Friday, 9 February 2024
Genshin Spiral
Saturday, 31 July 2021
Keeping up with the Genshin-ians
Thursday, 29 July 2021
'The Abyss' Trope
That is because this land, unlike every other in the game, isn't ruled over by a god, or Archon, making it totally unique against everything else we've seen in the game so far and linking to the concepts of false god hood that keep being bought up in the story. This society ends up coming to ruin, and the Abyssal Order are it's remnants striking out at the god-ruled lands with some unknowable end in mind. For this instance, the concept of 'the Abyss' is synonymous with destruction, or even just the absence of Divinity. As though being without the guiding hand of some sort of god is to be lost, creating some interesting interpretations for the message; is freedom itself 'the abyss'? That questions like this can be even be derived by something as ostensibly straightforward as Genshin Impact speaks wonder for the effect of the trope on the narrative, although until the story of Khaenri'ah is expanded we're working purely with speculation at this point.
Yet from that void comes agents intent on dragging all that does exist back towards nothingness, and thus the ultimate goal of this 'Void' always seem to lay down a blanket of nonexistence over everything. In this sense, the trope presents it's 'Abyss' as a force of primordial nature intrinsically opposed to all that is, almost in spite of common sense and reasoning. An approach that feels like it excludes deeper introspection but I'm sure we could wax lyrical about the meaning behind meaningless if we were really desperate to search for meaning. We're not, however, and I'd call Divinity's interpretation of 'The void' as the prototypical approach from which to compare all others.
And now onto my favourite; the world of Dark Souls. In this universe ruled by primordial flames, wisps of souls and the dark essence known as Humanity, it only makes sense that the approach towards 'The Abyss' and it's role in the overall narrative is atypical. This is one of those games that also, famously, has a highly interpretive foundation for the lore, thus nailing specific concepts such as this one are difficult without coming to one's own conclusions on the matter. 'Abyss' seems intrinsically linked the concept of 'Humanity', (otherwise known as 'shards of the Dark Soul') and seems to represent the other end of the spectrum to the 'hollowing' we see throughout the majority of the franchise. Hollowing represents someone who has lost all their souls and humanity and thus lost themselves in the process, whilst becoming consumed by the Abyss appears to be (again, up to interpretation) given oneself over to the chaos of Humanity and being overwhelmed by it's influence.
Some significant moments throughout the franchise present pockets of Abyss as this chaotic consuming force that constantly threatens to corrupt and/or swallow all around it. (Although, crucially, still distinct from the wild nature-tied force known as 'Chaos') 'The Abyss' is still represented as overwhelming darkness, but it seems to stand for something more than just total annihilation, more like pure selfish consuming greed, perhaps even the hungry tyranny of Humanity itself. There's a lot to be said for allegory and the way it works within Dark Souls, but the take away I want for this blog is the plain fact that even a trope ostensibly presented like normal can still underlie deeper and interwoven concepts and thus evolve the original trope.
Last but by no means least is the version of this trope that I understand least, as it comes from that font of lore just a little too deep for me to get a complete handle over it all; D&D. This Abyss, or 'The Infinite Layers of the Abyss, is actually a plane of existence, rather than just the space between planes, placing it line with other realms such as The Prime Material plane (main setting for most of DnD) and the various other 'building blocks of reality'-esque planes. This Abyss is actually full with a great deal of substance to it, being as how it's home to The Nine Hells and several other antagonist realms besides. It's not perhaps the singular source of everything bad within the worlds of D&D, but it certainly houses it's demons, and demons make for pretty tempting scapegoats in any story
Interestingly, D&D's interpretation of 'The Abyss' is a lot less matter-of-fact and passive than other contemporaries. Whereas the Abyss might still be threatening in other stories, it's usually out of unconscious compelling of nature rather than concerted malice. This Abyss, though not exactly a sentient force of it's own, still stands to represent some form of pure evil; giving us an actual tag of the antagonistic on this version of the trope.Wednesday, 27 January 2021
What's the deal with the Chinese and Genshin?
