For those of your who are new to this page, Welcome! This is where we (Jazmin Scarlett, Ed McGowan & Nadine Gabriel) review the volcanism within your favourite mainstream video games, highlighting what they get right and correcting what they get wrong!
It’s been awhile since the Inventory was updated and we’ve covered a lot of volcanism in video games since then, so its about time we added all the new completed reviews to the list.
If anyone has any suggestions of games for us to review, or you would like to review some yourself, please feel free to get in contact with us! We are open to all ideas and contributions. Similarly, if you have your own theories on the volcanism in the games we’ve reviewed, drop us a comment.
Legend of Zelda: Breath of the Wild (part 2) – This will be an extension of the first review as there is still much to cover, and not to be confused with a review of BotW2 (although that will be reviewed when its released)
The game where Lego meets computers and despite being constantly updated, the graphics look no different to when they were first released in 2011 (unless you install player-made mods to force the graphics to look nicer).
Minecraft’s gaming concept is what is known as a ‘sandbox’, which means that it is open world where you are free to roam and shape the landscape as you wish, with very few restrictions such as levels or specialised equipment. The other characteristic feature of Minecraft is that the world is fully formed of cubic blocks! Everything from trees to water are made up of cubes, even the squids!
As always, we are keeping to our standard gaming review criteria out of 10, 1 being unrealistic and 10 being realistic for:
Results: For a game that lets trees float in the air (Fig. 1), the lava mechanics are not as bad as expected.
Because Minecraft is not restricted by level-access areas, hunting for lava is a simple case of roaming around the randomly generated map until you come across the orange glowing blocks. Lava itself can be found in a number of locations, from random pool on the surface (Fig. 2), to lava ‘waterfalls’ cascading down a mountain (Fig. 3).
However, it is mostly found when exploring cave systems (Fig. 4). The deeper you delve into the caves the higher the chance of coming across larger pools. Hence the reason for one of Minecraft’s most important rules: “Don’t dig straight down”! Because you will eventually fall into a pool of lava and die.
The law of physics are very limited in Minecraft. As stated in the ‘Results’ at the start, trees defy gravity and float in the air when you punch/chop through a trunk. Dirt and stone blocks too can float randomly in the air, particularly in mountainous regions. However, there are a few block types that do respect gravity: sand, gravel, water and lava. In the case of the latter, water and lava spawn new blocks flowing downwards and spread outwards, reducing in volume the further from a source block it travels (see Fig. 3 & 5).
The burning mechanics for Minecraft’s lava is pretty standard. If the lava comes into contact with or very close to wood, grass, flowers or leaves, the blocks will catch fire that spreads across to other flammable blocks, destroying them after a few seconds (Fig. 6). This can be a major issue if you accidentally place some lava too close to your wooden decorated house in an attempt to make it look cooler (learned that mistake the hard way)…
If you decide that you do want to ‘play with fire’ it is possible to carry lava around with you through the use of an iron bucket, leaving a perfect cube-shaped void for a few seconds before nearby lava flows in (Fig. 7)! While this may seem like a very risky thing to do (and it most certainly is), collecting fresh lava in a bucket is actually something that volcanologists do! However, in the real-world case, the lava is scooped out of the flow and quickly quenched in a bucket of water to make it safer to transport. This means that the lava rapidly solidifies instead of remaining molten like in Minecraft.
Also, the labs are generally so far away from the fresh lava flows that the lava would have cooled to a solid by the time you’re able to analyse it anyway. Unlike in Minecraft, where the lava somehow manages to maintain molten in the bucket for an infinite amount of time.
When lava mixes with water in Minecraft one of two things happen depending on the type of blocks. If water mix with a ‘flowing’ lava block (ie. not a full volume block) the two will produce a cobble stone block (Fig. 8a). However, if water pours on a lava source block (a full volume block) then obsidian is produced (Fig. 8b)! Going on Minecraft’s basic mechanics, both outcomes are realistic to a degree. Water can solidify lava into stone, and obsidian can form by the rapid cooling of lava in water (and even in air).
