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Wspr

Wspr

思绪垃圾堆

Impressions of the first day of the Collapse Starry Sky Railway.

miHoYo, the most controversial game developer in China, has released its latest game for public beta testing. Even before its release, there were already heated debates and discussions. But let's put that aside and focus on the game itself.

I have been following the game, Genshin Impact, even before its official launch. Personally, I don't think it's a fun game. The storyline is not interesting, the combat is not satisfying, and although there are many gameplay activities, they can't make up for the flaws. Moreover, I personally dislike the open-world exploration gameplay. So when I heard about Honkai Impact, which is the opposite of Genshin Impact, I became interested.

After playing for 9 hours, I have a very positive overall impression of Honkai Impact. Let me share some thoughts.

First of all, the writing is very interesting. Some people may dislike the use of memes in the script, but it suits my taste. There are many detailed and interesting dialogues in the vast world map. Although the main storyline may not have outstanding settings, the storytelling process is much better than Genshin Impact. After all, it's a JRPG and doesn't need to cater to players who just want to rush through the game. An RPG that can't even write good text is hard to be enjoyable, unless it's a combat-focused game like a DRPG. So in this aspect, Honkai Impact seems quite promising.

In addition to rich text, the cutscenes in the game are more detailed. The characters have lip-sync and body movements, and the voice acting is pleasant to listen to (except for that one character's voice). We have many options to choose from, and different choices lead to different body movements and responses. Overall, the interactivity has been enhanced, which is a good thing for modern players with decreasing attention spans.

After talking about the storyline, let's discuss another core aspect of an RPG: combat. Currently, the combat in Honkai Impact is just average. The animations and voice acting are good, even at double speed with re-recorded voice lines. However, the system itself is lacking. The core of the game is breaking the enemy's resilience by using different attributes to deal massive damage. But currently, breaking resilience has limited effects, and there are no reactions like freezing or vaporizing between elements (maybe?). Although the character skills are somewhat interesting, and the ability to use ultimate skills anytime adds a bit of strategic element, I still feel that this system may not be sustainable unless power creep quickly appears. But this could also be because the earlier battles lack depth. Even if the design is good, it can still be overshadowed by player skill.

Now let's talk about side quests. The side quests I have played so far are not as boring as those in Genshin Impact. Although they still involve teleporting and talking to NPCs, the well-written text makes these quests feel more like short plays that shape the characters, rather than endless fetch quests. This is how side quests should be, they are not just for leveling up and gaining experience, but they truly add immersion and detailed settings.

Apart from side quests, we can't ignore the daily activities and dungeons that are common in mobile games. Currently, the simulation universe is a bit disappointing, but the fodder stages are a huge improvement compared to Genshin Impact. The upcoming boss stages and material stages should be similar in quality, while the equipment dungeons are still a frustrating place with random stats. But at least there are many ways to remedy that. The later Abyss stages probably only depend on damage output, and it may be the most brain-intensive activity, although it could also be mindless grinding.

Now let's talk about the visuals and music. The visuals suit my taste, but some areas are too dark, and there is no gamma adjustment in the game yet. At first, I thought the music was not that great, but the tracks actually fit the atmosphere well, and the battle music doesn't get repetitive easily. It is said that the later stages will be even more spectacular, but we'll discuss that later.

Lastly, there are some nitpicks about various details. It's true that Honkai Impact has added many details, but there are still many areas that are not mature yet. For example, the gamepad support is incomplete, with no dead zone handling; there is no artifact set classification; some texts have errors; and occasionally, there are minor bugs that break immersion. But apart from the serious gamepad issue, the rest can be considered minor flaws.

In conclusion, the initial impression of Honkai Impact is very positive. If you enjoy JRPGs and are interested in this type of game, and if you don't mind the marketing strategies commonly used in mobile games, then this is a game worth trying. Although the design for a mobile game may have some drawbacks, I personally don't mind. However, if you dislike the design of mobile games, I recommend focusing on the main storyline. After all, playing a game like a daily job is not suitable for everyone, and it's definitely not a good design. I hope that Chinese game developers can one day break free from mediocrity and create excellent domestic games.

If anyone has read this far and wants to add me as a friend, here is my UID: 101085595. Please let me know your ID in the comments, so I can accept it. Because sometimes, strangers randomly add friends.

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