Enlarge / Redstone golems are a real pain in the Minecraft Dungeons butt.Mojang

Game Details

Developer: Mojang, Double Eleven
Publisher: Microsoft
Platform: PC, Xbox One, PS4, Switch
Release Date: May 26, 2020
Price: $25
ESRB Rating: E for Everyone
Links: Amazon | Official website | Nintendo eShop | Windows 7/8/10 version | PS4

When Microsoft acquired the game studio Mojang in 2014 for a whopping $2.5 billion, fans of its biggest series, Minecraft, immediately wondered what would happen next. Would this be the end of Minecraft on rival platforms like PlayStation? Was the Java version toast? Would we have to suffer through some ill-fitting abomination like Minecraft: Kinect Dance Party?

Turns out, Microsoft has largely been a solid shepherd for the blocky series. The traditional Minecraft game continues receiving regular free updates across every platform imaginable, and its cross-platform builds sit alongside the original Java incarnation. Also, we didn't wind up with a bunch of annoying spin-off games; so far, there has just been a well-reviewed Telltale adventure and a decent Pokemon Go clone.

Microsoft and Mojang's combined ambitions grow this week with Minecraft Dungeons, the first series spin-off to germinate from within Mojang's offices. At E3 2019, the studio admitted to having run a skunkworks division for some time, focused on finding the right game concept for its mega-hit universe. Its first spinoff salvo comes in the form of a family-friendly action-RPG.

Should you get caught up in the game's apparent sales pitch—a dungeon crawler in the shadow of titans like Diablo III and Path of Exile—you'll arrive at Minecraft Dungeons a little disappointed. Yet what's interesting here is that Mojang's design decisions, which revolve around adapting the genre to something that thematically fits the series' universe, totally worked. This is a unique offering for the well-trodden genre, which is a remarkable feat. And while it lacks the "endgame" punch of its inspirations, Minecraft Dungeons is easier to sell when described as follows: a beefier, more addictive take on the LEGO action series.

To arms! As in, blocky, stubby arms

  • On the milder end of the combat spectrum: a single creeper. And it's comin' right t'wards us! Mojang
  • On the more hectic side of combat: the Nameless One as a mob-spawning boss.
  • Seriously, this redstone golem is a pain in the blocky butt.
  • This forest biome is one of the game's more boring zones, but it sure looks pretty in Unreal Engine 4.
  • Enderman is one of the game's trickier enemies, and it usually pops up in the middle of a normal wave of mobs to make things trickier.
  • The "multishot" enchantment makes any crossbow that much more fun to shoot.
  • Enemies get enchantments, too, and you'll find even more of these specially charged foes in increased difficulties.
  • Tap a button at any time to bring up a map overlay.
  • That is technically a "key golem" on the hero's back. Should you take any damage while carrying it towards a door, it will scurry away from you. Cute stuff.

The plot keeps things simple. A new villain called the "Arch-Illager" (pronounced like "villager" but without the "V," so, like, it's ill, and not in a Beastie Boys way) is spawning an unprecedented number of "mobs" (the series' monsters) and needs to be stopped. While vanilla Minecraft includes plenty of combat options, this scourge is too great both in power and in numbers for that moveset to suffice.

Hence, the blocky heroes of Minecraft Dungeons look familiar—complete with default characters Steve and Alex as options—but their new controls shamelessly pilfer from the Diablo archetype. Action is viewed from a top-down, isometric camera angle, and heroes have a mix of melee and ranged attacks, along with explosive spells, helpful pets, dodge-roll maneuvers, and a full-body equipment menu to click through. (All platforms support gamepad control, while many also let you swap in a mouse and keyboard.)

Continuing the Diablo theme: every level is randomly generated according to a theme (swamp, castle, dungeon, etc), with pre-made chunks fitting together to build your above-ground and underground journeys. They're pretty much all action-oriented. Some of these pieces include requirements like "free five villagers from cages" or "get a key" to advance, but these are designed to direct your heroes into combat, not to strain your brain.

Up to four heroes can play in co-op, either on the same screen or connected online. Unfortunately, as of launch, cross-play is not enabled—apparently not even between players on Xbox One consoles and Windows 10, which is a break from Microsoft's usual Xbox Play Anywhere pledge.

Make your own hero

MD's first major differentiation comes from its lack of discrete classes. Mojang's developers explained during a pre-release press event that they wanted to let players "build" their play experience the way they might custom-build a traditional Minecraft instance, and that means your playstyle revolves entirely around your inventory.