Thanks to a relatively recent update (1.8) more volcanic blocks have been included in Minecraft’s world: granite, diorite, andesite and magma (Fig. 9). For the most part I believe the first three blocks were added to provide a wider variety of colours to look at while travelling or mining, as these are quite a random selection of volcanic rocks (Fig. 10). They are also randomly spawned throughout the land with no evidence of volcanic activity to explain why they are there. There aren’t even any volcanoes in Minecraft unless you install a specific mod. Many additions into the main game like this one actually originated from a player made mod that was so popular it became mainstream (horses were also added for the same reason).
Magma is a strange inclusion. By real world definition, magma is molten lava that has no reached the surface. Once it does it is called lava. However, when searching for the blocks in game I happened upon some on the seafloor decorating a flooded monument (Fig. 11a) and again at the bottom of a trench, complete with obsidian blocks (Fig. 11b). If this trench was a diverging plate boundary (like the Mid-Atlantic Ridge) then it could be explained. However, two plates move apart from each other at a speed of a few centimeters a year (MAR parts at 2-5 cm a year), and so is unlikely to create quantities like this. Also, Minecraft has no active plate tectonics (again, unless you install a mod).
The only other place that I have been able to find magma blocks is in Minecraft’s version of Hell, The Nether. Accessible by creating a 4×5 doorway of pure obsidian (Fig. 12) and lighting it with a flint n steel. The Nether is a burning hellscape of lava, zombie pigmen and the occasional scary dark castle/maze (Fig. 13).
The tricky thing with the Nether is that as it is Hell, technically the magma is underground as it should be. But at the same time, it also has flowing lava blocks directly next to magma blocks or even above it (Fig. 14), which the lava should be on the surface. So… it is hard to argue magma/lava terminology in this place.
The one thing that can’t be argued is how much of a safety hazard it is to build a castle over a lava of lava. Just because Bowser did it doesn’t mean it’s a good idea! I mean just look at all this lava spilling into the hallways or leaking through the roof (Fig. 15)! Don’t build on molten lava folks!
And now after all of that, I believe it is time for the scoring:
Lava is easy to spot with its orange, flowing animation that passes from block to block and glowing light in the dark. However, the texture is very basic (as to be expected from Minecraft) and the lava shows no dark batches where it is starting to cool and solidify into rock.
There is only one block you cannot break and that is bedrock. Below this is an empty void that you cannot build in. Otherwise, anywhere is accessible in Minecraft, either by walking to, flying (in cheat/ creative mode), digging or building a path to your destination. In fact, the land is so customisable you can shape it to however you wish (as long as you wish it to be in block form), and with enough buckets of lava you can sculpt your own volcano! Or just install this mod that spawns them within seconds!
If you happen to have the unfortunate chance of falling into lava you will find it very difficult to escape as your movements become slow and sluggish, wading through the thick lava. Even trying to ‘swim’ to the surface is made difficult, showing it has a high viscosity. When you watch the lava spread out as it ‘flows’ you can see that it moves at a very slow pace, especially if you compare the speed of flow to water in the game, which spills out and floods areas rapidly. The slow pace makes it easy to turn around and run away from it if it happens to be advancing towards you, which is realistic to most occasions in the real-world. Only in rare situations does lava flow with hazardous speed.
Accidentally falling into lava is a near-guaranteed death (Fig. 16). Only with a full bar of health and quick reactions can you have a chance of escaping as the lava deals 4 hearts of damage per second, meaning it only takes 2.5 seconds to die at full health with no armor and 14 seconds with diamond (the best). Even if you do manage to retreat to safety your avatar is still on fire for a short while after, dealing additional damage.
Chances are if you fell into lava in a cave, if you do manage to survive with a heart or two left, a creeper will come up behind you and finish you off for good measure.
Overall plausibility: 3
Despite the high scores in the above categories, the volcanism in Minecraft is randomly generated so that the lava is found in pools across the land, often just found in a pit with no cooled lava around. In reality, lava is found in volcanically active area, spewing out of fissures or volcanoes, and is surrounded by solid lava from previous eruptions.
