I could play a nimble character with speedy blades. It’s significantly shorter, running down in a few seconds as opposed to half-a-minute, but at least on an initial playthrough, it felt like it significantly limited my build options. Namely, the dodge roll, like the artefact abilities, has a cooldown. I have a few issues with some of the nuances of the combat. Additionally, features that are more challenging to navigate – like runaway rail carts that will whack half your health away and pulsating cages which spawn enemies until you destroy them in the finest of Gauntlet traditions – don’t appear until you make the jump to Adventure difficulty, which unlocks after you see the end credits. Though objectives, like tracking down a key or smashing up a buffet table, remain the same, procedural generation alters the level layout each time. But the stages also change from playthrough to playthrough. Some comes from the stage themes, which range from imposing castles to pumpkin patches to crimson mines. Though it launched with just ten levels (one of which is a short tutorial), there’s still plenty of variety. The simplicity of the initial skills provides a solid foundation as you work your way through Dungeons’ unlockable, escalating difficulties.ĭungeons cleverly hides some content throughout the ranks. Though the game is simple to pick up and play, it rewards tinkering. A purple cube lets you fire off an energy blast.Ī personal favourite let me load a firecracker into my bow, and blast explosives at enemies. A fishing rod lets you pull opponents toward you. Some, like winged shoes that up your walk speed to a sprint, boost your base stats for a short period of time. Some of these provide area-of-effect boons, like projectile-blocking barriers or healing auras. The rest of the face buttons are devoted to artefacts: equippable objects that grant wildly different special abilities. That’s it! Those are the only consistent attacks from build-to-build. With an Xbox One controller in hand, you’ll press A to swing your melee weapon and pull the right trigger to fire off an arrow. Serving as a first step for the hack-and-slash-curious, combat here is simple and straightforward. That’s an impressive feat, given how little Minecraft Dungeons’ mechanics have in common with Mojang’s most famous work. Though it, strangely, includes no mining or crafting, Minecraft Dungeons’ gentle, catchy score, gorgeously blocky visuals, and familiar series enemies and tilesets will make Minecraft fans feel right at home. With the exception of the final boss, which required some grinding to best, Minecraft Dungeons is a breezy action-RPG that works well as a streamlined introduction to games like Diablo. That will probably be a pleasant afternoon. As it stands, you can blast through Dungeons in an afternoon. Instead, I mean that Minecraft Dungeons is mostly great fun while it lasts, but – as Mojang’s first major spin-off for PC and consoles – feels strangely incomplete like the first third of a much larger game. Notions of value have never been objective, and with the rise of subscription services, inside and outside of gaming, ideas about which hour-count merits which price point have become increasingly elastic. So, when I say that Minecraft Dungeons is too short, I don’t mean that it doesn’t offer the ‘proper’ amount of value for its £15.99 price point.
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