Video game bosses nobody can beat

Video game bosses nobody can beat

There are normal bosses, there are difficult bosses, and then there are impossible bosses. We mean that literally. Every once in a while, a video game throws an enemy at you that you simply can't beat—at least, not without modding the game or cheating. Your actions don't matter. No matter what you do, you're going to lose.

But why? Sometimes, a character needs to stick around to progress the plot. At others, developers want to drive home just how powerful a certain character is—or how powerful the player's character isn't. Occasionally, an unbeatable boss fight occurs early in the game just to make that character's ultimate demise feel so much sweeter. And, every once in a while, an invincible foe pops up just to mess with players' heads (yeah, Dark Souls, we're looking at you). When you go up against these particular big bads, don't waste your potions, your ammo, or your time. Just give in. Surrender is the only option.

Bowser — Paper Mario

Mario beats Bowser. For over 30 years now, that's just how it goes. But Paper Mario doesn't play by the regular Mario rules—to start with, it's a turn-based RPG, not a platforming title—and that includes its treatment of Mario's biggest, baddest nemesis.

When Paper Mario begins, Mario and Luigi trek to Princess Peach's castle for a party, but it doesn't seem like the Toadstool monarch has much interest in socializing. After briefly mingling with Peach's guests, Mario heads upstairs to talk with the princess herself. Things go well—Peach can't wait to “relax” with Mario, once they're squirreled away where nobody can interrupt them—but before Mario gets too lucky, the ground starts shaking and the entire castle floats into the sky.

It's Bowser, of course, and when the King Koopa shows up to gloat, Mario gets ready to take him down. It should be easy. After all, he's done it before. But in the past, Bowser didn't have the Star Rod, which grants its owner's every wish. Bowser uses the wand, making himself invincible, and there's nothing that Mario or the player can do about it. Mario gets thrashed in the following battle, and spends the rest of the game collecting the power-ups he'll need to survive the inevitable rematch.

Calo Nord — Star Wars: Knights of the Old Republic

Like other BioWare RPGs, Star Wars: Knights of the Old Republic is all about choices. Will you embrace the light side of the Force, or turn to the dark? Negotiate with the Tusken Raiders on Tatooine, or murder them all? And, most importantly, will your amnesiac Sith lord fall for Bastila Shan, Juhani, or Carth Onasi?

But even in a flexible game like Star Wars: Knights of the Old Republic, you can't do everything you want. There's a story, and you have to play by its rules. As a result, no matter how much you might want to kill Calo Nord on Taris, you can't. The bounty hunter still has a role to play. Oh, sure, you can try. After watching Nord dispatch a few members of the Black Vulkars in Javyar's Cantina, you're more than welcome to challenge him to a fight. Just don't expect to win. Not only does Nord have a weapon that'll end you in one hit, but he's totally invulnerable. Allegedly, even cheating won't get Nord out of the way (at first, anyway—after Taris' destruction, you'll meet Nord again, and at that point he's totally fair game).

Kain — Final Fantasy IV

Impossible boss fights are a common trope in Japanese role-playing games, especially the early entries in the Final Fantasy franchise. More than almost any other game series, Final Fantasy titles tend to use their gameplay systems as storytelling tools—Garnet can't cast spells when she loses her voice in Final Fantasy IX, for example—and Final Fantasy IV (originally known in the USA as Final Fantasy II) is the weirdest and most creative in this regard. An old man, Tellah, loses stat points as he levels up, to show that he's getting older. When the main hero, Cecil, undergoes a spiritual transformation, his statistics reset and he starts back at level one.

And, of course, Final Fantasy IV uses impossible boss fights to show you exactly how powerful your opponents are. Kain isn't a memorable character because of his spiky armor and sharp spear. He's a memorable character because he starts as a member of your party, goes missing, and kicks your butt as soon as he shows up again.

Final Fantasy IV doesn't just show you the fight, however. You play it, at least for a few seconds. While Cecil has time launch a couple of attacks, Kain does heavy damage, and the skirmish is over almost as soon as it begins. It's a smart and quick way to send players a powerful message: Kain is much stronger than he was the last time you saw him. Don't take him lightly.

Seath the Scaleless — Dark Souls

In addition to its moody atmosphere, clever level construction, and impeccable world design, the Dark Souls is most famous for being brutally hard. Still, even by Dark Souls standards, Seath the Scaleless is unusually sadistic. See, whenever Dark Souls players die, they lose souls (the game's currency) and some of their humanity (a stat boost). If they want to recover the items they lost, players need to fight their way back to their corpses without dying again. Often, that's easier said than done.

