Showing posts from May, 2020Show all
Gears Tactics Review
SNOW RUNNER REVIEW
Deep Rock Galactic Review
Destiny 2's Twitter has posted an ominous sound file that's almost certainly about a new alien race
Meet the 19-year-old CEO who started a professional Minecraft building company
That is All

Friday, May 29, 2020

Gears Tactics Review

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Gears Tactics and I share the belief that a sniper rifle should practically be an extension of the hand of God.


So powerful that it feels like you're being unfair to the poor AI grunts who wander into range. Twenty hours into my campaign my sniper's Hotbar was overflowing with abilities. I could fire off something like 7 rounds in a single turn, chaining together shots that gave me free reloads and shots that restocked my pool of action points. And because I'd completed some hard side missions in search of "legendary" loot, my sniper rifle was tuned up with parts that guaranteed—to use the technical term—a sick-nasty critical hit rate. 

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Taking aim at the final boss with 85 percent crit chance almost felt like cheating. This is the power fantasy version of a tactics game, and pure, pitch-perfect Gears of War, right down to the cranial pop of a Longshot sniper rifle's bullet landing a critical headshot.

Download Gears Tactics from OLDGAMESDOWNLOAD.COM

Like the third-person shooters of the proper Gears series, Tactics has a linear campaign, told with very pretty Unreal Engine-powered cutscenes between missions. It's easily the best-looking tactics game I've played, thanks to those cutscenes and fastidiously detailed environments. The series is mostly known for its macho, impossibly barrel-chested soldiers, but it has had some great art direction here and there—grand classical architecture ravaged by years of war. It's hard to oversell how precisely this game translates the look and combat feel of the other Gears games into this overhead turn-based perspective, down to the magnetizing slide into a cover that characters make.



Gears Tactics is an aggressive strategy game that throws piles of enemies at you because it knows just how powerful the tools at your disposal are. It knows you've got frag grenades that can turn a pack of five scurrying wretches into chicken nuggets, or a chainsaw gun that has a 100-percent chance to slice even a full-health Locust soldier in half. (I like to imagine that the chainsaw's lengthy cooldown isn't because it's overpowered, but because my hero, Gabe Diaz, has to spend the next few turns scraping bone chunks and viscera out of the blades).

While it first looks an awful lot like XCOM, which has inspired a wave of strategy games this decade, Gears Tactics plays differently. Every turn in XCOM is about the tension of how few moves you can make, the dramatic risk of missing a single shot, and scrambling for a backup plan. Gears is more freeform, giving each of the four soldiers you take into a mission three actions per turn; any combination of moving, shooting, and special abilities you want. Every time one of your soldiers performs an execution move on a near-death enemy, the rest of the squad gets an extra action point for the turn, the game design equivalent of a platoon shouting Hooah!



These two things give Gears Tactics a remarkably different flavor: You're not trying to make the best of your meager options each turn. You're trying to extend your turn as long as possible, every kill offering up the opportunity to earn three more actions, and another kill, and three more actions, until everything lies dead at your feet. I love how it makes every turn an exciting chance to clear the whole screen of enemies in one go, and it pushes me to experiment with how I combine my squad's many abilities.

Gears Tactics does lose the sharp edge of danger XCOM has, were dealing with units dying through the campaign is arguably a feature. Unless you play on the highest difficulty setting in Gears, you can revive soldiers multiple times, and in the recommended intermediate setting there was only one time in my entire campaign where I came close to permanently losing someone. That was a thrill. If you're not playing on Insane, you probably won't care much about the stream of recruits that join your squad, though the option does exist to give them custom names and makeovers, if you want to.


For example, the support class can gift an action point to a squadmate, and I love pairing that with another ability, Teamwork, that earns the support soldier an action back each time that squadmate gets a kill. It's like placing a bet on a particular soldier—yeah, they're definitely gonna kick some ass this turn—and then trying to follow through. My preferred strategy is to cast Teamwork on my scout right before she tosses a frag grenade into a pile of Locust for a couple guaranteed kills (and guaranteed action points).