The lava in game is also permanently molten, never solidifying regardless of a heat-source keeping it hot. Even lava poured from a bucket comes out molten after weeks of sitting in there. Which also brings me to another problem! The bucket is way too small to be able to store an entire block of lava. Volume to size ratio does not match in the slightest (Fig. 17).
And so, ends our blocky adventure. I hope you enjoyed the read! If you haven’t read our other reviews, please check them out. J
Welcome back volcano-videogame friends, Ed McGowan is back with another review for a little known series called Monster Hunter.
*In my best John Hammond impression* Welcome, to Monster Hunter!
This is the ultimate game where Jurassic Park meets Japanese anime (very literally in the case of the MH anime), where the aim is to run across various landscapes, hunting down a multitude of dinosaurs and dragons, and repeatedly smashing them over the head with an oversized sword, club, or axe in my case (love a good switch axe).
Just like any fantasy exploring game, especially one that has literal dragons, each of the Monster Hunter installments has its own active volcanic region. All are amazingly decorated with the franchise’s signature visuals, containing flowing lava rivers and exploding volcanic peaks. In Monster Hunter Generation Ultimate (the ‘ultimate’ is MH’s way of saying ‘+’ or ‘2.0’) there are two main volcanic regions to explore. The first is accessible upon reaching level 4. The other is not available until level 8! Because it takes long enough to reach level 4 (let alone 8). I shall focus this review on the first volcanic region and leave the second region for another review.
Once again, as with all our other previous reviews, the game will be reviewed using a criteria out of 10, 1 being unrealistic and 10 being realistic for:
Results: Visually stunning. Biodiversity interesting. Volcanic accuracy? Not quite.
The aptly named ‘Volcano’ region in MH is one of my favourite places to quest. First arriving on a small white sandy beach within a small cove (Fig. 1), this actually kicks off the volcanic inaccuracies within this game. The cliffs that surround the cove are made up of dark grey rock (presumably lava) and the further inland you go, the darker the rocks get. Natural beaches are nearly always made up of the local rocks, eroded out of the surrounding cliffs and washed back and forth along the beach to produce the sand. This means that beaches do not have to be your standard sandy white. In circumstances like this on volcanic islands, the beaches are often black! Where the sand originates from the erosion of the local dark, mafic lavas. One of the most famous real-world examples is Hawaii, that has many black sand beaches (Fig. 2), and even green ones comprised of small olivine crystals eroded out of the nearby lava!
Fig. 1a Landing on the volcano’s sandy beach
Fig. 1b Wave ripples in the sand from high tide
Fig. 2 Hawaii’s famous black sand made from the erosion of the local basaltic lava
Venturing into Zone 1, the walls are made up of several volcanic rock layers (Fig. 3). It is unclear if these are successive layers of lava stacked up over numerous eruptions, or if they are successive pyroclastic flow deposits known as ignimbrites. Pyroclastic flows are terrifying clouds of extremely hot ash, gases and volcanic rocks that barrel down volcanic slopes at amazing speeds (they can move at 200 m/s!). Chances are you would have seen one in the latest Jurassic World movie, however, I am sorry to announce Chris Pratt should have died when he was engulfed in the cloud. The hot gases alone would have incinerated his lungs.
Based on the ~10+ ft deep incised paths and even deeper cavern through the layers I am more inclined to believe these are ignimbrites (Fig. 3). Lava is a notoriously stubborn rock to erode out paths like this. Ignimbrites on the other hand, are most up of volcanic sediment and boulders that were mixed up in the density cloud, meaning they can often end up as a sort of poorly consolidated soil. This makes them much easier to erode, especially if rain falls on the volcanic slopes, as it rushes down as a lahar (a volcanic mudflow) that carve out deeper and deeper riverbeds with each flow. Here is an example of a lahar-cut pyroclastic deposit I had the amazing opportunity to see (Fig. 4a) and a lahar along another deposit (Fig. 4b), both around Volcán de Colima, Mexico.
Fig. 4a A deeply cut section into a PDC
Fig. 4b An active lamar rushing past through a PDC!