Saturday, 26 December 2020
The Chalk Prince and the Dragon
Sunday, 29 November 2020
The Genshin progression dilemma
Thursday, 22 October 2020
Genshin: I've reached the endgame
Thursday, 15 October 2020
I play too much Genshin Impact
This is always the way it goes for me, you know. I find something trendy that I can't put down and then I ride it until I physically can't stand to look at it anymore. I will play until I hit the utmost grindwall and even then I will push forward, to the point where I'm not even sure I like the game itself anymore. Thus was the case for 'RAID: Shadow Legends', the only thing which stopped me was literally the game itself screwing up a pack I purchased (which was entirely in-game currency, of course) making me realise that I had so many better things that I could be doing with my time. Genshin has a slight foot over those other games, however, due to the plain fact that it is actually fun to play (Unlike RAID, which was sometimes fun to watch) and it appeals to my sensibilities every now and then. Therefore I'm going to dedicate at least a single more blog talking about the things I like about it.
I think what has resonated with me mostly throughout my time is the way that the game itself is, largely, a single-player experience. I've shared this before but I am the sort of person who very much prefers to play the sorts of games where their progression is limited only by the extent of their own dedication to it. Which is why I tend to play every game on the hardest difficulty. Yes, that means every single time I hit a hard section of the game I need to grind my fingers raw buffing my characters, or memorising attack patterns or simply learning how good Crystal Magic is against the Lord of Storms in Dark Souls 3, (I swear I read somewhere about how that damn dragon was resistant; someone lied bigtime) but the reward is that I feel accomplished on the other side. Genshin Impact operates it's difficulty by pure character and equipment level, different enemy archetypes are existent, but not exactly rich and complex enough to spell the difference between a low-level grunt and elite units. (That's mostly decided by back-end stats) Yet even then I still feel that rewarding atmosphere from slaying a troublesome group, thus my box gets ticked in this category.
Too many times I've had my potential for fun in these sorts of games crushed by the plain fact that I can't keep up with the PVP scene, which is almost always tied into the core progression arc. Maybe I'm just not lucky enough in the roles, am not willing to whale or plain just can't be asked to min-max; whatever the ultimate issue is, it puts me off the game and leans me more towards titles where my own fate is more in the control of my hands. The same goes for non-gacha multiplayer games as well; the second things turn too competitive I just get turned off. Now I'm sure someone out there could take that and turn it into some revelation about me but I'll just save you the hassle and do it for you: I don't like confrontation. There I said it. I'm a coward who prefers not to have to go through the stress of facing up against others and butting heads, that's just who I am. (Can't shame a man with absolutely no shame)
All in all, this is why I like the ways in which Genshin tries to keep it's world engaging with scaling difficulties, a modest smattering of activities and even a little bit of endgame thrown in there. I hear that the co-op play is notably lackluster, which is something that the team should probably work on in the near future for those that want to partake, but as long as I can have fun entirely by myself without having to shell out, I'm happy. For the time being that is exactly what Genshin proposes, although I do find myself wondering about the longevity of that. I've noticed the amount of resources it takes, for instance, in order to level a character up from 1-20. The sort of XP that you get from killing monsters is infinitesimal in comparison, pretty much forcing you to rely on these 'booster' items that can only be find in drops for wild chests. (Or as rewards from missions, Domains and the like) So there's potential to hit a pretty solid resources wall if things don't respawn at a decent rate. (Which is something else I think about.)
If there is one aspect that I think sets Genshin head and shoulders above it's competition, in a sort of "Won't be beaten for a good while" sort of way, it is the combat. I've touched on it before, but this is one of the few ways in which I think this game slightly surpasses the Zelda game it was 'heavily inspired' by. Functionally, you have slightly fewer actions at your disposal, it's true, such as literally having no block to speak of. (I'm not sure why not) But the versatility offered by elemental bonuses and character switching more than makes up for that fact. In some of the more chaotic fights, I'm always impressed by the amount of ways in which elements can play off each other in order do heavy amounts of damage, more so than you see in typical RPGs. Freezing an enemy and then setting them on fire, rather than doing nothing, hits them with a 'melt' bonus, wetting them and electrocuting them activates overcharge, ice and water will freeze them solid; there's so much interplay between elements that you rarely feel cornered into a certain methodology to win; as long as you have different elements to work with, you're set!
