Finally, the construction element is there. Minecraft ’s blocky aesthetic has constantly been compared to that of LEGO’s, and really that’s true. In fact, it’s likely that it was intended to be that way. As kids, many of us were fascinated with LEGO’s. Building castles and cars using fundamentally simple components was appealing. Even better, it breathed experimentation. It encouraged trying something new. It fed that feeling of individual creative freedom by allowing us to build something that we wanted. That idea is omnipresent in Minecraft ; it’s the crux of the construction element in the game. Simple cubes of dirt, rock or sand can be used to build everything from houses to skyscrapers to sculptures. With a little hard work, you can make your "castle of dreams." The Creative Mode, with its free movement and ample resources, is the pinnacle of this mentality; you can create what you want. And gamers have. There are hundreds of Minecraft Beginner guide videos online of people building enormous, monolithic structures with the game’s basic building pieces. Minecraft has proven that this idea can be made into something massive; gamers are guaranteed to create something when given the tools to do so.
Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don't rely on reaching a certain figure to be considered viable, and as such they can throw caution to the wind and take some big risks while still making a profit off of even the most modest sales. That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need is the backing and spiritual support of a major company like Sony, Microsoft, or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very, very real.
You can't directly damage them with weapon attacks but you can use traps to get rid of somebody. They don't actually die, but if an NPC is reduced to zero hit points they fall unconscious. They do gradually heal over time and eventually they will regain consciousness. You can heal them to recover hit points more quickly, or you can take their unconscious body and drop them off in some far away desolate location.
They were the icons of an era when gaming exclusives drew lines in the sands and led to some of the fiercest playground battles over system loyalty the industry would ever see. Sonic/Sega fans would push and say "Sonic games are faster, and therefore better. Plus, we've got blood in Mortal Kombat." The Mario/Nintendo loyalist would throw sand in their foe's eyes and retort, "oh yeah? Well Mario's about the adventure, and so is Final Fantasy." It was a time when you usually owned only one system, and you owned it because you would only get certain games. It was...well kind of a glorious age.
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 said, 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.
Daggers, for instance, are fast but weak, while a halberd is noticeably slower but better for slicing enemies at range. The Spelunker armor comes with a pet bat that flies out to attack enemies for you, but the hunter's armor gets a bonus ten arrows per pickup. Equipment also comes with a number of abilities, further complicating the selection. Abilities such as weaken enemies or lightning strike are only rarely pre-equipped, but rather must be chosen. A sickle might have two ability slots with three options each, but once you've chosen one the other two go away. There's a hard choice to be made between "move faster for five seconds after dodge roll" and "heal allies in small radius" and it can take a surprising amount of thought to pull the trigger. Each ability also can be upgraded twice and this is where character leveling comes in.