Gears Tactics builds on its executions really, really well through class skills and its take on overwatch, a skill popularized by XCOM that lets you fire on enemies when they move. Put a Gear on overwatch with three actions banked up and they can fire three times. But enemies use overwatch aggressively, too, to pin down your squad. Gears' freeform action system is more forgiving than XCOM's, but it often sets up these puzzles for you to get out of, where two members of your squad can't move without getting shot to pieces, and the other two have to kill the overwatching Locust to free them up to use those actions safely.


Each of the five classes—support, vanguard, scout, heavy, and sniper—has many skills that play into the action system in clever ways. The sniper can keep taking more shots by getting kills. The heavy, who carries a massive chain gun and stacks accuracy bonuses for standing still and firing multiple turns in a row, can earn an extra action point for going into overwatch, making it the perfect defensive class. The vanguard has tools to knock enemies out of overwatch, encouraging you to keep pushing forward.

Even 20 hours in, when I started getting tired of Gears Tactics' repetitive structure, I was still having a good time with those moment-to-moment decisions and all the ways my squad could work together.

On the campaign trail
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Where Gears Tactics diverges most dramatically from XCOM is its linear campaign, with no "meta" strategy layer to manage. This is not a sandbox experience. There's no world map where you choose locations to visit, no researching new gears, no gameplay systems to interact with outside of combat. This largely works for Gears Tactics: It is a straightforward game, and the depth and creativity of its combat system show the benefits of where it focused. But it, unfortunately, means repeat playthroughs will present a mostly identical challenge. And I found that without some of that meta-strategy to change up how I was spending my time, the campaign started to drag by the end.

Each of the campaign's three acts ends with a setpiece boss battle, which is an exciting thing to have in a tactics game. Unfortunately, all three bosses use essentially the same mechanics and they don't change throughout the fights. The bosses also have giant health pools, so after five minutes you've seen all the boss has to offer but likely still have another 30 minutes of health to chip away at.


Between campaign missions, Gears Tactics pads out its running time with side missions that you have to complete before continuing the story. Towards the end, these feel like a slog because you have to do a lot of them, and the linear structure doesn't let you pick and choose when you want to do them—the skill trees for each class branch into four specialties, but you can freely choose how to mix those skills to create a more hybrid build. The shotgun-toting scout, for example, can head towards the Raider specialty and focus on pure shotgun damage output, with a powerful Rampage skill that will keep targeting new enemies as long as each shot brings one down. Or they can spec towards Commando, which opens up a super useful proximity mine and increases explosives damage. But a lot of great skills lie in between the specializations, like buffs to the scout's cloak ability that lets you slip through enemy overwatch unseen.ey're purely a roadblock to progress. In an RPG or even in XCOM, which is more open-ended, I can set the pacing myself, taking on side missions in between major battles.

This frustration is exacerbated by how thin the narrative is for some of the campaigns. I took on a side mission where I held a pair of control points against waves of Locust attacks, then ended up doing the exact same thing in my next story mission, with just a couple lines of dialogue added to the latter. The same basic mission types are repeated many times by the end, which would be fine for the side missions if the campaign didn't also fall back on using them too. The cutscenes look great, but the story is frontloaded and especially stretched out in the third act. A few more unique setpieces would've helped there.

Already I'm hoping for a Gears Tactics 2 because you can see the promise of its foundation: The combat, the skill system, and the top-notch presentation, which made me feel much more involved in the action than the usual puppet master up in the clouds.


Most of my characters ended up hybrids that maxed out only one skill tree, and as I recruited new soldiers that were specced differently I kept finding fun new skill combos I hadn't used yet. Weapon customization, which lets you swap out gun parts with better pieces you'll find scattered throughout campaign levels, ties nicely into the skill system, buffing overwatch damage, or increasing movement range, or lowering cooldowns on grenades. "Legendary" rarity parts are typically rewards for difficult optional mission objectives and they're satisfying to earn, because you know they'll come with some big stat perks.

Like the pacing of the campaign, Gears Tactics' loot system does lose its charm towards the end. With piles of similar gear that stopped being fun to sort through, I lost interest in going out of my way during missions to pick up more cases.

