If a character is only assessed by a single dimension of numerical strength, power creep could indeed be an issue. GENSHIN IMPACT UPGRADEIs there a plan in place to potentially upgrade older characters and make them more viable? Some older characters might get left behind as power creep settles in and newer characters become much stronger choices. Genshin Impact is going into year two with an ever-expanding roster. As an open-world game, Genshin Impact has a natural compatibility with various types of gameplay, which gives us confidence in the long-term operation. Just like Genius Invokation TCG that we unveiled in the Special Program for Version 3.2, we are also working on designing more interesting gameplay in the future. If we design another type of permanent endgame that is similar to the Spiral Abyss, it might end up creating excessive anxiety for our players-not everyone is interested in Musk Reef. The Spiral Abyss is one of the most effective ways players test out their party composition and combat strength. Are there any plans to release new, permanent endgame content in the same vein as the Spiral Abyss? Please stay tuned.Ĭurrently, the Spiral Abyss is the only true endgame content for players at high Adventure Ranks. GENSHIN IMPACT UPDATEBut a shorter update cycle will not influence the quality of gameplay and content. Starting from Version 3.0 to the end of Version 3.2, the length of each update will be shortened to five weeks. In the future, will you be continuing with these shortened version lengths, or should players expect update releases to return to their former pace? GameSpot: Versions 3.0 and 3.1 are expected to be one week shorter than usual. I only wish the shimmering glow wasn’t marred by a ghoulish monetization model, but that’s something I’m willing to overlook for my ticket to this fascinating realm.By clicking 'enter', you agree to GameSpot's In this world I felt like a child visiting theme park for the first time - dazzled, mesmerized, and completely swept away. Genshin Impact is a whimsical, wondrous land dripping with unbridled charm and appeal, combining a ridiculously compelling reward loop with unfettered, continuous discovery. I have played many gacha games, and while Genshin Impact’s paywall is the least intrusive of all of them, I can’t pretend that the game wouldn’t be better without it. I do not feel like my progress has been throttled or my enjoyment dampened because I haven’t paid up. This is a monetization model that I cannot endorse or advocate, but I also have not spent any real money in my 40+ hours with the game. The gambling for characters and weapons is further exacerbated by Genshin Impact's deliberate methods, like having the all-star heroes join your group for certain quests, which allows you to experience their awesome powers, thus creating a desire to spin the wheels for a shot at that power. Genshin Impact has a battle pass that doesn’t even appear until around 20 hours into the game. Yes, Genshin Impact features pay-for-power and pay-for-convenience. But these loot boxes aren’t merely for cosmetic hats they’re for playable characters and awesome weapons. In the West, we can liken the “gachapon” system to loot boxes. My biggest reservation about Genshin Impact is the monetization model, which is organized in a way that mobile gamers are intimately familiar with. In a fight with multiple minibosses present and a clock staring you down, it takes careful strategy to time your elements for maximum effect. Using a water character to soak enemies and then quickly swapping to an electro character to electrocute everyone is an effective use of elemental synergy, with more difficult encounters and time trials becoming hotbeds to try all sorts of elemental alchemy. Swapping out characters is an instant push of a button, which creates a more dynamic and interesting combat system than basic button mashing. Combat begins simple, with each character having a few different attacks, an elemental skill, and an ultimate elemental attack. You control a party of four characters, with one on the field at a time. The gameplay can get grindy around 30 hours in, but is it really a grind if it still feels great? From rummaging through a field of carrots for food to accidentally wandering into a high-level encounter because the surrounding environment looked interesting, I never felt that tasks became rote. The real story here is created by your journey as you move from area to area. It’s completely okay to skip through most of the perfunctory conversation as you hit the core quest chains to unlock certain areas and boss encounters. Dialogue and story are the weakest parts of the experience.
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