Let me begin by saying that this episode is particularly short, like a little over an hour short. I guess that’s what happens when the first two episodes are only separated by a few weeks, but the fact that to get the entire experience you have to play through it twice sort of pans out well because it then makes the episode about two hours long. Still, a much longer playthrough for the sequel was expected considering the complication of the events taking place. That being Mcversehub said in a blog post, the episode covers the areas following either Elligaard or Magnus and each path allows you to follow and understand more of the world of Minecraft. There are a few inconsistencies that don’t make sense and some new events that don’t necessarily pertain to Jessie or his/her friends, but that doesn’t label the episode as terrible. By inconsistencies, I mean there were points in the game where I thought, “why can’t they just do this/that in order to progress?” One moment that comes to mind is when a character falls into a hole and can’t seem to get out when they could have built their way out as they were able to in the first episode. The rest of the episode is littered with little things like that that make you scratch your head and ask those questions.

Minecraft: Story Mode has managed to surprise fans of episodic games with every episode released. While the second episode might not have proven that, both Episode 1, Episode 3 and now Episode 4 have not disappointed. Probably the best episode yet in both content and character development, Minecraft: Story Mode – Episode 4: A Block and a Hard Place will leave you emotionally defeated. Lasting a little bit over two hours, the episode gives closure to the events that Jessie and his friends are facing in saving the world from the Witherstorm. It begins right where you left off last, either Ellegard or Magnus having died (according to the decision that you make) and Gabriel having been rescued but with no recollection of what has happened (a side effect from having Wither Sickness). You all run from the storm only to find safety in a cave, still within the storm’s range.

Despite looking like a simple title, Project Zomboid ‘s fun gameplay and tough challenges made it a huge hit among survival fans. Every death feels like a lesson learned as players try to develop a wealth of skills to tackle the zombie apocaly

While Mojang may in fact be too busy at the moment to make that a reality, let’s be very clear about something. If Nintendo had really wanted Minecraft on the Wii U, it would be in the works or out already. That’s not to say it would be easy to make happen, but ultimately they are the kind of company that can make something like that a reality if they really wanted to.

Another issue that impacted the episode as a whole were the amount of times that the members of the Order backtracked into flashbacks that told of the argument that disbanded them. While I understand that it’s crucial to the story, it took away completely from the decision making and the story that revolves around Jessie and the Wither Storm. The characters, minus a scene with Petra, receive almost no depth and leave it to the environments and the little bit of dialogue to develop them. With the environments being the main reason to play the episode, the lack of exploration doesn’t help its case. For a game that is meant to develop according to character choices, there didn’t seem to be a whole lot of decision-making going to develop the story further. Hopefully, the cliffhanger ending will pose as an entryway to further Jessie and his friend’s role in all of this instead of being focused on the Order.

When you first play Minecraft , you’re dropped into a blocky world with barely any direction whatsoever. You can generate tools and gather resources, but you aren’t given any sort of ultimate goal or context as to why you should. You are given the skills, but for no explicit reason. Instinctively, gamers realize that they can create structures which are eventually required to protect themselves from the rampant enemies that appear at night. To build structures (or any item, really), you need resources and you’re driven to “mine” for items like stone, coal and even wood and flowers.

Think about when you were a youngster and you went to the sandbox at the park. You weren’t told “build a sand castle” by your parents. You had your shovel, bucket and action figures and you did what you wanted. Fundamentally, you had no real goal; the end result was completely secondary to what you were doing to reach it. That’s the idea of a “sandbox” game: you aren’t being told what to do and you can feel free to express yourself creatively. You can break the status quo and go to places that you couldn’t otherwise. It’s not based around how much is given for you to do; it’s based around giving you tools and letting you discover what to do yourself.

On the plus side, once you’re in the Minecraft world the sense of scale is truly fantastic. Everything seems bigger somehow, more immediate and solid. A pit in a cave that would be little more than a hazard to plop a staircase onto is all of a sudden an ominous presence waiting to see you fall into its depths. Hills are more imposing, cliffs shoot dangerously into the sky and canyons are massive rifts in the earth, and the oceans go down forever. Even the standard block has a sense of mass, with its one meter cube transformed into a substantial chunk of scenery. Another side effect of the new sense of scale is that combat has become a little easier because the strike distance is so obvious. The move to VR has done a great job of freshening up an experience I’ve been done with for several years now, which is an impressive feat. While I’m still not completely sold on the viewing solution, it’s something that works for now until a better idea is implemented.close-up of adorable dog face

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