I especially like the ways in which these elements come into play for some of the tankier enemies in the world. (Although, disappointingly, not for the two bosses we've seen so far) Seeing the bigger Hillchurls with their shields that can be burnt away in order to make them more vulnerable feels a lot more dynamic and natural than the simple elemental slimes which every RPG and their mother has. I wish there was a bit more of that sort of clever weakness-play in the game right now, but I suppose given that not even half the map has been revealed yet there is more than enough time to implement more of that with future foes. If we could have flaming weapons which can be doused or electric-powered robots which could get grounded it could make for some really unique fighting strategies in my opinion.
As of right now my latest challenge, the thing that's bugging me so much that literally the second I finish this blog I'm going to attack it again, is the Spiral Abyss. That's essentially a battle arena full of enemies and various buffs which can be swapped out regularly by the developers in order to keep a rotating challenge going. Admittedly, what drew me first to the place was the potential to unlock Xiangling, but then I realised that this is actually a brutally tough challenge due to the way that most of the floors don't care if you can beat the enemy, but rather how fast in which you can do it. (I was told this wasn't going to be on the test) As someone who typically puts stock into survivability, (And has a buffed health Barbara on the team for that very purpose) this is pretty much out my wheelhouse and presents a hefty challenge to me. (And my track record of picking game difficulties should let you know what I make of a challenge.) Admittedly, it's not the most inspired end-game activity of all time, but it's the bare minimum which so many other titles don't even bother with, so I'm contented thusfar.
So at the end of the day: Yes, I spend wholly too much time playing this game and: No, I don't regret any of it just yet. I've even reached the point where the Stockholm syndrome is starting to set in and I'm actually engaging with the story and characters just that little bit. (Although that's only really because this game is actually living up to the twist that I always wanted 'Mass Effect: Andromeda' to play to.) So far the only thing that's given me substantial pause is the battlepass which unlocks around level 20 and has literally no way of accessing it's big tiers without a real-money subscription fund that's honestly pretty hefty. But again, seeing as how the game is free and the content in the pass doesn't appear to withhold any of the most coveted rewards, (characters) I can't really complain all that much. (At least now I don't need to worry about miHoYo making money off of this game.) Just give me one more week of excess and I'm sure I'll have successfully burnt this game entirely out of my- what do you mean they've just added two more characters? Oh no, I'm going to get addicted, aren't I?
Monday, 12 October 2020
Let's talk about Genshin Impact 'cause why not?
We haven't exactly gotten off on the greatest foot, now have we; Genshin Impact? When first I heard of this game I just concluded that it was just a transparent BOTW clone with anime character stand-ins; but now that it's out and has swept over 10 million players with it's frenzy... yeah, it still kinda is that. (But I retract a lot of the negative connotation that I attributed to that.) Yes, Genshin fever has hit and people are jumping into this light action-RPG experience with brimming excitement, such to the point where even I have dipped my toes in a bit. About 15 hours of dipping toes in fact. (It'd be more but I had my Persona 4 Golden to catch-up on in-between) So now with some actual time in the title I can offer a lot more knowledgeable feedback on what exactly this game is; time for a do over!
So have you ever been minding your own business when all of a sudden you get an advert for one of those bowser based money-sinks that somehow count as games? They're always full of obviously fake mock-up gameplay (that is often in no way representative of the game itself) and a truly terrible hired actor imposed ontop of it pretending that they are playing it. Every now and then you come across one of those adverts with an actual budget behind it and a couple of brain cells actually being shared in the animation department, and you'll see a mock-up that actually looks like a bit of fun. I mean sure, the actual game isn't anything like that, but at least they made it look pretend cool for a bit. Genshin Impact is basically that game. It's the lie that these cash-grab trashpiles try to hook people with. The personification of the collective fever dream that all these hack 'developers' (I loathe to even use that name for such people) wish they had the talent to create. And you know what? It's just as fun as it always looked!
Genshin Impact is a free-to-play action adventure RPG with heavy mobile themes in the way it handles weapons and characters. That means a lot of Gacha pulls and rarity tiers and upgrade materials and dailies and all that entails for a growing mobile game. Now whilst naturally that would all sound repulsive, something about the way Genshin is conceived makes me cut it a lot more slack than I normally would. First let me be clear, I am not immune to everyday Gacha games. Don't get me wrong, I typically don't throw a dime their way, (or ever, for that matter) but I enjoy the grind of completing regular tasks in a row and then rolling to see what kind of reward I can get. Maybe that love of dallies and grind was born back in my MMO days, but the Gacha spinning and rarity tiers is all mobile-influence. In fact, one such game was actually part of my daily routine for a good while now, several months actually, and I'm sure you've heard of it considering it was RAID: Shadow Legends. (I'll have a blog on that when I can face to objectively look at myself in the mirror again after all those wasted hours.)
