Genshin Impact New Region Is A Marvel Of Open-World Design: I anticipated only modest adjustments to the open world gameplay when Genshin Impact’s annual update (Genshin Impact New Region) finally arrived last week. It feels more like a completely other game in the Sumeru region. I began to lose focus on the primary objective and my daily farming schedule as I raced over the forest canopy in all directions. HoYoverse eliminated the frustrating elements from its earlier regions while rewarding players that have a great sense of observation in regards to the environment. The open world formula used in Genshin is at its finest in this game. Sumeru is built around the idea of plant life, yet compared to the other places I’ve travelled to so far, it feels the most alive and vivid.
Genshin Impact New Region I need to clarify what made earlier regions an exercise in sanity and patience before I can discuss what makes Sumeru’s exploration good. The main region was called Mondstadt, and the many outlying neighbourhoods had a rather generic and cookie-cutter feel to them. Even though Liyue was notable for its tall mountains, ascending them required spending a lot of time staring at the stamina bar while your face was forced up against a drab, grey cliff. Seven completely separate regions were provided by Inazuma, however, I found it challenging to really enjoy them due to the ongoing danger and challenging riddles. Before the true fun could start, exploration was a duty that you had to complete before you could unlock quick travel locations.
Sumeru, on the other hand, offers a relaxing “walk” to the players. Players are able to rapidly zoom to their location from even great distances thanks to the four-leaf sigils scattered across Sumeru. This not only makes travel highly effective, but it also makes it simpler to take in the breathtaking vistas while I’m not attempting to figure out how to get over a physical challenge. For riddles and challenges, sigils were also accessible. I used to search for the flowers that dotted some rock walls to regain my endurance when I had to climb a mountain.
Although I didn’t always feel the need to utilise them, this was the first place where I got the impression that the open world design was something that was being done haphazardly rather than with the intention of guiding the player. Apam Woods is now actually my favorite place in all of Sumeru. I enjoyed being able to move quickly and freely across the forest canopy in any direction I choose. In Genshin, slipping off a tall spot typically necessitates a quick trip back to the top. Then I return to my platform after locating my four-leaf symbol here.
I frequently have to make thoughtful choices on my next location when there isn’t a rapid travel point nearby. I seldom ever had a need to travel elsewhere because most of these choices are typically influenced by the nearby resources. There are large areas of the instructional region (Mondstadt) that I can’t recall because they lack any specialised resources. However, ever since the sigils reduced a lot of the friction associated with travel, I would invariably end up somewhere I hadn’t intended to go. My perception of Genshin’s wide universe was drastically altered by this. Every time I visit the more outdated zones, the changes are so evident that I become noticeably more annoyed.
In my usual quest to complete my quest list, I would find myself wandering all over the area. When I’m done, I’ll seek up the locations with specific flowers and fruits because I need to find them to raise the characters I’ll be creating later. Those are the only places I’ll go, and only once or twice a week. I’ll ultimately go after treasure chests and riddles for the unique kinds of currency that I can use to exchange for supplies and furniture blueprints once I’ve accumulated a substantial stockpile.
I might might end up in an entirely new area, far from where I was seeking for a specific variety of mushroom because Sumeru is so enjoyable to explore. A hands-off design attitude may not always result in the best player experiences, as Sumeru demonstrates. When trying to get us to step beyond of our comfort zones, a game may need to use greater artifice.
Elements-based puzzles are also brought back by Sumeru. You can utilise a green mushroom to bounce to higher heights than you could if you just hopped on it normally by giving it an electropower charge. Only the new Dendro element has an effect on some puzzles. Additionally, you must ignite their binding seals in order to engage specific Ruin Guards in battle for treasures. The elemental powers that Genshin has traditionally employed as the foundation for many of its puzzles seem to be utilised more frequently in Sumeru. Rather than going with the same group of people every time, I was constantly switching up my travelling companions (doubling up on elements confers certain combat bonuses).
Another intriguing and sophisticated element is the new Dendro one. The adversary would simply catch fire when Pyro was applied to Dendro before. Now, applying Hydro to Dendro results in the spawning of a seed pod, which can then be activated into an Electro or Pyro reaction to deal AoE damage. The enemy will sustain more damage from attacks made with Electro and Dendro when Electro is applied to Dendro. The fact that Electro is the weakest element has long been a source of contention among Genshin players. However, an element that most theorycrafters thought was non-viable has been revived by the elemental additions. Salutations, Yae mains. This is your moment, now.
I thought Genshin, an open world game, was having a little bit of an identity problem until Sumeru came out. Early media discussion of the game was dominated by accusations that it was a “Breath of the Wild clone,” but these were mostly dispelled by the game’s appealing aesthetic and captivating story. Overcompensation was what Inazuma felt like. The area was hostile, challenging to navigate, and full of challenging puzzles that had nothing to do with the story and were challenging in any case. Sumeru brings back the aspect of Genshin that made it enjoyable in the first place: the ability to see interesting vistas from any angle.
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