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Each level grants a purple gem/swirly-thing and these are used to buy equipment abilities. Once committed there's no taking the gems back until trashing the item, at which point they're refunded in full. Level one is one gem, two is usually two gems, etc, but there are also rare powerful abilities that get more expensive. I held on to the Harp Bow longer than practical thanks to it not only shooting five arrows per shot but also having a chance of an arrow dividing into another five on hit, despite how expensive it was to power up. That kind of crowd control is worth saving up for, after all, but there's always going to be more loot later that will finally make swapping out an irresistible prospect.

The Wii U is in bad shape. While that's clear from the system's sales figures , which were a major contributor to Nintendo president Saturo Iwata recently deciding to cut his salary in half , the issues surrounding Nintendo's flagship system are much greater in truth than just some slumping sales.

They're unwilling to go out of their way to adapt major third party releases. They are painfully slow to adopt an indie market that could actually make good use of the Wii U's unique capabilities. They seem, at times, to be woefully oblivious to the current state of the game industry, and determined to turn the Wii U into a time machine that will make it 1987 again. They seemingly have a hero complex that drives them to be the only ones who make a game that turns it all around.

Thankfully, the incredibly accessible nature of the game, and the way it so generously doles out moments of instant gratification, make the shared pursuit of the perfect run not a frustrating proposition that only yields its rewards upon completion, but a journey filled with a series of those little moments that define any great multiplayer experience. Monaco may not look like the multiplayer heist game we always envisioned, but it certainly feels like it.

Minecraft: Story Mode has managed to surprise fans of episodic games with every episode released. While the second episode might not have proven that, both Episode 1, Episode 3 and now Episode 4 have not disappointed. Probably the best episode yet in both content and character development, Minecraft: Story Mode - Episode 4: A Block and a Hard Place will leave you emotionally defeated. Lasting a little bit over two hours, the episode gives closure to the events that Jessie and his friends are facing in saving the world from the Witherstorm. It begins right where you left off last, either Ellegard or Magnus having died (according to the decision that you make) and Gabriel having been rescued but with no recollection of what has happened (a side effect from having Wither Sickness). You all run from the storm only to find safety in a cave, still within the storm's range.

Minecraft Dungeons is a hack & slash action-RPG in the vein of Diablo where you take a character, beat on monsters, find better gear, and use the new toys to beat on bigger and tougher monsters. The paper-thin plot is that an outcast villager was corrupted by an evil orb of power and down came the smiting, and only a hero etc etc etc. The story is "hit monsters, get loot, search out secrets," which really is all this genre needs.

I love Nintendo, but its tough to watch something or someone you love go through such a rough time and seemingly stop bothering to even try anymore. Eventually that sympathy is going to turn into anger, and for many that's exactly what is happening.

Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re-using assets from the game, you’re Recommended Looking at at many hours of scripting and scenario design – but the payoff speaks for itself. Bravely Default’s demo is essentially its own mini-RPG, with three dungeons to conquer, five bosses to fight, and a whole bunch of enjoyable grinding to do in the interim. It has condensed versions of the streetpass and job mechanics from the main game that allow you to familiarize yourself and get to the fun quickly. The demo may take all of its assets from the main game, but it uses them to craft an experience entirely distinct from it. In doing so, it gets straight to the essence of what makes the full game fun. What’s more, if you master the demo, you get rewards to help you out in the early game, as well as a head start on streetpasses.

I’m not going to argue that every game should sell itself vertical slice demos. There’s obviously a lot of cost involved in giving away a standalone product, and not every game lends itself to this sort of distillation. However, both Dead Rising and The Stanley Parable went the extra mile with their demos and garnered excellent sales. The same seems to be holding true of Bravely Default. Developers capable of building a short standalone scenario should definitely consider it when it comes time to market their games.

The pace of the game is dictated entirely by how the player wants to approach the game. If someone only cares about completing the main story, it is possible to rush through the game and complete it in approximately ten hours, but because of the volume of optional quests and activities it can extend well beyond one hundred hours. It is possible to build anywhere in the world, the player is not restricted to only having construction done in the base camp area. This will not effect the camp growth or progress the story but should the player desire it is possible to cover every square inch of land with construction. The scope of world is huge, and exploring to the end of it will give the player more things to build with nearly limitless potential. There are four different stages, all are unique from each other with different challenges and unique things to do.

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