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Wspr

Wspr

思绪垃圾堆

Impression 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 has been a lot of anticipation and debate. But let's put that aside and focus on the game itself.

I have been following the game since before its official launch. Personally, I didn't find Genshin Impact, miHoYo's previous game, enjoyable. The storyline wasn't interesting, the combat was unsatisfying, and while there were many activities, they couldn't make up for the flaws. Moreover, I personally dislike the open-world exploration gameplay. So when I heard that Honkai Impact is the opposite of Genshin Impact, it piqued my interest.

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

Firstly, the writing is very interesting. Some people may not like the humor in the script, but it suits my taste. There are many subtle 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 is 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 battle-focused type like a DRPG. So in this aspect, Honkai Impact seems quite promising.

In addition to rich text, the cutscenes in the storyline 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, 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.

Now, let's talk about another core aspect of an RPG: combat. Currently, the combat in Honkai Impact can be said to be mediocre. The animations and voice acting are very good, even at double speed, and the voice acting has been re-recorded. However, the system is lacking. The core of the game lies in exploiting weaknesses. By using different attributes, you can break the enemy's resilience and deal massive damage. But currently, breaking resilience has limited effects, and there doesn't seem to be any reaction between elements like freezing and evaporation (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 is not a sustainable system unless power creep quickly appears. But this may also be because the earlier battles lacked depth. And 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 a lot of teleporting and talking, the well-written text makes these quests feel more like short plays that shape the characters, rather than endless fetch quests. This is how these quests should be, they are not just for leveling up and gaining experience, but truly add immersion and detailed settings.

Apart from side quests, we can't ignore the daily activities and dungeons that are inevitable in mobile games. Currently, the simulation universe is a bit disappointing, but the fodder dungeons have improved significantly compared to Genshin Impact. The boss dungeons and material dungeons should be similar, and the equipment dungeons are still a frustrating place for random attributes. However, this time there are many ways to remedy the situation. The later Abyss should only be related to output, perhaps requiring more brainpower, 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 wasn't 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, let's talk about some nitpicks and details. Admittedly, Honkai Impact has added many details, but there are still many areas that are not mature yet. For example, the controller support is half-baked, with no dead zone handling; artifact classification lacks set bonuses; there are some text errors; and occasionally, there are minor bugs that break immersion. But apart from the serious controller issue, the rest can be considered nitpicking.

In conclusion, the initial impression of Honkai Impact is very positive. If you enjoy JRPGs and are interested in this type of theme, and if you don't mind the marketing strategies of mobile games, then this is a game worth trying. Although the design of mobile games may make it fall short in some aspects, I personally don't mind. However, if you dislike the design of mobile games, I recommend focusing on the main storyline. After all, playing games like a daily job is not suitable for everyone, and 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 actually read this far and wants to add me as a friend, my UID is: 101085595. Please let me know your ID in the comments, so I can accept. Because sometimes, strangers randomly add friends.

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