by on December 16, 2025
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It wasn't meant to last though, as even though the 32/64 bit era only barely blurred the party lines, with every subsequent gaming generation, it became harder and harder to separate one system from another just by looking at the games on the store shelves. By the time that Peter Moore revealed a "GTA IV" tattoo on his arm at E3, the message was clear that Triple A titles had become too big and too expensive to only commit to one system or another and, outside of some in-house and privately published development teams, the idea of big name exclusives was a dying light in the night drowned out by the dawn of a new day.


Rather than going for an evil wizard's castle, however, why not instead create a lava blade house, which looks like a sword stuck into the ground? That's the path AtrixStd went for in their build, which also has a tutorial available on their YouTube chan

The lack of plot means the action needs to carry the game, which Minecraft New Zealand DLC Dungeons nicely pulls off. It's a fairly stripped-down entry in the genre, with no character classes or specializations, but instead focuses on character customization through loot. At the start you choose a character skin, none of which have any advantage or disadvantage over another, and then through the course of the adventure find gear to fit your play style. There are six slots to fill, three of which are for action accessories assigned to the controller face buttons and the others being the equipment of weapon, armor and ranged, and while it's tempting to go for straight power over anything else, it's better to find things that suit your play style.

There's probably a good reason people build dungeons. At first it seems like a great plan to construct a subterranean labyrinth, because maybe the kingdom needs a place to store its surplus supplies or random undesirable people. Why build a giant construct from wood and rock when there's so much unused space underfoot, other than mining being crazy-hard to get right. The point is, eventually all that space attracts things. Big, mean, hungry things that no society can function around. Zombies and skeletons are only the start of the problem, and it doesn't take long for an evil overlord to come along and put this undead labor to use devastating the countryside. Dungeons are an archaeological trap, useful right up to the point they're the base for the downfall of the realm, and the ones in Minecraft Dungeons are a perfect illustration of how it all goes horribly wrong.

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.

The other type of item is accessory and each one grants a different skill. The feather, for example, does a quick roll that stuns an enemy, while the soul cube lets out a powerful arcane jet of energy blasting through everything in its path. A bundle of wheat summons an attack-llama, there are healing pendants, berzerk mushrooms, magic shields and plenty more to turn up. These let you create a personalized loadout of three skills, defining character class by what you choose to carry. The more powerful accessories are powered by souls, which are released and automatically gathered as you take out monsters, but it doesn't take many to fill the bar. The skills are there to be used rather than hoarded.

Chivalry is a medieval combat game that, for the most part, perfectly recreates the experiences of playing with and against your friends in a Braveheart style battle. Like Monaco did with the heist genre, Chivalry showed us that those years of wishing to participate in large scale medieval battles in video game form were not unfounded, as there is a visceral pleasure that comes with charging the field of battle with a large axe and watching limbs fly around you like leaves in the Fall. The enhanced focus on face to face combat drastically alters deathmatch dynamics, and forces you to create strategies applicable in few other games.


This beacon megabase by Trollyn_ is absolutely gorgeous and took them over 12 hours to build. That still seems like an insane feat, considering the sheer amount of detail and planning that probably went into crafting something as elaborate as this. Adding beacons into builds is also a fantastic idea, as they can often serve as a centerpiece or something to build aro
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