And yet, to defeat Seath the Scaleless, you have to die first. There's no way around it. When you confront Seath the first time, the dragon is invincible. Even the best Dark Souls player won't be able to beat him. Once he kills you—and he will—you'll respawn in a prison cell. From there, you'll be able to battle your way to the Crystal Cave, where you'll be able to put Seath down for good. Hopefully, you won't die along the way—otherwise, all those goodies you lost when Seath killed you the first time will be lost for good. Not cool, Dark Souls. Not cool at all.

Vile — Mega Man X

Mega Man's pal Zero may not have the blue bomber's name recognition, but the dude definitely knows how to make an entrance. Mega Man X opens with a tutorial level that acquaints players with Mega Man's futuristic new home and his brand new abilities. After mastering dashing, wall-jumping, and blasting, players enter their very first boss fight…and lose immediately.

As it turns out, Mega Man isn't much of a match for Vile, one of the rogue robots known as the Mavericks. It's not even close. All Vile does is hop up and down and shoot slow-moving energy balls, and he still manages to bash at Mega Man until the plucky young robot is down to a single bar of life. That's when Vile stops to gloat. Wrong choice. An energy charge flies in from offscreen and disables Vile, the electric guitars start to play, and Zero rushes to the rescue, hair flowing in the wind. Vile takes off—beaten, but not broken—leaving little doubt who the hero is. It might be Mega Man's game, but Zero is the real star.

Zeus — God of War II

So, you've killed Ares. Big whoop. Offing the god of war and taking his place (which is how the first God of War ends) is one thing. Killing the god of war's dad—who also happens to be the king of Olympus—is quite another. When God of War II kicks off, neither Kratos nor the player prove up to the task.

Of course, before the fight, Zeus stacked the deck in his favor. He took the form of an eagle, stole some of Kratos' power, and used it to bring a giant statue, the Colossus of Rhodes, to life. As Kratos fights the statue, Zeus gives him a weapon—but in order to use the Blade of Olympus, Kratos needs to give up the rest of his divine power. He does and defeats the Colossus accordingly. That's when Zeus reveals that he's been behind the whole thing, and arrogantly orders Kratos to pledge allegiance to the king of the gods.

Kratos doesn't, so Zeus picks up his sword and, after an extremely short boss fight, takes the former Spartan down—but not out. Kratos escapes from the underworld (for a second time) and teams up with the banished titans to get revenge on the god king—who is also, Kratos learns, his father. Awkward.

Gunther — Deus Ex

The whole point of the cyberpunk action-RPG Deus Ex is that, if you can try it, you can probably do it. While developing the game, veteran designer Warren Spector created a set of rules to guide Deus Ex's development team, which included nuggets like “no forced failure” and “players do; NPCs watch.”

For the most part, Ion Storm met (and, often, exceeded) those goals. The game's Battery Park segment, however, comes up short. After the protagonist JC Denton turns on the United Nations Anti-Terrorist Coalition, he and his brother become public enemies number two and one, respectively. UNATCO goons, led by the cybernetic assassin Gunther Hermann.

So far, so good. But JC's showdown against Gunther in Battery Park only has one outcome: JC surrenders, and Gunther remains alive. While JC can wipe out Gunther's UNATCO soldiers, the big man himself is invincible. Fight too long, and he'll just kill you. Escape isn't an option, either. While clever fans discovered a way to jump over the barricades designed to keep players fighting, there's no way to progress the story without giving in to Gunther's demands. Deus Ex might be a game based on player choice, but in this scenario, there's only one ending—and for JC, it isn't a good one.

Ridley — Super Metroid

Classic Metroid nemesis Ridley is a mother-lovin' dragon who leads a band of space pirates. By its very definition, that thing should put up one hell of a fight—and when Super Metroid opens, Ridley doesn't disappoint. Shortly after dropping the last living Metroid off at the Ceres Space Colony, bounty hunter Samus Aran receives a distress call from the same facility. When she returns in Super Metroid's opening moments, she finds Ridley lurking in the laboratory, the Metroid sample clutched in his talons.

