I was discussing with my friend the beginning of hardmode in Terraria. He said he hated the beginning, while I said it was the only hardmode phase that was actually interesting to me. When he asked me why we had such negative feelings about aspects of hardmode, I had an insight:

It's too much for too little.

In Pre-Hardmode, we usually (generally) use a maximum of two sets (Platinum and Molten for Melee, Fossil and Desert for Ranged, Meteor and Jungle for Sorcerer, Flinx and Obsidian for Summoner) for seven or eight bosses. Accessories are also usually used much more, due to their scarcity and ability to meet the exact needs for that stage of the game. Each equipment upgrade felt like a rewarding peak in the progress you were making. The map is still being explored, bases are being built, the pylon network is being expanded, and by the time the Wall of Flesh is defeated, we've already taken care of the entire foundation of the gameplay.

When Hardmode arrives, things change. It's basically a new set per boss (Adamantite for the Mechanical Bosses, Hallowed for Plantera, Chlorophyte for Golem, Beetle/Specter/Shroomite/Spooky Wood for the Cultist and the Moon Lord, not counting the OAA Armors and the sub-boss armors). The accessories given in hardmode end up only serving to complete another, larger accessory, as their individual value doesn't justify replacing one you already use. Like, who uses the Ankh Amulet? The Star Cloak? The Cross Necklace? The Black Belt or the Flesh Knuckles? Only the final stage of the accessory is the objective. It seems that exploration and discovery are being completely replaced by mere micromanagement and farming for the next stage.

However, it's still fun. The equipment is stylish, the accessories are incredible, and the weapons are damn cool. Even if it gives a feeling of hurry, it serves as an invitation to start a new run as soon as the previous one ends.

by NatKovacs

2 Comments

  1. It’s also kinda weird how golem and cultist are relatively simple compared to any post-plantera optional content (empress, duke, frost moon, pumpkin moon) but the rewards you get from them are by far the strongest. For me, it always makes me feel a bit empty when I reach lategame, because my options are either killing the last few main bosses and finishing the game or doing some fun fights with rewards that will become irrelevant in a few minutes.

  2. Early hardmode is amazing due to the fact you are back to being powerless against enemies like you were at the start of the game.

    However the “mine the first ore -> craft a pickaxe -> mine the second ore -> craft a pickaxe -> mine the third ore -> finally make some armor” is my second to least favourite part of Terraria’s progression.