Gears Tactics' structure couldn't quite sustain the 25 hours or so it took me to get through the campaign, but slap the combat into a sequel with a couple more strategic systems that balance out the variety and pacing, and I'd honestly rather play it over XCOM, a recommendation I never expected I'd make.

SNOW RUNNER REVIEW

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There are moments in SnowRunner when I'm stuck halfway up a mountain, 




Wheels churning pointlessly in the slop, that I wonder if all this maddening struggle is worth it. The more I fight it, the worse it seems to get, and I can't even winch myself out because the nearest tree is just out of reach.
But, somehow, I always manage to heave my off-roader out of the sludge. Whether through dumb luck or just sheer pig-headedness, I jostle myself free, and the feeling of victory is immense. At least until I get stuck again down the road, which is inevitable in these wild, unpredictable stretches of mud, snow, and pain.

Download Snow Runner from OLDGAMESDOWNLOAD.COM 

 
This is the SnowRunner experience. You'll feel hopeless, annoyed, and always on the verge of rage quitting, cursing as the broken-down truck you're towing gets wedged against a rock, or your ill-equipped Chevy pick-up slides off an icy path and digs itself into a mud-filled trench.


But the euphoria, and the relief, of conquering these challenges is what keeps me playing through all of this simulated hardship. SnowRunner is a brutal, uncompromising off-road driving sim that really wants you to fail—which only makes denying it the satisfaction even sweeter.

Read Also: Viddly YouTube Downloader A short tutorial sequence eases you into the game's systems, like switching to a low gear, or firing up your fuel-guzzling all-wheel drive, to avoid getting stuck in the mud. But after this, it's a full-on sandbox. The maps are huge and loaded with missions you can tackle in any order, whether you're delivering wood and steel to help finish a bridge, locating a missing science team in a snowy wilderness, or dragging a lost oil tanker out of a bog.

Completing missions earns you the currency that can be spent on better vehicles, allowing you to tackle rougher ground, travel deeper into the wilds, and take on more lucrative jobs. Play for long enough and you'll have an entire fleet of trucks stuffed into your garage, ready to tackle anything mother nature has to throw at you.

There are three locations to slog through, each with their own unique terrain, weather, and atmosphere. You start in Michigan, navigating autumnal forests, winding mountain paths, and rocky plateaus. The region has recently been hit by heavy flooding, and you're part of the rescue effort, repairing vital infrastructure and delivering supplies to cut-off citizens.



Then there's Alaska, which puts the snow in SnowRunner, hurling all manner of wintry chaos at you, including deep, powdery drifts and iced-over lakes. This is punishing, nerve-shredding terrain, which the game helpfully warns you about when you first arrive. Losing control on ice is particularly terrifying, because at least in the mud there's something to grip onto.

And, finally, there's Taymyr, a rugged peninsula in the far north of Russia. Here you'll find thick forests, swampy marshes, sloppy dirt roads, and a bleak overcast sky looming over it all. Wherever you are in the world, SnowRunner is beautiful to look at—and I love how this natural beauty contrasts with your garage of rusty, greasy, smoke-belching vehicles.

There are 11 maps in the game, littered with hundreds of natural and man-made obstacles, such as collapsed bridges, rockfalls, and fallen pylons. And everything you encounter, even if it's just a deep puddle, is a puzzle to be solved. Something as simple as dragging a trailer up a muddy incline can be a 25-minute ordeal, requiring multiple vehicles.

Switching vehicles is one of SnowRunner's coolest features. If your truck gets stuck, you can switch to another vehicle in your fleet, drive over, and use a winch to yank it free. The game also supports online co-op, so if you have a friend who plays, they can come to the rescue instead. Just don't be surprised if the rescue vehicle ends up stuck in the same patch of mud.



If you're really beyond help you can respawn back at your garage, fully repaired and refuelled. But when you've just spent 45 minutes clawing your way up a mountain, this is the last thing you want to do. All that progress will be lost, and you'll have to start over. SnowRunner has absolutely no sympathy for you, which can be a little dispiriting at times, honestly.