You can fight Ridley, but you can't beat him—after all, if Ridley doesn't escape with the Metroid, there'd be no game. The best you can do is pummel him with bullets until he drops the container holding the baby lifeform (the other alternative is to just let him hit Samus until she runs out of energy). Either way, the result is the same. Ridley scoops up the Metroid he fumbled and starts the station's self-destruct sequence, forcing Samus to drop everything and make a mad dash to the exit. Still, Ridley doesn't get away scot-free—as he flees, Samus follows him, and the adventure properly begins once she touches down on Zebes and starts hunting her prey.

Fortune — Metal Gear Solid 2

You don't beat Fortune. You merely survive her. See, it's impossible to shoot Fortune. Every bullet misses. It seems like a superpower, but in reality, she's too lucky. Really, really lucky.

That's good for her, but isn't great for Raiden, who faces off against Fortune early in Metal Gear Solid 2: Sons of Liberty. While Fortune may be effectively impervious to bullets, she can still shoot with the best of 'em, and after a brief bout of mistaken identity she decides that Raiden is better off dead. Raiden, naturally, disagrees—and since he serves as the player's character, you're on his side by default.

On paper, Fortune should be easy. Her life bar is ridiculously short. During the battle, she practically begs Raiden to kill her. In true Metal Gear Solid fashion, it's all a joke. The only way to make it past Fortune and continue Metal Gear Solid 2's twisty plotline is to use the environment to your advantage, letting Fortune's shots go wide until help arrives.

Pyramid Head — Silent Hill 2

The best horror villains can't be killed no matter how hard the protagonist tries. That's what makes them so scary. It doesn't matter what you do to stop Jason Voorhees, Michael Myers, or Freddy Krueger. Everything you try is a temporary solution. Sooner or later, they're going to find out.

Add Pyramid Head, the ostensible antagonist of Silent Hill 2, to the list. As James Sunderland quickly learns, the Pyramid Head can take a licking and keeps on coming back for more. Oh, sure, he can be hurt—he takes a bullet just like anything else—and, in fact, you'll need to wound Pyramid Head more than once if you're going to work your way towards Silent Hill 2's conclusion.

But while you harm him, you won't kill him. Despite James' best efforts, Pyramid Head returns to plague him again, and again, and again. When James finally escapes, in fact, it's not because he's managed to put his stalking foe down. It's because James finally manages to forgive himself, ending the Pyramid Heads' purgatorial function. And so, the beasties happily impale themselves on their own spears, letting James proceed—but never letting him forget that, without that suicide, they would've won, and there's nothing James could've done about it.

 

Video game bosses nobody can beat

Thor: Ragnarok Finally Solves Marvel’s Biggest Plothole

Thor: Ragnarok Finally Solves Marvel’s Biggest Plothole

You know the Infinity Gauntlet? That big glove in the Marvel Cinematic Universe specifically designed to hold all six infinity stones and turn the wearer into basically a God? Well, eagle eyed Marvel fans have been confused by something about it for a while now and Thor: Ragnarok finally clears all that up.

Odin's Vault (Thor, 2011).

Odin's Vault (Thor, 2011).

We first saw the Infinity Gauntlet in the background of Odin’s Trophy Room in the first Thor film when The Destroyer was popping off against the Frost Giants. Notice this one is a right handed gauntlet. Why is this important? Well, the next time we see the gauntlet in the MCU was in the Avengers: Age of Ultron mid credits scene.

Thanks puts on his gauntlet (Avengers: Age of Ultron, 2015).

Thanos puts on his gauntlet (Avengers: Age of Ultron, 2015).

In that scene we saw chirpy purple fella Thanos reach into a vault and put on the Infinity Gauntlet. Thanos is going to be a big deal in the upcoming Avengers: Infinity War films because he’s really into Infinity Stones. So, in this scene we see that Thanos already has an Infinity Gauntlet BUT how can that be when we saw the Infinity Gauntlet in Odin’s Trophy Room?

Marvel’s Kevin Feige had previously said that were two Infinity Gauntlets in the MCU but didn’t say why.

Cate Blanchett as Hela (Thor: Ragnarok, 2017).

Cate Blanchett as Hela (Thor: Ragnarok, 2017).

Fast forward to Thor: Ragnarok and we see Hela strutting around Odin’s Trophy Room and revealing that a lot of the trophies are actually fake – especially the Infinity Gauntlet which she knocks over. This probably explains why it has replica Infinity Stones inside of it and why it’s a right handed glove when we see Thanos picking up a left handed glove.