Every character gets six inventory slots: one melee weapon, one bow-and-arrow, one suit of armor, and three "artifacts," which I prefer to call "abilities," because that's what they are. These are the kinds of skills you'd expect from, say, a Diablo skill tree for a particular class. Unlike Diablo, MD lets you mix and match whichever ones you want. Maybe you want to have one tanky ability (a grappling hook that grabs and pulls baddies toward you and away from friends), one ranger ability (super-charged fireballs), and one necromancer ability (conjure a battle llama that spits at your foes). Find the respective items for each ability, then place them into your three slots. Most revolve around a cooldown timer instead of something like a "mana bar."

  • Battle llama? Uh, heck yes.
  • Weapons and armor can be boosted with enchantments. Here, I had two options, and I've locked into both of them…
  • …but notice this armor has a diamond with three smaller icons. In this case, the player still needs to pick a favorite, which then makes the other two options disappear.
  • Another look at enchantment possibilities.
  • In addition to loot found in an average encounter, you can also use gems found in the campaign, and gems received for "scrapping" older items, to buy new, random gear. Sadly, this system is tuned a bit badly as of press time, as it mostly spits out worthless gear—although I've also gotten a couple of amazing exotics this way.

Weapons and armor come with their own built-in stat bonuses, and these favor particular play styles, whether by strengthening armor, making your arrows stronger, or shrinking your cooldown timers. On top of those, there's also a new "enchantment" system. Pick up a new piece of armor, and you'll see a little diamond in your menu with three options for perks. As an example of a possible trio, one randomly generates poisonous clouds; one generates lightning damage to nearby enemies whenever you dodge-roll; and one adds a straight damage bonus to your every attack. All three of those sound nice.

The catch is, once you pick one of those three, the other two vanish. Enchantments always work this way, where a new melee weapon, bow, or piece of armor will make you whittle down possible perks. You're also spending a limited supply of enchantment points on all three equippable gear types, which further adds to your decision-making matrix. And you'll do this a lot: Whenever you equip a new piece of gear, you can recover your old enchantment points by "scrapping" the older stuff (which you'll likely want to do, since this is a loot-driven game, and there's often better loot around the corner). This is how I learned I didn't actually like the game's electric-dodge-roll perk: I spent points on that with an early piece of armor, found I didn't care for it, and opted to not choose it on future equippable items.

Rolling with the random-loot punches

In the game's early stages, cycling through all six equipment slots and finding a preferred play style felt organic and fun. New weapon types typically emerged with a clear numerical lead over whatever I had equipped, so I'd switch from a massive, slow hammer to a frenzied, short-distance dagger and benefit, even if this meant retooling my general combat strategies.

Platforms?

Ars Technica was only able to test the game fully on Windows 10 ahead of launch, which ran smoothly on a variety of PCs. The Xbox One version didn't unlock until later, and it came with a huge problem: a lack of cross-save functionality between Windows 10 and Xbox One. This is the first time we've run into this issue since the major Xbox Play Anywhere initiative launched years ago, and it's unclear whether this will be resolved. If you're a fan of swapping your save file between a PC and a console, be warned.

Should we get our hands on other platforms for the game, particularly Nintendo Switch, we'll update this review.

The same goes for every other equippable element, and that quality multiplied when I had a co-op playmate by my side and bouncing off their new-loot acquisitions. At first, we were annoyed by a strict game limitation: no sharing of loot. Anything your character picks up is only for you, not to be traded or swapped. Uh, what? I thought we could build our characters however we wanted, Mojang! But as we dug further into the game, and our loot's numerical jumps began to plateau, this rolling-with-the-punches loot mentality evolved. My co-op partner at one point got tired of her archetype and changed her loadout, which meant she would no longer serve as the party's healer. "Oh, I've been holding onto a healing item," I replied, and after equipping it, I swapped a bunch of other elements to go full ranged-mage while my cohort transformed into a damage-eating tank.

Compared to the genre's stalwarts, MD is less about settling into a prescribed role and more about rolling with the random-loot punches, and for some players, the results may feel more fun and loose. For others, the fact that your existing loot cannot be numerically boosted a la Destiny could prove frustrating. You may have to give up on a particular hero archetype when the game's incredibly random reward system denies you the high-valued gear you've been dreaming of.

One thing in MD's favor is how solid each weapon and item type feel. Some shine more when they're matched with a perfect set of appropriate gear; the aforementioned grappling hook sucks if you're not otherwise built to wipe out waves of melee foes, for example. But for the most part, melee, ranged, and magical attacks all feel fun to mash over and over and over (which matters in the repetitive, do-it-again genre of a procedurally generated dungeon crawler), and the enchantment system makes it easy to drizzle ridiculous bonus abilities on top. Want a crossbow that regularly shoots five bolts, which then explode in both burning flames and poisonous clouds? Make it happen, then watch those little damage-indicator numbers pile up on your foes as they melt away.

The "okay, folks, let's get serious" switch

While the game's opening trio of levels are a snoozer to play through—both in your first run-through aRead More – Source

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