But what makes Genshin different from all those 'games'? Gameplay. Nice and simple. Genshin actually has honest to goodness gameplay and it's literally like night and day compared to every other mobile dumpster fire out there. Whereas in games like RAID you spend hours grinding to unlock characters who you can then watch auto-battle; in Genshin you actually get to add those new characters to your party roster wherein you can play them yourself. They are all voiced, have their own stories to them, (I think) have unique elemental attacks, and are almost all fun to play. (Still coming to terms with mage gameplay, maybe I'll warm up to it.) As someone who just touched the mobile world I'm honestly quite chuffed at how much more interesting and fun this is whist mechanically being the same sort of set-up that RAID has, I can only imagine the actual religious moment that those who have only ever played mobile games are having.
Although before I lose myself to praise, let me make myself absolutely clear that the thing which makes Genshin such a welcome surprise is that it is free-to-play. The amount of value you get in this game without putting any money in is, as far as I can tell, practically uncapped in almost every fashion (with a few obvious exceptions) to the point where I'm already starting to subconsciously route for the miHoYo developers. They quite honestly made a complete-feeling game and then gave it away for free hoping that people would like it enough to pay the microtransactions, that's leagues more than you get out of most big-name game companies out there, who put so much into their product that they end up having to nickel and dime every step of the way to break even. For the 15 or so hours I've already spent in Teyvat I've had a bit of a blast without bumping into any paywalls. I mean sure, there is a grind wall but I expect that out of RPG games. (I've grown soft on F2Ps!)
Now I should probably go back to something I claimed in my initial look over of the game and mentioned again here; The BOTW clone accusations. I'm willing to walk that a bit back and call it heavily BOTW 'inspired', but you can just as easily see the inspiration of many other open world games on it's sleeve. I'd still argue that Zelda is the biggest archetype they draw from, however, as you can see it's DNA everywhere. The very art of the game looks like a different, less inspired, take on BOTW's endlessly picturesque smooth-shading; the stamina-based exploration actions, as well as the generally sprawling wilderness; the random puzzles dotted across the environment with rewards that benefit the feedback loop and simple combat that's easy to pick up but still fun to get to grips with. In fact, I'd even argue that Genshin's combat is even superior to Breath of the Wild's in some angles, (as scandalous as that is to say) although that is where the superiority ends.
The world itself is frightfully generic, with the land and it's people feeling like they've been stitched together out of every Isekai ever made; the story is fairly bare and standard with any twists or reveals being telegraphed from a mile away (I mean; it's entire continents better than RAID: Shadow Legend's story, but that's hardly an achievement) and the characters seem pretty two dimensions and paint-by-numbers; but for a game that's entirely free does that even really matter? Having to shell-out absolutely nothing does tend to put thing into perspective and makes it a lot easier to shrug and go along with the average aspects of the game. As it stands right now, I have very little I can really complain about with the game and that which I can complain about just seems petty. Maybe I've caught some kind of bug which is wasting away at my reasoning right now, but I'm totally okay with the average here. (Or maybe it's because I've got an absolutely extraordinary game to play in the meantime; it really balances out like that)
As the game is as of right now, at version 1.0 of the game, I feel absolutely comfortable recommending this game to those who want to have a little bit of RPG fun without feeling that constant pressure to whale out which most mobile games thrive off of. Of course, there's plenty of room for the game to dove tail into that abyss in the months to come, but I'm hoping that if the success of it's launch leads to a sustainable model than this game can continue being a remarkable haven in the Free-to-play landscape. A free-to-play game that's an actual game. (Disclaimer: I know there are other actually worthwhile F2Ps out there; I'm comparing this one to the vast majority) Don't expect this game to blow you away in really any regard, but maybe leaving satisfied is just enough. Keep on keeping on Genshin Impact; you're alright.