In Zone 2 we get our first look at a definite lava flow! A glowing red looking mulch of an active lava flow (Fig. 5a), stuck in a constant motion of advancing forwards, but never making it any further due to the way the game was programmed with fixed maps. A path to Zone 3 looks to be a lava tube (Fig. 5b), the hollowed outer shell of a previous lava flow, where the internal, still molten lava passed through. The lava tube also directly lies on top of the layered rocks (on the right of my character’s head), showing a distinctly different texture. This adds further support to my belief the layers are successive ignimbrites.
Advancing further inland (in any direction) and the scenery changes dramatically. The greys become black and lava is everywhere, glowing a bright reddy-orange. The lava comes in two forms: 1) black advancing lava (Fig. 6) lava rivers/lakes (Fig. 7).
The advancing lava seen in Fig. 6 is a very common occurrence, where the outside has cooled to a solid black rock with patches of still hot molten liquid. This forms a very rough, craggy texture called A’a lava. Fig. 8 is an example of such lava from Parícutin volcano in Mexico that erupted between 1941-52. Here is also a video from YouTube of a’a lava advancing across a road in Hawaii during the 2018 eruptions, which brilliantly shows how the lava cools and crumbles as it moves forward. Due to MH’s graphics, this rough texture has been smoothed over. Also, because of the map being set to fixed dimensions the lava doesn’t advance otherwise after a few missions Zone 2 would be hard to run through. Instead the molten lava inside is animated to look like it is trying to advance.
Lava rivers and lakes also occur in the real world, and are a spectacular site, as shown in this BBC clip! However, as seen in the clip, the lava flowing in the rivers has a thin black skin (like on a cold soup) of cooled lava. The only orange parts seen are in freshly exposed sections that have yet to be cooled by the open air.
Within MH they have made it so that you cannot walk on the lava, prevented so by an invisible wall. I therefore suspect that the developers removed the black ‘skin’ from the lava graphics to help these boundaries more easily visible. There is nothing more annoying than trying to dodge a monster’s attack and being unable to because of a hard-to-see obstacle!
After quite a trek you finally reach the heart of the volcano in Zone 6, where you can run up to the lower crater edge and stare into the upwelling molten liquid (Fig. 9). There are not actually many volcanoes with constantly sustained lava lakes in their crater in the world. And those that do tend to be shorter, shield volcanoes like Kilauea in Hawaii, or Erta Ale in Ethiopia (Fig. 10). Instead, with most strato-volcanoes (the taller, stereotypical mountain peak shaped) the lava within their crater solidifies, leaving a rocky pit (Fig. 10). When the volcano is active the lava is either slowly forced up by rising magma underneath forming what is called a ‘lava dome’, which looks like a giant, rocky mole hill, or, if the pressure under the solidified lava builds up enough the top can explode like a cork out a champagne bottle. Only in the latter scenario would you be temporarily able to see the molten lava within the volcanic crater. However, you would also see the lava being thrown in the air as either ‘spatter’ or more deadly volcanic bombs, along with the ash plume that we can see here in this one (Fig. 9).
There are other ways a volcano like the one here in MH can grow and erupt, such as lateral-blasts (Mt. St. Helens, USA) or sector collapse (Teide, Tenerife). But for the purpose of keeping this review short and not bore you too much, I will keep these for another review.
One of the interesting things with MH’s ash plume, which is better seen by continuing to Zone 8 (the crater summit), is the inclusion of a prevailing wind direction. This is mainly interesting because it is an animation feature that is missed out in many video game volcanoes (e.g. The Legend of Zelda: Breath of the Wild or LEGO Marvel Superheroes 2), where they simply have the ash plume rising directly upwards and outwards evenly in all directions.
MH’s ash plume being blown to one side is an accurate representation of what occurs in the real world, where the wind is blowing strong enough to direct the ash. However, this normally occurs higher up where the plume reaches maximum height, or the wind is stronger than the heat that is forcing the ash straight up. This was perfectly demonstrated in 2010 by Iceland’s famous eruption of Eyjafjallajökull. In this case a south-westerly wind blew all the ash towards Europe, causing a major hazard to all the planes engines within Europe’s airspace. Funnily enough though, the airspace over Iceland was not shut down to planes approaching from America in the East as none of the ash was directed that way.