That's what you sign up for when you play it. You're going to be frustrated and demoralised as you wrestle with its many gruelling off-road trials. But when you do finally reach the other side of that swollen river, flooded trail, or snowy forest, it really does feel incredible. You'll just have to decide if chasing these little victories is worth all the stress and teeth-gritting.

Deep Rock Galactic Review

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You've no doubt heard that Deep Rock Galactic is like Left 4 Dead,

Deep Rock Galactic Review


If Valve's co-op classic swapped zombies for alien arachnids and took place exclusively in dark, confounding tunnels. That's more or less accurate, but Deep Rock Galactic's eponymous depth is more than just environmental. The breadth of approaches possible here makes Vermintide 2 look like Desert Bus, and frankly, it's all a bit much for the first few hours.

An opening tutorial mission does a fantastic job of conveying the basics, though—this is your pick, use it to hack away at valuable minerals and carve tunnels. Right. Cool. Shoot the gun on the bad spiders—with you there. Call the M.U.L.E to you and deposit mined resources, press 3 to equip a zipline launcher and 4 to toss a rechargeable shield. Mine the required materials, dump them in the M.U.L.E., call for evac, then make it out through your own haphazard tunnel network before the dropship leaves without you. (Once the payload's onboard your employers could care less about the fleshier elements of their workforce.)

 

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This all makes sense within the confines of a friendly dummy run to get you up to speed, and in fact, depicts a brilliant core loop that should feature in other 4-player first-person co-op games. I wish Vermintide 2 stole that brilliant dynamic shift of having to rush your way back out through a level, racing against a stern time limit and raising the stakes to absolute failure if you don't make it out in time. I wish there was more of Deep Rock Galactic's resource harvesting and persistent upgrades to Left 4 Dead, to punctuate all that mowing down walls of groaning undead and carrying the odd gas cans to and fro. And asymmetrical class-based co-op is always a treat when it's balanced this thoughtfully.


It's a fascinating proposition, and Ghost Ship Games deserve the dedicated fanbase they've found through Early Access by marrying such demanding elements as destructible scenery, class-based co-op, and procedurally generated cave networks. That's not to say it's much fun for a newcomer, though. 

No, for a newcomer the core loop is less about mining, fending off waves of acid-gobbing spiders and then legging it to evacuation in a heroic final act, and more about periodically getting lost, trying to make sense of the admittedly cool low-fi 3D map, and making it back to your teammates where you'll spend a golden 1-2 minutes feeling like part of the mission before getting lost again.

There are many prongs to this early game problem. One is the fact that every environment is not only destructible and procedural but also demands that you deface it in order to reach lower levels where your more valuable mineral veins are inevitably located. There's just no way for a level designer to ease the pathfinding, so the onus is 100% on the player.

Another is Deep Rock Galactic's limited number of environmental identifiers in each biome—although more are still being added at a pretty fast rate in post-1.0 updates—which means one lugubrious cavern looks very much like another. In one of my first four or five missions, I found myself walking around and around the same area which contained two large chambers of electrified blue crystals and the same variety of flowers. I was never 100% sure whether I'd accidentally doubled back on myself.



Finally, there's the aforementioned map, which mimics Ridley Scott's Alien aesthetic brilliantly but provides very little in the way of actually orienting you in your surroundings.

If it feels like I've spent a long time on why I got lost so often, it's only because it's an alone, glaring issue in an otherwise massively enticing formula. And it's likely that many players won't permeate that barrier.

What encourages you to persevere is the sheer ingenuity of other players. The experienced ones, who've been down in these caves since early Early Access, have a knack for turning befuddling topography into fairground rides with three zip lines and some well-placed pick-holes.

The division of labor between Deep Rock Galactic's four classes—Gunner, Scout, Driller, Engineer—makes the spectacle of player ingenuity all the richer. In the same way, you'd just stop and admire a particularly nifty sentry spot or teleporter placement in the early TF2 days, the engines here really show their worth with some well-considered defensive structure placements.



Having taken point on a wave of enemies during a thankless mission down the Crystalline Caverns as a gunner and taken the brunt of the assault alone, I returned to the Morkite vein we'd hit on minutes earlier. In the intervening minutes, the driller had carved a genuinely ornate staircase into the rock wall allowing access up there. Moments like that keep me playing Deep Rock Galactic.

