![]() It has a variety of gates and checkpoints that require you to engage with a number of different activities. Most the main story gameplay took around 60 hours, though I was not in any particular hurry when I did it, so that time could probably be cut a fair bit with optimization. There are also some tamable animals and later on monsters, which have some sort of breeding/rarity system, but I haven’t spent a lot of time with that. Some of the smaller randomly generated islands have higher-end monsters that yield crafting recipes or trophies when they’re defeated. There are a variety of exploration and puzzle-based activities as well, though most of the puzzles are fairly simple and exploration is mostly to either find these puzzle shrines or scavenger hunts that unlock unlimited crafting materials. While you do eventually start getting rare crops that create higher quality food and drop dyes, it mostly does its thing without you. In fact, tasks like watering plants can only be done by villagers. ![]() When set up properly you can manually plant and harvest something once, then use the scarecrow to designate what grows in that field and the villagers will generally handle the rest. ![]() Add some firewood and flour sacks and it becomes an “agricultural kitchen,” but not really what I was looking for.įarming is also an interesting activity with its own room type. You must either continuously experiment or look it up.įor instance, the kitchen in this restaurant is a “simple kitchen” because I have yet to identify the specific decorations required to make anything else. A “hotel” requires at least one bedroom connected to a “reception room,” but fails to indicate what you need in order to create one of those. Working out the exact details of what furniture a room must contain to get flagged as something specific can be quite annoying. ![]() Likewise, the plaza/patio area had to be split in two before they would be properly tagged as rooms. In this image, the central area with the crafting bench and the glass floor behind it were all a single room but was too large to be detected as such. Speaking of building, there are also some size limitations. Windows are in the category with doors and not in the building blocks. So many, in fact, that individual items can sometimes be difficult to locate in the main crafting station, or not always in the section you would expect. There are a variety of different blocks and furniture available depending on where you’re at in the game. Each major island in the game generally has several very large blueprints where the NPCs will do most or all of the work, including providing materials. To progress the story you must build it exactly as specified. To be fair, the structures that start as blueprints are editable to your tastes after you have “completed” it. Much of the story-related building is either freeform with directions regarding decorations, size, etc, or a completely inflexible blueprint like this one. ![]() The story itself is fairly simple and predictable most of the time, but the lines themselves are fairly well written and at least occasionally entertaining to one as easily amused as myself. It does feature the typical limitations of cubic-voxel style building, so the overall effect is a thematic Minecraft with a little more story. I have to admit, there was far more gameplay to be had here than I expected, especially if you’re a fan of building and design. Truth be sold, my Switch is currently refusing to charge or I would have joined you. While everyone else is running around playing Animal Crossing, I’ve been poking around with Dragon Quest Builders 2, which was on sale on Steam a few weeks ago. ![]()
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