Way back when they were making the first Thor, Marvel probably couldn’t have known that this little easter egg would end up being a bit of an annoying plot hole but now that’s all been cleared up so you can stop writing to Kevin Feige about it.

Thor: Ragnarok Finally Solves Marvel's Biggest Plothole

10 Nintendo Innovations That Flopped

10 Nintendo Innovations That Flopped

Nintendo is about to release its latest console, the Switch$299.99 at Amazon. It's unlike anything we've seen before—a hybrid portable and home machine that can be docked to a TV to play on the big screen or clipped into controllers to enjoy on the go. The initial software lineup is quirky, the hardware design is unique, and there's a solid amount of hype for release day.

Here's the rub, though: when Nintendo innovates, things don't always go well. While we're always supportive of companies trying to break out of the mold and do it differently, people don't really love the big N for pushing the envelope. They love the familiar characters and adventures they grew up with.

So what's driven Nintendo to be so relentlessly experimental? It's hard to say. The surprise success of the Wii might be one reason, as well as a corporate philosophy that has long prioritized low cost and low-powered hardware over the latest and greatest. Sometimes that pays off, but sometimes it doesn't. Here are 10 times Nintendo stepped outside of the box and paid the price.

  • R.O.B.

    1R.O.B.

    It's easy to forget that when Nintendo released the original NES here in the States, video games were coming off an Atari-driven market crash that made them deeply unpopular to retailers. The company took serious measures to sell the console as a toy, and part of that was the inclusion of the Robotic Operating Buddy in with the package. The plastic R.O.B. was only used for two games—Gyromite and Stack-Up. One could argue that this “trojan horse” technique was smart for Nintendo, letting them fool their way onto store shelves, but the research and development that went into the weird little robot was almost entirely wasted.
  • 64DD

    264DD

    The Nintendo 64 was a decent entry into the modern era of gaming for the company. Super Mario 64 did a great job at transplanting Mario to the 3D world. But there was one issue: it still took cartridges while rival consoles had moved on to far more spacious CD-ROMs. Nintendo's solution involved a piece of hardware that nobody wanted. The 64DD was a detachable disk drive that played its own games, but instead of using optical discs it used magnetic ones that only held 64MB of data. It came with a variety of creativity software, and you could take it online through a service called Randnet. Unfortunately, the promised software never materialized, with just 10 games being made for the 64DD before it was discontinued.
  • Nintendo 2DS

    3Nintendo 2DS

    It's inarguable that the DS has been one of Nintendo's most dependable products over the last decade or so. The two-screen portable has a deep library of software with some truly inventive titles. But when the company started releasing multiple iterations of the console, things got weird. We were fine with the 3DS, which added stereoscopic 3D and more processing power. The bigger-screen 3DS XL was also cool. But then the company released the 2DS and left us wondering who lost a bet. Eliminating the hinge that let you close the unit to protect the screens, it also removed the 3D functionality. Allegedly, this was to appeal to younger gamers, but it mostly just pissed people off.
  • N64 Transfer Pack

    4N64 Transfer Pack

    For a while, Nintendo was really into making its portable systems and home consoles talk to each other. It's possible this philosophy is finding its final outlet in the Switch, but Nintendo bungled it hard with the N64 Transfer Pack. This clunky bit of hardware plugged into the console and let you insert Game Boy cartridges. It didn't let you play them on your TV or anything, though—just transmit data back and forth from the system. It was sold with Pokemon Stadium and used to bring Pokemon from the cartridge into the game, but fewer than a dozen other games ended up using it, most for gimmicky purposes.
  • GameBoy Advance e-Reader

    5GameBoy Advance e-Reader

    The Game Boy line of portables was Nintendo's cash cow for decades, so it was always trying to find new ways to cash in on it. With the collectible card market on fire during the early 2000s, the foundation was laid for one of the most annoying peripherals ever released. The e-Reader plugged into the cartridge slot of the Game Boy Advance and let you scan special cards (sold seperately) that would add things to your games—new levels, power-ups, etc. The process of scanning cards required each one to be scanned twice on each side to read, and they came in random packs so you could waste tons of money trying to get the cards you wanted. Nintendo only supported the device for a few years in America. (Image)

