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Minecraft creator Markus "Notch" Perrson, and other representatives from studio Mojang, have addressed the absence of a Wii U version of Minecraft on several occasions. The most recent of which came from Notch himself who said that Mojang simply doesn't have the free time to be working on a Wii U version at this moment. Though he does acknowledge that version of the game would "make sense."

If you followed Gamescon this year, you'll have no doubt noticed that the word on the lips of every Microsoft,Sony, and Nintendo representative was "indie." Whether it be Sony revealing that Minecraft, Rogue Legacy, and The Binding of Issac would be part of the PS4 family, Microsoft unveiling a pretty daring new system to encourage indie development, or Nintendo showing that indie developers are fully prepared to make use of the unique capabilities of the Wii U, it became clear that both companies have suddenly realized that indies are no longer a niche market ran by eccentrics and snatched by the gaming version of hipsters, but a viable and exciting source of incredible new ideas, and creative final products.

While that could serve as the intro to any number of creepy fan fiction tales, my thoughts were much more earnest, yet still slightly troubling. Specifically, they were about how rare is a chicken jockey in minecraft the blue hedgehog and vertically gifted plumber were real oddballs as far as company mascots go, in that they weren't really dreamed up by a PR team or advertising firm, but rather by the products themselves.

Now Minecraft has no overarching objective, so it instantly challenges McGonigal’s claim that a goal is required in a game. But actually, Minecraft ’s main goal is composed of multiple smaller goals. It doesn’t have a "grand" objective, but it has smaller objectives, little bite-size incentives that replace each other over time and take the role of a larger objective. First you collect resources, then you build a house, then you survive the night, then you wake up and continue, but each with steadier and steadier increases in scope and scale. Even better, there’s no one direction to go. Being able to explore in multiple regions and build whatever you feel is satisfactory is open-ended. You are given tools and no direction, yet you are still creating. You’re making the direction. This is a massive undertaking, one that changes everything that anyone knew about videogames before, and it’s a bigger embodiment of the "sandbox" mentality than Grand Theft Auto has even been.

The age of system mascots and Triple A exclusives may be a fading memory, but it's really no matter, because the one we are about to enter where innovative new ideas and bold risks are rewarded, encouraged, and prized above all may just be the most exciting time ever to be a gamer. All the hype on which system you should buy may be focused on what a system costs, or what it can and can't do in its multimedia capabilities, but trust me when I say that in the end, you'll be keeping an eye on who's got what indie titles all to themselves when deciding which console is right for you.

The story development in this episode brings out its appeal to older audiences. It's fast paced and doesn't leave a whole lot of room to think where it would be important to. Quick time events (QTEs) are important in the episode, as they have been in the previous three, making it known that you have to be ready for anything. When you aren't interacting in a QTE, you are trying to solve a series of puzzles that can only be done so by following a set of clues. The previous episodes also had puzzles the solve but they were as easy as flipping a few switches and moving on. This episode stresses your ability to listen in order to solve the puzzles and makes it a little easier to screw up and start over again. The episode also follows in the footsteps of the previous as exploration continues to be an important aspect. Since these puzzles are a little bit more difficult, every room has more information and lore about the world that Telltale has created as you search for clues.

Minecraft: Story Mode - Episode 4: A Block and a Hard Place is the strongest episode yet in basically every aspect. Employing emotional factors as well as hard story elements, Telltale has managed to create a story that originated from just a few blocks. Every second of this two hour episode was spent towards making the player feel as though everyone really is depending on them to save the world. Hard times fall, but Jessie and his friends make this episode an unforgettable experience that one can only hope to be transferred to next and final episode of this series.

Minecraft: Story Mode - Episode 5: Order Up! shapes up to be an incredible introduction to the Order of the Stone's newest adventures, but still manages to fall a little short. Telltale introduces new concepts, characters and worlds, but their biggest mistake was shoving it all into a single episode. Had they created a separate season talking about the events of Sky City and expanding a little bit more on the environments and characters, this episode would have been much more successful. That being said, however, this episode does deviate from previous installments as being much more adult and changes the characters as once being small time builders to being full-fledged heroes risking their lives to save common folk. Hopefully Telltale will continue to capitalize on that aspect of the characters and convey it in the following episodes.

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