All of which begs the question: does it work as a solo game? And the answer is a resounding "sort of". When you embark on solo missions, you're given a drone buddy, Bosco, to help with the shooting and reviving your nonexistent team-mates would otherwise be doing. Bosco, like literally every other facet of the game, however small, is upgradable, and he's also pretty competent down at the coal face. You don't feel there's something conspicuously missing when you play on your own.

But without watching and, most importantly, learning from better players, it's not the same game. There's a little antidote to the frustration of getting lost and it takes longer to figure out what you should actually be doing as each class. It becomes a game about spending resources and trying to max out upgrade trees—honestly, you should see the one for the pickaxe—instead of the intrinsic enjoyment of mastering a hostile cave network. 

Solo or with fellow humans, Deep Rock Galactic is as much a game about learning the hard way and reaping the rewards as it is about dislodging alien terra firma. As such, it's in danger of having many players simply bounce off it, but the hardcore who remain are rewarded with Mariana's Trench levels of depth.

Destiny 2's Twitter has posted an ominous sound file that's almost certainly about a new alien race

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"The Pyramids are coming! The Pyramids are coming!"



I thought last night's This Week at Bungie blog was pretty uneventful, in that it essentially amounted to: 'we don't have anything to tell you about next season or the fall expansion right now, but we will very soon'. After weeks of detailed, and at times controversial, updates that have dealt with the studio's future plans for core Destiny 2 systems, it was, to borrow from my GamesRadar colleague Austin Wood, a "nothing burger."

But it turns out 'very soon' actually means today. Not in terms of concrete details, that would be too easy, but the teasing has very much begun in the form of an ominous sound file posted to the developer's Twitter account, which you can listen to below.


Okay, someone's been at the Sounds of John Carpenter CD. Big deal, you might well think. But you are likely not—fortunately for your loved ones—thousands of hours deep into this game and eager to gulp down anything new like a, particularly needy baby bird. So indulge me as I explain why these 73 seconds of eerie ambiance point to probably the biggest thing to happen in Destiny since Cayde-6 ate a bullet in the Forsaken expansion.

 

First, that shimmery, ghostly, spectral sigh is almost certainly connected to the encroaching threat of the Pyramid ships (affectionately nicknamed the Space Doritos in the Destiny community), which at time of writing are heading quite slowly but equally surely towards Earth. You can actually see their progress in-game if you visit one of Rasputin's bunkers and look at the lo-fi LED map of the Solar System.


There are rumors that the next expansion will see these Pyramid ships destroy Titan, which is a moon of Saturn and one of the game's current patrol zones. I'd be totally fine with this as Titan has always had egregious framerate issues. That theory is largely based on the fact Titan was hit hard in the original Collapse—the apocalyptic event that happened hundreds of years before your character wakes up. (Complete fan-created timeline/rabbit hole here.) Sleuths have also noticed that there's an emblem currently available on Titan which says it's only available for a limited time, but I suspect that's more likely to be a bug than a hint.

But who, you may patiently be wondering, are piloting these flying triangles. Truth is, we don't know, but it's fair to surmise a few things: 1) Whoever it is, they're almost certainly 'The Darkness'—the big bad which has been referred to throughout the series, but so far hasn't been encountered in person. 2) The arrival of the Pyramids will introduce a 5th major race to the game (joining the Vex, Fallen, Cabal and Hive—we don't count the Taken, as they're a hybrid mishmash) as was promised by the art below, which comes from a GDC talk about the first game. 3) We're likely to finally meet The Darkness next season, which starts on 9 June, and then things will get properly serious with the big fall expansion.


Though we don't have specifics for either of those releases, the narrative arc since last September's Shadowkeep has been building towards the reveal of the Pyramid dwellers, and the inevitable extinction-level balls they're bringing with them. In Shadowkeep, Eris Morn, the character that Bungie uses for its spookiest storylines, discovered a seemingly abandoned Pyramid ship buried on the moon which was manifesting deadly hallucinations.