And this volcano is not the only one that shows a prevailing wind direction. Looking out away from the main volcano others can be seen with massive plumes blowing to the NE (Fig. 11a). In other maps within the game there are other active volcanoes, also with directed plumes (Fig.11b-c).
Now that we have managed to travel from Basecamp on the beach all the way to the summit of the active volcano, it is time for the scores.
The aesthetics of the deposits in the cliffs within the lower zones is texturally very nice. The lava takes a few points deduction due to the rounding of the texture on the end of the lava flows in Zone 2 & 9, and a lack of a black ‘soup skin’ of cooled lava. However, the rest is fairly accurate. Points are also given back due to the wind direction visible in the ash plume.
The volcano is limited in its accessibility as there are set areas you can visit, with only an image of the map filling the screen as you transition from area to area. You can only climb up certain cliffs within the area as well. However, the map does provide you 11 areas that you can run around and explore, all with their own unique look, showing off a range of volcanic features.
This one was going to score fairly well until I thought a Rathalos (big scary dragon) that ran, crashed on and stood on top of the lava without sinking a millimetre. It would seem that dragons can walk on lava like Jesus could walk on water (Fig. 12).
For lava to have travelled as far away from the Central volcano all the way down to Zone 2 (possibly even right down to the Base camp if they are lava deposits and not pyroclastic deposits) then it has to have a very low viscosity. This is especially true if it is to flow like a meandering river in Zone 7. High viscosity lava is too sticky and unable to travel as far away from its source.
However, lava with a low viscosity doesn’t tend to result in explosive eruptions that cause fragmentation that produces ash. Therefore, the lava’s viscosity does not match the massive plume being produced at the crater, nor match with the idea that there are pyroclastic deposits in Zone 1…
Low viscosity volcanoes also tend to be a flatter type of volcano known as shield volcanoes. These grow outwards more than they do upwards, and so look like a shield lying flat. Higher viscosity volcanoes, because the lava is unable to travel away from its source as well as low viscosity, grow into taller strato-volcanoes.
Despite the contradicting viscosities, it is possible for a magmatic plumbing system to be so complex that volcanoes in the real world can produce both basalt (associated with low viscosity lava) and rhyolite (associated with high viscosity lava). Examples of such ‘bimodal’ systems can be found in the Tarawera Volcanic Complex, New Zealand (Leonard et al., 2002) and the Snake River Plain, USA (Morgavi et al., 2011). So there is some plausibility for the contradicting lava, unknown bedded deposits and the volcanoes shape in MH.
But then the Rathalos happened… Nothing that size, even if it has wings, could splash into lava and not sink straight in!
While you cannot be killed by the lava directly due to the invisible walls (which to be honest is realistic because no one would be stupid enough to run over lava as molten as it is in this game), there are still environmental effects that can slowly kill you.
The first is the heat. As soon as you enter Zone 6 or 8 you must quickly drink a ‘Cool Drink’ to prevent taking heat damage. The heat also causes the avatar to start sweating and even keel over panting if you stand around too long without having had a drink (Fig. 13). ‘Cool Drinks’ may not be a real thing to allow volcanologists to walk around flowing lava without breaking a sweat, but it does highlight the importance of having a drink to stay hydrated in such a hot environment.
The other way you can take damage is if you stand on the hot surfaces at the edge of the lava/invisible wall (Fig. 14). These spots are so hot that not even a ‘Cool Drink’ can keep you safe. Although saying that, damage is slow, and my avatar didn’t seem to react at all to being burnt alive…
Overall plausibility: 4
I think with Monster Hunter they tried to combine too many aspects of volcanology into one area to up the dramatics and the level of hostility. As you increase through the levels the areas monster’s get tougher and deadlier, and therefore, so must the landscapes they live in.
While I do believe that there are many accurate representations in the game, such as the lava flow in Zone 2, the lahar carved trenches and the bellowing ash plume, I believe that all of these going on all at the same time is beyond the scope of what we see going on in the real world.
Once I get sufficient time, I will get around to reviewing the second volcanic region in MH, the Volcanic Hollow!
Don’t forget to check out our other volcanic video game reviews!!