![]() Usually there's about 5 adventure rank levels required to be grinded between each chapter. There is an Adventure Rank exp meter that fills up with exp you get from quests and resin-required activities you do in the open world, and each main quest requires certain Adventure rank to be played. You get 160 resin a day and once your resin is over, you will have to wait till they fill up and so on.Įven the story missions require grinding to open for you. Basically every activity you can do in the world, be it dungeons, bosses or whatever requires spending resin to get the rewards (which are either accessories to power up your characters or the materials required to ascend your characters and weapons). There's also the obligatory stamina meter in such kind of mobile games that limits the number of activities you can do in the world per day, which is called here "resin". This isn't a problem when you are focused on only 4 characters just like what I did, but it made experimenting with new characters or new weapons very exhausting process as you will have to level them all the way up from the scratch and grind for ton of materials over and over to make them competitive enough to be used in fights. Similarly for the weapons, they need to be leveled up to a certain level cap then "ascend" them and so on. There's a ridiculous amount of grinding even for the simplest thing like leveling up your characters, it isn't done through battles but by collecting items to use, then you can only level up to a certain level cap before you need to collect further more specific items to increase the level cap again and so on, this is called "ascending" in the game. The game brings with it though all the problems that I just don't like in mobile free to play games. The enemies don't have the best AI and their variety kind of sucked all honestly by the time I finished the game, but the elemental reactions idea keeps the combat fresh enough and enjoyable till the end. ![]() Using elements in RPGs isn't in any way an original concept but the game plays around it with some very good and fun ideas and combos that will encourage you to use all the 4 characters in your party and experiment with them. Combining elements together to create a reaction that causes damage and sometimes status ailments and effects is a neat idea. Using elements in RPGs isn't in any way an original concept but the game plays around it with some very good and fun ideas and combos that will encourage you to use all the 4 characters in your party and … MoreĬombat is quite fun actually, even if it's a little bit basic and simple in most of its ideas, but it never gets boring, quite the contrary. The new chapters and quests will keep getting added in the future and I don't think this game will be fully complete until at least midway next year or so, though to be honest I don't see myself returning again for Chapter 2, I feel I have had enough of this game and its gameplay loop.Ĭombat is quite fun actually, even if it's a little bit basic and simple in most of its ideas, but it never gets boring, quite the contrary. There's only prologue and chapter 1 fully released and 2 regions present in the game on the day I'm writing this review (March 2nd 2021). I found most main story chapters to be quite boring when it comes to what's going on and dialogue (though the gameplay in them is quite solid, even if non spectacular in terms of mission design), beside, as obvious as it sounds, the story is still incomplete. It has a lot of good aspects but also brings with it all the problems of mobile games in general. I can't say I regret my time spent on Genshin Impact, considering that I paid nothing in it, and since it's a free to play game, there's no harm for anyone to try it.
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