Beyond that, we're into the territory of leaks and speculation. The community has settled on 'The Veil' as the name for the new race, though that seems to be based on leaks which may just be copycatting each other. For those willing to get into some lore deep cuts, I think the most plausible descriptions of the aliens which may be our new antagonist comes from The Drifter, who's one of the most enigmatic and morally flexible characters in the Destinyverse.



Drifty has been around for longer than almost any other character in the game aside from Mara Sov, the Awoken Queen, and has traveled far beyond the solar system. A series of lore cards in the game's grimoire details his encounters with an alien race on an unnamed ice planet.

This Reddit thread from last year pulls the info together, but we're told he discovered an alien that was a "gooey, vacuous form with no head" trapped in some sort of monolith. He goes on to explain that the creature seemed able to suppress his light (the source of guardians' supernatural abilities) and his Ghost (those little flying drone pals). Eventually, his crew was killed by more of these creatures, of which there were thousands on the planet.

Given that we already know that the ship on the moon has a similar suppressive effect on our ghost, and the descriptions in the Drifter lore tab chimes with the concept art I posted further up the page, I'm pretty confident that these creatures are at least part of the pantheon of whatever is coming our way on the pyramids. One final exhibit supporting that theory can be found in Cayde's Journal, a book that came with the collector's edition of The Taken King's expansion from Destiny 1. It contained unexplained drawings of creatures that look a lot like the ones the Drifter described. 

For those willing, there's plenty more to dive into regarding the Darkness, though a lot of it is wreathed in metaphor. The suggestion seems to be that both The Traveller (that big magic golf ball hovering over The Last City on Earth) and The Darkness are para casual entities playing out an enteral struggle over how the universe should be ordered, and we are but pawns in this game between 'Gardener' and 'Winnower'. 

Or in more comprehensible terms: it's a little bit like Mass Effect and how the reapers functioned. And hey, look, it's Friday and I've probably stretched your patience paracausally at this point. We should know more in the next couple of weeks as Bungie cranks the hype machine up harder, and I inevitably suck it down despite being a man in his early forties. Thank you for coming to my TED Talk about made-up aliens.

Meet the 19-year-old CEO who started a professional Minecraft building company

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The creativity that Minecraft inspires has led to an industry of professional builders.


It's pretty amazing that there is even such a thing as professional Minecraft builders—teams of architects and designers who get paid to create intricate worlds from a bunch of digital blocks. Varuna is one such team, a business made up of 34 members, who get paid to craft spectacular creations for their clients. 

Varuna has created numerous real-world and fantasy builds, from underwater kingdoms and enchanting castles to futuristic cityscapes. Their work is spectacular and a testament to what a group of dedicated creators can do with Minecraft's toolset. I spoke with Varuna's nineteen-year-old CEO and founder, Thomas Sulikowski, about the company's humble beginnings and how they build their amazing worlds.

Sulikowski was in high school when he first heard about the Minecraft building community. He started playing just like any other teenager would. "My high school friends were actually the ones that introduced me to the game," Sulikowski says. "Every day after class we would play a few hours. I think in my sophomore year of high school, I kind of transitioned away from the more typical survival games and started really diving deeper into the creative side of Minecraft."

He posted photos of his builds to online Minecraft forums and began to gain attention from players who were interested in commissioning new builds. This was the first time he had experienced Minecraft as a business opportunity. "Pretty quickly, I started doing some more research and I found that this was a whole industry within Minecraft that you could actually thrive in."



As he delved further into specialized building servers and building communities, Sulikowski started to make bigger builds, going from small homely cabins to full recreations of the Empire State Building. But he soon realized that juggling both school and a growing Minecraft business would be difficult. He decided to expand. "When it was my time to go back to school I realized there's no way I'm going to be able to finish all these orders by myself. That's really when I had the idea of having a team or a company that could continue building whilst I was in school."

When I was in school, I was too busy worrying about finishing my homework to even think about starting a company, but that's exactly what Sulikowski did. Now, Varuna has 34 people from 12 different countries. "We hire a lot from Poland, from Germany, from Spain," Sulikowski says. "There's a few in Australia, one in Jordan, one in Egypt, obviously a lot from the United States, and I think there's one Peruvian and a few Colombian members as well."


