Too often, we come across games that promise so much more in concept than they deliver in reality. As gamers, we’ve all been cautioned against judging a book by its cover, yet in this industry, the developers’ promises hold significant weight. We’ve seen numerous times how overpromised features can fall flat during execution, and the aftermath isn’t pretty. A key reminder of this is No Man’s Sky. Let’s be clear: No Man’s Sky has transformed into a fantastic game. However, I was there on launch day, swept up by the whirlwind of hype, only to be let down. Fast forward, Hello Games truly turned things around, and they deserve a nod of respect for that. But let me use it as a lesson for other developers who might not follow through. That brings us to our focus on the PS5 game we’re discussing today. Mists of Noyah seems like a potential game-changer on the surface, but as we delve deeper, it’s another story of unmet expectations.
Imagine having a game that blends the crafting brilliance of Terraria with the thrill of a roguelike Metroidvania. It’s tantalizing to think about, isn’t it? Packed with endless exploration and detailed crafting, it should be a dream for many players. But Mists of Noyah misses the mark. It feels a bit like an incomplete project rather than the fully realized experience it could have been.
Starting off, I was super eager to dive into Mists of Noyah. Selecting my character with excitement, I was ready to defend my village from nighttime threats, strategizing to gather and forge my defenses during the daylight. The concept was gripping; venturing too far or gathering too much might just doom the villagers I was sworn to protect. But that excitement waned quickly when I was simply placed in a forest, seemingly without guidance.
This is where things started to unravel. Mists of Noyah skips a tutorial entirely. While some players, myself included, appreciate a game that encourages exploration and learning through trial and error, this was a different story. Without even basic directions or a hint at the storyline, it felt like I was on my own, fumbling my way through menus and mechanics. It could have been an exciting challenge, piecing together the narrative from discoveries, yet here it felt like a miss rather than a hit.
On the bright side, I managed to figure out the basic controls pretty quickly and set about exploring, gathering resources, and completing quests. Yet, even while crafting my first wooden armor, it felt more accidental than intentional, as if I was just pushing buttons until something worked. Dying led to more of the same frustration, with no clear direction or understanding of what I should be doing, especially with much tougher enemies appearing at night.
Adapting to nighttime brought its own set of challenges, as battling enemies with a rudimentary bow proved more taxing than I had prepared for. Jumping over adversaries and running to safety seemed like the only viable strategy because the game lacked clarity on its path forward. After several attempts, I stumbled upon the village – the supposed centerpiece of the gameplay – yet felt more lost than ever.
The village, disappointingly, was as underdeveloped as the beginning sequences. Vendors lacked any engaging dialogues and sold goods whose use was largely inexplicable, leaving me unsure of how to spend my hard-earned gold effectively. A mysterious fairy hinted at dungeon runs, so I opted for an easy one. Minutes later, I was bested by the first foe I encountered.
Eager for a glimmer of hope, I ventured into the various biomes available. Unfortunately, they felt like repetitive stages with merely cosmetic changes applied: moving from forest to tundra and desert seemed arbitrary, without logical progression or rewarding exploration. The combat? Passable. Level design? Serviceable. Yet, the drive to continue was conspicuously absent. While the day-night cycle was a creative touch, it ended up complicating tasks that I struggled to understand initially.
Constantly racing against a ticking clock can heighten the stakes, but in a game like Mists of Noyah, where guidance is absent and players must invest time in figuring out entire mechanics themselves, it’s more hindrance than help. I even bought an in-game story scroll that began unfolding plots piece by piece, only to realize timing was of the essence, and the clock would appreciate no pause – no matter how enthralling the narrative might be. It seemed more an oversight than intentional design, but the auto-pause feature it desperately needed simply wasn’t there.
Ultimately, Mists of Noyah appears as an empty promise – a concept wasting underdeveloped content. There might be a rich world hiding beneath layers of half-realized mechanics, but without sufficient attention to detail, it’s simply not worth your money or time. Its visual appeal makes you wish for depth that doesn’t exist, earning it the unfortunate British epithet of being “all fur coat and no knickers.” Had they nailed the core elements, this review could have been a wholly different tone.
Given more time, the game could have been polished into something worth celebrating – perhaps even warranting an Early Access status. The gall to charge £8 for what feels unfinished is unpalatable, especially when considering the higher price for a slightly older and similarly incomplete Steam version. This just feels like an attempt to profit prematurely, and it’s not okay.
Bottom line? Let Mists of Noyah drift by. While it had potential, the sloppiness overshadows any promise. Save yourself the frustration and invest those pounds elsewhere. It would certainly be a wiser choice.