Rather than building on its promising debut, Episode 2 of Minecraft: Story Mode stumbles. Called Assembly Required, it still has all of Episode 1’s flaws, while introducing a few new ones of its own. Most of the humor and heart that balanced out the premiere’s weaker elements and kept it enjoyable are sadly also absent. Combine all this with a distressingly short running time and the end result is a brief, forgettable adventure that feels of little consequence.
In a bold move, this choice proves real in Assembly Required. Your decision determines which land you visit, complete with separate dialogue, sets, and characters. The two story paths don’t rejoin one another until 30 minutes in – a forking path much larger than is typically seen in an episodic game.
In part due to its brief duration, Assembly Required does little to clear up the confusion I feel about this world and its rules. At one point a character falls down a pit and is trapped. Why can’t they build their way out? Everyone is shown building huge structures in Episode 1’s opening. On a larger scale, a crux of Story Mode’s plot is using a special amulet and map to find the missing Order members. But one of them is found running a seemingly normal town, with normal citizens. Why couldn’t our party have just walked there? I’m not sure.
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Likewise, most of Assembly Required’s drama also feels muted, relegated to tension between the reunited Order members. This makes Story Mode feel a little odd - it’s a game set in the present that often devotes its screen time to characters arguing about the past. It’s too far removed from Jesse, your decisions, and solving the world-ending dilemma at hand. Although you are given some one-on-one screen time with your badass adventuring friend Petra, giving her a bit more depth, Jesse’s relationship with his other friends is barely advanced, which feels like a missed opportunity.
Thankfully, the authentic, detailed, and massive sets remain a highlight of Story Mode. Wandering through Ellegaard’s automated Redstone techno-lair, and later through a massive underground fortress, does as much to help with the characterization of their fictional creators as their actual dialogue in many cases, and left me wondering how Telltale actually created them. Yet there is once again disappointingly little to do in them, and almost no freedom to truly wander.