists in an almost Pixar-ish kind of way. I appreciate the little touches, like how the blue one starts with a beach bucket on its “head.” The music – which doesn’t always play but makes an impact when it does – plays a big part in establishing Voyagers’s playful vibe, too. It’s mellow but varied, humming along in the background in a way that’s additive rather than just being forgettable noise. Most, if not all of it, would go on your “Chill” or yoga playlist and not anywhere else, but it totally works here. Bricks That ShineI also want to commend the authentic art direction and visual identity of Voyagers, which is decidedly less cartoony compared to the licensed LEGO games. It goes for a sort-of realism, with every piece in the diorama-like worlds looking like the shiny plastic its real-life counterpart is – complete with the LEGO wordmark stamped into every brick. The soft daytime lighting baked into many scenes has a warmth and serenity to it that gives it a relaxing, mellow, and playfully curious tone, and the use of light and shadow helped draw me in immediately. That these sets sometimes have water flowing through them or surrounding them only adds to the believability of these being actually constructed LEGO sets that you’re observing from above as an omniscient participant. Furthering that easy-going atmosphere is the complete and total lack of any penalty for death whatsoever; when – not if – you tumble off the edge of a scene or miss a jump and plunge off the side, you’ll instantly reappear right where you last were prior to your mistake. It’s completely low stakes and encourages goofing off, so when you snap yourself onto your co-op partner and roll both of you off a ledge, or fling them off a bridge you’re supposed to be holding down for them to cross, they can’t even be too mad about it until the fifth or sixth time you pull the same trick. You could build a super-clean bridge that a civil engineer would approve of, or cobble together a hodgepodge of pieces with no regard for aesthetics or efficiency but which gets the job done nonetheless. There’s never any direction given, but intuitively we immediately understood that your goal in a game like this is to get from point A to point B. In the early part of the campaign, that’s accomplished by simply picking up loose bricks from around the scene and working together to assemble them into makeshift bridges to cross gaps. In true LEGO spirit, there’s no single right way to build your path forward: You could build a super-clean structure that a civil engineer would approve of, or cobble together a hodgepodge of pieces with no regard for aesthetics or efficiency but which gets the job done nonetheless. We tended toward the latter, and had a great time doing it. (Side note: a Photo Mode would’ve been a nice addition as a way to capture the digital memory of what you create and share it with friends and family – and the act of working together to solve whatever obstacle is in front of you is really enjoyable. But simple screenshots sufficed.)Those puzzles ramp up a bit as the campaign progresses, though as I mentioned it felt like there’s a lot more room for it to grow into that it leaves unexplored. A favorite scene of ours had us driving a big dump truck of sorts around an industrial yard where train tracks are made. The locomotive we rode in on had to stop due to a gap in the tracks, so we got out, hopped in the truck with one of us steering while the other (effectively) worked the pedals. We roamed around, collecting raw materials into the truck bed before taking them to the foundry to be forged into usable track pieces, then satisfyingly snapped the new track into place and continued onwards. It’s still simple, but with a few more steps involved than just assembling a bridge or stairway.We also had fun with a series of minigames near the end of the story that I won’t spoil here, except to note that they’re particularly finicky physics-based challenges that might be quite tricky for younger gamers that are likely to be drawn to Voyagers and its E-for-Everyone ESRB rating. Fortunately, none of these tricky tasks are required in order to progress – but we did have fun earning the Achievements that came along with completing them.Play TimeThough puzzles make up the meat of the gameplay, there’s also a bit of freedom to play around in many scenes. My daughter and I found ourselves racing to be the first to “pop” every flower we came across by rolling over it (and there are a ton of them throughout the entire campaign) even though there are no actual rewards for doing so. There are also fun little “breaks” you can take, such as by each hopping on a teeter-totter or sitting next to each other on a bench. They’re absolutely not required, but they make for fun little pit stops along the golden path (and another idea that those of us who played Split Fiction earlier this year might recognize). If I were to levy one more complaint against LEGO Voyagers, it’s that neither my daughter nor myself quite got what the meaning of the completely wordless story was supposed to be. In the opening moments, the 1x1 brick avatars watch a rocket launch go awry. They spend the next handful of hours trying to get to the rocket facility…and I suppose you’ll see what happens. But if there was a moral to the tale here in the way you might expect from watching Wall-E or playing a game like Tunic, both of us missed it.