1 person found this review helpful
Not Recommended
0.0 hrs last two weeks / 592.3 hrs on record (589.7 hrs at review time)
Posted: 24 Nov, 2016 @ 12:38am
Updated: 24 May, 2020 @ 8:17pm

This is a review for 1.4, Journey's End update. It is overall lacking in actual practical content, but the game has been very fun in the last few years so I still recommend it all the same.

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I've owned Terraria since from before the 'Hardmode' update - an update that expanded the game's replayability dramatically.
I've seen it changed, 'abandoned' by Red, returned to, ported to different mobile systems, updated every 2.5 years with significant updates, etc.

Terraria has grown a lot and turned from a mere indie game into a respectable contender on almost the same footing as Minecraft, and the update, Journey's End is supposed to be the capstone for it.

Unfortunately, it hasn't been up to par.

There are many 'QoL' changes, such as being able to sit on chairs, and speed up time by sleeping on beds, but it hasn't gone the full mile, such as making an official version of Veinminer to reduce the tedium of the ore grind, a bestiary and a boss health bar, but there being no dedicated boss page on the bestiary or a checklist to aid with progression, 'Master' mode being a total joke (it's expert mode with twice the health scaling and damage scaling, that's it).

There's also a bunch of minor changes, I can almost say this was where the bulk of the update went instead of actually designing a far more enjoyable experiences, such as adding a 'windy' day event (as if slimes needed further pandering), two hallow bosses but no desert boss, Underground Dungeon and Deserts being now very much painful to navigate, if only because there are ROLLING CACTUS BLOCKS and larva pods in the latter, practically turning it into an early game jungle with less of a point in existing, and the former having breakable blocks that crumble at your feet, which is fun, but on Master Mode it isn't.

Ironically, the 'kid-friendly' Journey Mode is pretty much the highlight, because while it is creative mode - it is creative mode you can actually play through without feeling like you're missing a lot of the game.

Highest priority of the devs - actually turn Master Mode into something interesting: Add more AI, probably nerf the scaling a bit (and leave boss-exclusive modifiers alone). If that isn't done, you might as well remove it.
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