A multinational company that earns money from building in Minecraft would have been unheard of five years ago, and even now it's crazy to think that an entire industry has sprung around Minecraft. Sulikowski talks me through how a commission works, from a client approaching them with an idea through to the finished project. 


"A lot of times clients don't actually know what they're looking for themselves," Sulikowski says. "They just want something that's really wild. It's my job to actually narrow down exactly what they're looking for. The main thing that a lot of people struggle with is pinpointing a size. It's hard to estimate the size of Minecraft builds because you can build on different scales."

There are definitely some incredible Minecraft builds out there. There have been projects like WesterosCraft, a group of builders who are recreating the entirety of Games of Thrones' Westeros in Minecraft. There's also The Floo Network, another team that recreated an elaborate Harry Potter RPG inside the blocky sandbox. As a business or even just a hobby, Minecraft naturally fosters creative talent. 


Varuna has its own portfolio of eye-popping builds, and Sulikowski graciously gives me a tour of several of their best ones. A build he shows me is a charming red-brick town, which I first think is a fantasy build, but Sulikowski tells me is actually based on a Monteriggioni—a medieval walled town in Tuscany. "We rebuilt this in 2017 and everything is exactly as it is in real life," Sulikowski explains. "We used photos from Google Maps and Google Earth to be able to really see the fort from different angles."

Varuna has a YouTube channel that features time-lapses of their builds. You can see all the detail that goes into the Monteriggioni build, from the cobblestone paths to the slatted roofs. Sulikowski tells me that Varuna keeps in constant communication with the client throughout the whole process, making sure that they are happy with every step. Each build usually has between two and eight members per commission, and the team plans everything out themselves with the client's input. 

Sulikowski tells me that there are three types of clients that Varuna usually get. The first is companies, who are now seeing Minecraft as a huge marketing tool to gain attention. This could be in the form of a map relating to one of the company's projects or a recreation of their headquarters. 

The second type is organizations, like the charity Block by Block. The charity was set up by Mojang in 2012 to support the United Nations Human Settlement Programme that helps communities who don't have access to high-end 3D design architecture software use Minecraft instead.  "If people want a new supermarket, they'll actually prototype it by building it in Minecraft, seeing if it would be possible to add it," Sulikowski says. "It's a really cool project that gives everyday citizens a voice in what they want." 


The most common client that Varuna gets is private clients, people who want builds for their own personal use or for a server they run. "Minecraft servers are a whole business in itself," Sulikowski says. "If you're a server owner, you want as many people to connect to your server as possible because 5% of your total player base ends up donating money. But to attract a lot of people, these servers need really cool maps. It's something they can feature and that helps bring in more new players."


An example of a private client commission is Varuna's City of Orario map. It's a majestic, sprawling city from the anime series Is It Wrong to Try to Pick Up Girls in a Dungeon? The city is a maze of streets and houses that all lead to an immense tower in the center. Being inside the map itself is incredible. Sulikowski tells me that this build was made specifically for a Minecraft server. "I was in communication the entire time with one person, the actual server owner," he says. "I believe it was for a French Minecraft anime server, so he has a lot of maps from different anime and this is one that was added to his collection."

I joke to Sulikowski about watching the entire anime series as research, but he surprises me by saying that it was actually part of the process. "It's part of the job, believe it or not," he says. "When we built this mapping scenario, we had to watch the anime and try to get different angles of houses."

"You know the anime Naruto? Someone tried to commission us to create the entire world from that anime. So, not just the main city, or one kingdom, the entire world. I think that's probably a little bit out of our abilities."


"The next step moving forward is to have a full partnership with Microsoft themselves so that we can release maps on the marketplace directly instead of having to go through another company," Sulikowski says. "But that'll be something for the future."

Sulikowski is able to pay his tuition fees because of his work on Varuna, although he says that creating the company has been about more than paying for his education. "I think it's so cool that Minecraft has given so many people from my generation the opportunity to not only make money off of a video game but grow with a different community than the one on your block or in your town."