

Any plans you might make for crafting that recipe you find tend to be no plan at all, and you just have to wait and see what the grind will bring. The complete randomness of drops, resources, and so on, combined with NPCs of various levels being strewn through the world so that you are just as likely to meet an impossible dangerous squirrel as you are to find a band of orcs that you can kill quite easily, or find that thing you actually need. Rightly so, perhaps, because right now the game does little to structure its experience in any meaningful way. Mrs Rossignol, however, is in it for the loot and the crafting, and as such she was not enjoying herself quite so much. God, I love maps.įurthermore, I'm one of the world's greatest suckers for procedural world generation, so it was inevitable that I would be so entranced. The map is a particular glory, and it made me wish all games would pay as much attention to their graphical abstraction as this does. I could (and did) wander through it for hours.

Huge, monster-infested fortresses can be found at the end of winding roads from chunky fantasy towns filled with craftsmen and shops. And what a world! Not only infinite, as I said, but ostentatiously artful, like a measured sculpture, made by God's 3D printer: cubey clouds float above flowing valleys and towns. The cubes are, instead, a shortcut to create a world out of that maths stuff. The cubes give the game a superficial Minecraftian look, but the conceit of popping and unpopping those cubes for building is (for the most part, there is mining and stuff) not here. It's beautiful in a clean, perfect, Platonic landscape sort of way. Manage cookie settingsĪnd so into the world: Cube World's strongest asset is, indeed, it's cube world. To see this content please enable targeting cookies. That's not to say it's not lovely, but that it is very much a work of genre RPG expectations. I know people like that stuff, but it immediately demolished the idea that there were going to be any significant surprises, and so far there haven't been. While Cube World is in some ways wholly unlike anything else I have played - in its scope and openness - it is also based unerringly on ideas from mainstream MMOs, and games like the Final Fantasies and Zelda. Actually, I say lovely, and mean that, but it was also sort of indicative of the game as a whole: it sticks rigidly to the standard ways of doing things that other RPGs have done in the past. Won't matter come the apocalypse though, eh? We'll all have to use Linux.Īnyway, we jumped in and made some characters using the lovely character creator.
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Lucky I can still remember how to find my own IP, eh? All those years of mucking about with command lines had its use after all. Maths was presumably also involved in the networking of the game, which we played over LAN (and which can be played over VPN using much the same system) by running a server app in the background to my game, and then typing my network IP into the other client game.
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Philosophically speaking, therefore, if the map really is infinite, it is all the same map, since an infinite map made must contain all maps, and therefore you are just on one point on a plane of infinite potentiality that the code has instantiated.

That means that whatever seed you put in to generate your world, you get a world that is endless. Cube World is an RPG set in an infinite world. That should pretty much seal its fate as one of the most important games of the year, but it turns out there's more to it that that. Having paid little attention to Cube World, but knowing enough about it to say that I was multiplayer, we decided to embark on the perilous path of the alpha.įirstly it's important to note that the developers of Cube World are called Wolfram and Sarah von Funck. Tired of our usual excursions in Torchlight II, or Minecraft, or wine, Lady Rossignol and I needed something of a fresh video-distraction for the weekend evenings.
