Speaking of ease, when I first started playing Minecraft Dungeons I thought the normal difficulty skewed a bit on the easy side. Combat feels just right in a Fisher-Price: My First Dungeon Crawler sort of way: it's not too complex but still gives you the abilities to confront enemies at range or face to face. There are also wolves, llamas, and other creatures you can call upon with artifacts, and they can make a big difference when you're being rushed by dozens of lower-level enemies like zombies and need backup. You can slot three artifacts to your character with different offensive or defensive effects, which is just enough to expand your abilities in battle without overcomplicating things. For a ranged-based character build, I prefer the Hunter's Armor, since it gives bonuses to your arrow capabilities, but there are other armors to suit the needs of a tank playstyle, a fast "assassin" or a soul-collector heavy on soul-infused artifact usage. You get two weapons: a close-range melee weapon and a long-range weapon. Some of them do look pretty cool, though – I went with the guy with the mohawk, because he’s clearly a badass. There's nothing different about them from a gameplay perspective, which is a bummer, especially since that’s all there is as far as character customization. When I first started a new game, I was thrilled to see a massive selection of what I initially thought were player classes, but it turned out you just choose from a list of pre-made skins. That's pretty much it – don’t expect the kind of swing-for-the-fences attempt at storytelling that Telltale went for with its Minecraft: Story Mode spin-off adventure. You spend next six to eight hours chasing him down and defeating his minions until finally you face him in his castle. The main villain, the Arch Illager, stole an Orb of Power from the other Illagers and uses it for generic evil. The story is simple and exists only to tie together the dungeon-crawling levels. There's a definite advantage to a world constructed from the intentional low-fidelity building blocks of the Minecraft universe, especially with none of that pesky building or destroying to complicate things. It's a pretty low-impact game, and even when the screen fills with mobs, projectiles, and magic, I didn't notice any performance issues. I also set the frame rate to 120 (my monitor has a 144Hz refresh rate), which also caused no problems or hesitation, and I could probably go higher. I feel like I could just sit in the middle of the level and soak it up and still enjoy it.Īs far as graphical performance goes, I'm playing Minecraft Dungeons on a GeForce GTX 1080-powered gaming PC, and all the graphical settings automatically maxed out to their highest by default when I first started it up. The rustling leaves and whispering winds of the ambient sounds took some primordial part of my brain to the same place it goes at the start of the actual fall season. Its orange and yellow foliage sways gently in the breeze, and jack o'lanterns and harvested wheat bundles lay by the wayside in the ruins of the town. One of my favorite levels is an autumn-themed village that’s been pillaged by the forces of the Arch Illager. You could transplant the Minecraft Dungeons soundtrack into Minecraft proper and it would feel right at home. Levels with higher stakes near the end, for example, have much more dramatic music, but it never goes overboard or feels out of place in the Minecraft universe. It has a soundtrack different from the main game, but it does a phenomenal job of keeping the lo-fi style of the original's music while tweaking the feel just enough to make it thematically appropriate for a dungeon-crawling adventure.
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