I can't find exact numbers, but I believe there was something like a couple hundred items in Terraria at launch. So, let it be known that Terraria was mining that feeling first, long before the triple-A intelligentsia caught up. Between Breath of the Wild, Monster Hunter, and Dark Souls, the industry at large has acknowledged the magic of letting players stumble into stuff without a waypoint or an itinerary. I love knowing that all those tantalizing secrets are buried into the dark corners of the sandbox as soon as I enter-it makes this game feel truly bottomless. That perpetual sense of discovery is what I love most about Terraria. Meaning you could spend hours without realizing that, like, there are floating islands above your head, or that you can build a lightsaber if you harvest enough bars of meteorite metal, or that you can summon an evil robot Santa Claus with a cursed Christmas present (he drops a unique gun called the "Elf Melter"). The progression system in Terraria-the way you're able to gear up, or unlock its world-altering bosses-are intentionally opaque. Suddenly, this rudimentary digging game morphed into Gunstar Heroes. But inevitably, you'll stumble into a YouTube video of a dude in feathery angel wings with a chain gun soaring across the night sky at a million miles an hour, taking aim at a screen-filling Lovecraftian monstrosity. Yes, you might feel cool once you've crafted your first grappling hook, or dredged up your first pair of double-jump boots from the depths. Suddenly, this rudimentary digging game morphed into Gunstar Heroes.īut here's the thing: everyone who starts to play Terraria eventually confronts the mind-boggling reality that the digging, and building, and combat they're enjoying are hilariously quaint when compared to the stuff people are experiencing in the mid-to-late game. (Seriously, you can talk to people who've sunk 500 hours into this game, and they're still not sure if they've truly seen everything.) The dungeons you'll skulk through continue to present new challenges and new enemies the lower you go, and while the pure act of digging can get a little grindy at times, there's a wonderful splendor to dipping your toes into an uncharted grotto, thousands of miles below sea level, that will never get old. Unlike Minecraft, Terraria is very much focused on combat, moreso than building. You'll construct layered workstations to forge your harvest into better weapons and gear, you'll build more houses that will attract new NPCs, who will sell you exotic items or offer fresh haircuts, you'll eventually no longer fear the night, and will cut through zombies like cotton candy. You'll mine, and chop, and kill enterprising bad guys, and return home with iron, and tin, and buckets of loot sourced from benevolent wooden chests. You trot across the earth's crust to find some entry points into the vast network of underground caverns below your feet. Once you have a place to keep you safe at night, the world is pretty much your oyster. There's a day/night cycle, which means you'll immediately be under siege by zombies and floating eyeballs as soon as the sun goes down, so your first order of business is to put your starting set of copper harvesting tools to work and construct a house (complete with a table, chair, and light source). You create a character, and enter a randomly-generated world (albeit one that's guaranteed to have a few core recurring elements). Terraria's core structure remains pretty much the same as it was during its initial unveiling.
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