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And although the world is divided into distinct zones that can't be traversed seamlessly, 3D zoom-outs show how these areas are positioned relative to each other, keeping the world from feeling like a series of disconnected maps.

Wondering where the next Space Anchor checkpoint is? It's already on the map, even if you haven't unlocked it just yet. Stressed about missing treasure chests? There's a counter that lets you know how many you're missing in each zone. The maps also provide all the info you'll need while traveling through them. The small, maze-like areas don't encourage much exploration, but they're far more focused and still feel varied enough to keep your attention. From the jump, you don't have to fumble around the environment to get to quest markers or notable destinations. HoYoverse developers mentioned streamlining their beginner tutorial process during our Genshin Impact version 3.1 interview last year, and it feels like that sentiment made it into Honkai: Star Rail with the level design, especially in the opening hours. Now Playing: Honkai: Star Rail Combat Gameplay Meanwhile, Star Rail offers a more linear experience that isn't afraid to get to the point almost immediately, in nearly all aspects of the gameplay.īy clicking 'enter', you agree to GameSpot's In Genshin Impact, the tutorial section was tedious as all hell, forcing new players to trek across wide areas just to enter mini-dungeons to learn basic mechanics-like Breath of the Wild's Great Plateau but far less fun. It channels some of the best parts of Genshin Impact while cutting out a lot of what could be considered barriers to entry for newcomers or those with time constraints. Honkai: Star Rail is a game that, at least at this point, respects your time. HoYoverse has done the opposite when going from Genshin Impact to Honkai: Star Rail, and it looks to be an ideal direction.
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It sounds cool, sure, but then I'm overcome with thoughts of how I'll never be able to put enough time into a massive open world to get the full experience out of it. These days, I find it hard to get excited when developers talk about how much bigger their new open-world map is when compared to their previous games.