  • Virtual Boy

    6Virtual Boy

    When you look at the Nintendo staff who seem most interested in pushing the medium of games forward, one name that comes up over and over is Gunpei Yokoi. His hits are plentiful—the cross-shaped Control Pad and the original Game Boy, just to name a few. But his biggest miss stands as one of the company's worst ideas—the Virtual Boy. On paper, it's an amazing device: the first true 3D stereoscopic video game console. But in practice it was a bizarre, ungainly machine. It looked portable, but had to be rested on a table to work. And the single-color graphics were primitive even in 3D. Throw in serious eyestrain if you played too long and this experiment was dead right after it hit store shelves. Nintendo stopped selling it after less than a year.
  • GameCube - Game Boy Advance Link Cable

    7GameCube – Game Boy Advance Link Cable

    The Wii U wasn't Nintendo's first experiment with dual-screen gaming. Hell, the DS wasn't either. In 2001, it released a cable that let you plug your Game Boy Advance into a GameCube and use it as a second controller with a screen. Most games that worked with it just used it to transfer content between console and portable versions of the game. A few used it to display maps. And then there was Final Fantasy: Crystal Chronicles, a multiplayer game that required you to have a cable and a GBA for each person playing. Needless to say, this wasn't a popular decision for people who just wanted to play the first new Final Fantasy on a Nintendo console in 10 years without buying a ton of crap. (Image)
  • GameCube Broadband Adapter

    8GameCube Broadband Adapter

    Nintendo's ineptitude with online gaming has been well noted, but nothing beats how badly they blew it on the GameCube. The system didn't come with any network capability, so they had to sell a peripheral to do it. That was the Broadband Adapter, which was released to coincide with Sega's Phantasy Star Online. This wasn't innovative in the greater console space—Microsoft and Sony had gamers online for years prior—but for Nintendo it was a big deal. Only one problem, though: it didn't make any other games for it. Only three non-Phantasy Star titles were ever released. Even worse, hackers found a security code in PSO that let them connect to PCs and upload copied games and homebrew titles.
  • Wii Vitality Sensor

    9Wii Vitality Sensor

    The Wii was a trash pile of peripherals, with tons of weird useless plastic add-ons to make your Wiimote look like a fishing pole or a steering wheel or whatever. But one of the weirdest came from Nintendo itself. The Vitality Sensor was introduced at the 2009 E3 show, with promises that it would monitor your pulse while you played games and they would react accordingly. It wasn't the only Wii-related fitness gizmo—the balance board that came with Wii Fit paved the way—but it was significantly weirder than anything else the company had announced. It promised to show games for it in 2010, but never did and eventually announced that the project was cancelled in 2013 due to technical issues.
  • Wii U

    10Wii U

    It's inarguable that the Wii was a game-changer in the console space, proving that casual players wanted a seat at the table. But it also set Nintendo on the path it's on now, prioritizing gimmicks over substance. When it came time to roll out the next generation of hardware, the company didn't want to just do “more motion control.” So it went in a totally different direction, creating a controller with a tablet built in so you could play games on two screens. A similar experiment with the portable DS had been a huge success, but here's the deal: those screens were right next to each other. Looking back and forth from your hands to the TV unsurprisingly didn't catch on, and the console never found a market. The Wii U sold fewer than 15 million units worldwide over the course of five years—less than the PlayStation 4 sells in a single year.

10 Nintendo Innovations That Flopped

The 5 Best Video Game Prologues

The 5 Best Video Game Prologues

Writers often harp on about the importance of the first ten pages of a book or screenplay. You only have ten pages to hook people, to reel them in and keep them stuck on the story you’re trying to tell. First impressions are the most important impressions.

 

Games are the same way. Some games just start off strong. They paint the perfect picture of the adventure ahead, while luring you in with the right kind of visual and narrative hooks. They set their grand stories up in unique and fascinating ways that, often times, outshine the rest of the game. These are 5 of the best prologues in games.

 

 

5. Wild ARMs 3

 

The Wild ARMs series has a bit of a pattern for its prologues. The beginning of each game is spent being introduced to the party of characters individually and watching the turn of events that unite them as a group for the first time. It’s fairly formulaic, but an easy to follow and reliable way to tell a good story. Wild ARMs 3 did this the best.

 

The four main characters – Clive, Gallows, Jet, and Virginia – all come from different corners of the dusty, decaying world of Filgaia. They all end up on a train for different reasons. Virginia and Gallows are simple passengers, Clive is hired to protect its mysterious cargo, and Jet looks to rob it. Another group of bandits stick the train up, and once they learn that its cargo isn’t simply money and valuables, the four band together to retrieve it and eventually save the world.

