Mojang's
Minecraft meets
Diablo effort drops tomorrow, positioning itself as an accessible and entry-level version of the action-RPG. The only problem with that is, it kind of goes against the whole Minecraft aesthetic - making
Minecraft Dungeons a somewhat fun but shallow and finite dungeon experience.
A snippet.
The accessibility angle is commendable, and in a sense Minecraft Dungeons could be a gateway to a wider swathe of more stat-heavy experiences – traditional action-RPGs like Diablo III, Path of Exile, or Wolcen. Using an established and iconic franchise to present a genre that may not have the same appeal or recognition is always a good thing. The biggest problem here, weirdly, is the Minecraft aesthetic.
In the sense that Minecraft isn’t simple, it’s visuals are. Players are given tools that foster and nurture limitless creativity. Minecraft Dungeons foregoes any real connection to its source outside of aesthetic and set dressing. There is depth to the mechanics and the free-flow nature of the class-free customisation, but Minecraft Dungeons is painfully simple. To the point where nothing in the actual world, save for hitting mobs, reacts to your weapon. No destructible objects, only the odd pull-this-lever to open-this-door interaction. Or, find the key.
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