CRUCIBLE? more like Anvil...
CRUCIBLE? more like Anvil… You’re supposed to get crushed into tiny pieces, mixed with your environment, and spit out as something entirely different. This is the idea behind a crucible but the game falls short in living up to its name. Instead of a wild world of the volatile we got repetitiveness and predictability. It’s more like banging on iron to make a sword than smelting elements to form something altogether new; something more than the sum of the parts. Maybe not what the game promised, but what it insinuated, was randomness (or chaos) and a sense of surprise in a deadly atmosphere. It fell short. Here are some examples and alternatives that could add to the innovation the game purports to be about. (Not-so) Random Generation: When I first played Heart of the Hives I was confused. I got that creatures dropped essence, you level up and get stronger, and capture 3 hive hearts before your enemy does. The confusion came in the form of, “Wait, w...