 

4. Metal Gear Solid 2: Sons of Liberty

 

The demo for Metal Gear Solid 2 is one of the most memorable demos of all time. There was a great deal of replayability and it was a chock full of stealth action goodness. It also served as a half hour prologue to the Big Shell Incident and the only time you play Solid Snake in the title – a twist no one knew about until the game finally hit shelves.

 

When infiltrating a giant oil tanker in the Hudson River to check for signs of general nefarity, you get exactly what you were looking for: A giant, aquatic Metal Gear seemingly funded by the USMC. While exploring the tanker, you realize that it is also under attack by Russians, lead in part by Ocelot, who turns on his other conspirators promptly. He steals the Metal Gear himself and leaves the ship to sink in the river. Big Shell is built 2 years later to clean up the mess and cover for even bigger evil master plans.

 

3. Vagrant Story

 

This RPG was one of the last made by the old Squaresoft (before becoming Square Enix) and is often overlooked because of how late in the Playstation’s lifecycle it released. To miss this game is to deprive yourself of one of the best RPGs of the era. It had a highly Shakespearean script and a fast, film-inspired cinematography that is an early victory in the quest for making games more like movies.

 

Its prologue is short and completely skippable, but it’s not wise to ignore it. Important story details, like why protagonist Ashley Riot is on his mission in the first place, are revealed in it. After the Duke’s mansion is attacked, the VKP are one of the many agencies called to the scene to stop the madness. The Duke’s son is kidnapped by Sydney Losstarot, cult leader and terrorist, and your job is to chase him down and get the child back. Not so easy, since the villain leaves a giant wyvern behind to keep you busy.

 

2. The Witcher 2: Assassins of Kings

 

Geralt’s adventures have brought put him into pretty tight spots before, but the beginning of the Witcher 2 might have been the closest he’s come of outright death by political agendas and being in the wrong place at the wrong time.

 

You begin the game imprisoned, being interrogated by Vernon Roache about their king’s last moments, ones he had in Geralt’s company. As told in a set of flashbacks, the story of King Foltest’s death and the moments leading up to it are told with with a great deal of murder mystery TV show flair. An uncommon trope to call on for a fantasy game, but one that makes this opening stand out above many others.

 

1. Lufia & the Fortress of Doom

 

Lufia often gets overlooked, it being a JRPG not called Final Fantasy, but it’s a fate that isn’t quite fair for the series. Lufia had many qualities that have inspired many RPG’s since, like its sometimes devilishly difficult puzzles and blending platforming and action RPG elements to its tradition turn based gameplay elements. Though, the most stand out moment of the original Lufia is the first 20 minutes.

 

You take the role of Maxim, hero of heroes and his friends, as they storm the floating castle of a group of super evil demon lords called the Sinstrals. After exploring the dark fortification, you come across the even group and challenge them in combat. You manage to slay them after a series of arduous battles, but two of your party, including the leader Maxim, don’t make it out of the castle before it crumbles and falls back to Earth. You eventually take the role of a descendant of Maxim for the rest of the game, retracing his footsteps in order to stop history from repeating itself.

 

Being able to play the game’s most significant historical moment is a great way to get players invested in the task of stopping it from happening again. Maxim and his friends was such a compelling way to open the game, that their story became the focus of the sequel.


What other video game prologues were memorable? Leave them in the comments, or tweet @CurseGamepedia with your picks.

The 5 Best Video Game Prologues

Minecraft Update 1.62 Out Now for PS4 and PS3

Minecraft Update 1.62 Out Now for PS4 and PS3

Not one, but two new patches are now available to download for Minecraft on PlayStation 4 and 3. Minecraft update 1.62 and 1.61 were released to fix issues, and add support for the “Minecon Earth 2017 Skin Pack.” For more, check out the full patch notes.

Check out the full Minecraft update 1.62 and 1.61 patch notes below:

Minecraft update 1.62 patch notes

  • Addressed an issue that prevented invited friends from joining.

Minecraft update 1.61 patch notes

  • Added support for the Minecon Earth 2017 Skin Pack.
  • Minor bug fixes and improvements.

