Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would want to play today now that I have real life obligations.
Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would want to play today now that I have real life obligations.
In my mind back then, I was in awe of people that even had the knowledge of how to get across certain zones safely. You know it took effort/skill for them to gain that knowledge. You couldn't just look it up.
I've been thinking how you could possibly replicate a similar thing nowadays, but unless the world constantly randomly changes over time, rendering any created guides/maps/etc moot, I think that window has closed.
I feel like the same "most" of the content which lives on the wiki is very secondary to the gameloop and that the designers did a wonderful job at not letting the player optimize the fun out of the game.
The game teaches you nothing and is very cryptic, but the gameloop is simple (go down, don't die). You naturally learn how the sandbox interact (i'm on fire but I have a water flask, water clear up sludge) and the randomized (and shuffle) wands expose you to spell interactions.
You can easily spend multi hundred hours just learning through the sandbox and trying to break the game.
The cryptic stuff (34 orbs, impressing the gods, the messages) is also very cool and I think motivating to keep playing with the sandbox even after having "mastered" the mechanics of the game. (As in you never know what you could manage to find if you try to break the game)
I don't think people play noita with a guide on a second monitor.
Sorry if poorly worded, tired