The last major Minecraft update was update 1.57, which added a ton of custom game types. You can view all of them below:

  • Added the “Custom” game type to the Battle Mini Game with a huge variety of new settings, including:
    • Enable choosing the number of lives per round that each player gets.
    • Now you can choose the number of rounds to play before the winner is selected.
    • Enable forcing map size.
    • A variety of different options to manage how players heal, and how quickly they get hungry.
    • Added the No Armor item set to Custom Battle games, an item set designed to keep the combat fast-paced and exciting.
    • Added the High Power item set to Custom Battle games, allowing you to play Battle with some of the most powerful items in Minecraft!
    • Decayed item set to Custom Battle games; every item breaks after a few uses, so you’ll need to keep moving.
    • Added the Food Central item set to Custom Battle games. Food is only found in the centre chests, and equipment only in the outer chests.
  • Added the “Custom” game type to Tumble Mini Game with a huge variety of new settings, including:
    • Enable choosing the number of lives per round that each player gets.
    • Enable choosing the number of layers and controlling the size of the layers.
    • Fireworks as a usable weapon in Custom Tumble games is now added to the game.
    • Splash Potions of Levitation as a usable weapon in Custom Tumble games is now added to the game.
    • Added Spectator Participation to Custom Tumble games

Minecraft update 1.62 is available now on PlayStation 4 and 3.

Minecraft Update 1.62 Out Now for PS4 and PS3

Doctor Minecraft

Doctor Minecraft

Or, how I learned to stop worrying and love the cube.

I’ve recently become addicted to Minecraft, like seemingly every small child I know. I’m surprised it didn’t happen sooner; I’ve played similar games – like Terraria and so on – and I always enjoyed playing with LEGO as a kid, but I just never managed to get hooked by Minecraft.

Maybe it was the terrifying number of crafting recipes that (until recently) you either had to memorise or Google; maybe it was my frustration at the less-than-ideal (to put it lightly) behaviour of the game’s creator; or maybe it was my lack of friends who wanted to hang out in a server with me. Whatever it was, I successfully avoided a Minecraft addition… until now.

Recently in Melbourne I visited ACMI, where one room boasts an impressive collection of films and videogames – and artefacts related to their creation. The room was overflowing with school children when I wandered through, and many of them were drawn to Minecraft. In fact, while I was watching, a group of students were busily modifying texture packs, of all things.

I understand now why so many children have been captured by this world: it seems to have something for everyone. It allows people to understand as much or as little of the system as they like, and still enjoy themselves within the space. Children who want to modify textures or create their own mods are welcomed, but those who want to explore, or fight, or create, or mine to bedrock are welcomed too.

This is epitomised by the group I play Minecraft with, each of whom have different approaches to play. Some enjoy action shooters, and find joy in playing Minecraft in survival mode, struggling through nights of killing (or avoiding) the various hostile creatures that roam the world. Others enjoy building new structures, so spend their time in creative mode, floating around and constructing impressive homes and monuments.

And just as Minecraft offers my friendship group an array of options, it offers them to me as well. It’s a space for me to go on (slightly scary) adventures with my friends, laughing with one another via voicechat, just as it’s a place for me to lose myself in methodical tasks while I’m the only one online. It’s a place to perfect my mining style, burrowing underground while watching television shows on my second monitor. It’s a complex fidget toy, giving me something to do with my hands and head that isn’t particularly strenuous. It’s a jigsaw puzzle, where the image I’m putting together is of my own creation.

Minecraft has become a sort of self-care for me. I often struggle to incorporate social interactions into my hectic schedule, but Minecraft has given me a way to spend time with people I care about inbetween commitments. Similarly, methodical and repetitive tasks are a coping mechanism for keeping my anxiety in check, and Minecraft offers a more interesting alternative to sitting with a bunch of grapes and pulling them, one-by-one, from their stems.

It’s also surprisingly accessible. It’s the little things: depending on the day, I might want challenging adventures or relaxing exploration, and the mode I choose can account for that. And as somebody who struggles with auditory processing, being able to adjust every part of the music and sound effects using separate sliders makes it so much easier to hear what I want or need to, without it being lost in a cacophony of other sounds. Minecraft may be an obsession for a lot of kids, but I can’t see why – it’s clever.

I understand Minecraft, and the people who play it, better now. The children playing this game have found a respite from their anxious minds, an adventure through which to socialise with their friends, and a platform for exercising their curiosity and practising all sorts of skills, and I’m honestly sad it took me this long to join the party.

Doctor Minecraft