When Jinshin effectThe annual update finally arrived last week, I was expecting slight tweaks to the open world formula. Instead, Sumero looks like an entirely different game. As I wandered around the forest canopy in all directions, I began to forget the main task and my daily routine of planting. HoYoverse eliminates the frustrations of its former territories while rewarding players who have a keen attention to environmental detail. This is it JinshinOpen world formula at its best. Sumero draws on the element of plant life, but feels the most vibrant and vibrant of all the areas it’s explored so far.
Before I get into what makes exploring Sumero a good thing, I need to explain what made the previous areas an exercise in patience and common sense. The district of Mondstadt was the school district, and the various sub-districts seemed too simple and indescribable. Liyue was distinguished by its towering mountains, but climbing them meant that you spent a lot of time staring at the stamina bar with your nose pressed against an ugly gray slope. Inazuma gave us seven completely distinct regions, but constant danger And the Challenging puzzles It was hard for me to take full advantage of it. Until you unlock the Quick Travel Points, exploring was a chore you had to complete before the real fun began.
On the other hand, Somero invites players to a fun “outing”. Four-leaf seals scattered throughout Sumeru allow players to instantly zoom in on their position, even at great distances. This not only makes the trip incredibly efficient, but it also becomes easier to enjoy the great scenery when I’m not trying to figure out how to overcome a physical obstacle. SEALs were also there for puzzles and challenges. When I needed to climb a mountain, I looked for flowers that filled with stamina and spread out on some of the slopes. I didn’t always feel the need to use them, but this was the first time the area felt like it was trying to guide me rather than being a laissez-faire in open world design. In fact, Apam Woods has become my favorite neighborhood in Sumeru. I loved being able to circle the forest canopy in any possible direction I chose. It usually falls from an elevated area in Jinshin It means having to get back to the top quickly. Here I find my four-leaf stamp and go back to my stand again.
When there is no fast travel point nearby, I often have to make calculated decisions about where to go next. These decisions are usually shaped by the local resources in the area, and I’ve never had a reason to go anywhere else. There are whole parts of the Tutorial area (Mondstadt) that I don’t remember because they don’t have exclusive resources. But since the seals removed a lot of the friction around travel, I always ended up somewhere I wasn’t planning on going. It completely reshaped the way I lived JinshinIt is an open world. The changes are so profound that I get more frustrated every time I go back to visit the old areas.
Usually, I find myself around the area to complete my to-do list. Once I’m done with everything, I’ll look for areas with certain types of flowers and fruits, as they are necessary for the breeding of future characters. I will only visit these specific areas every few days. Once I have a large inventory, I will finally seek out treasure chests and puzzles for special types of coins that I can use to trade material and furniture schemes. Exploring Sumero is so much fun that I’ll end up in a completely different area, far from where I was looking for a specific type of mushroom. Sumeru proves that the best gaming experiences are not guaranteed by a no-touch design philosophy. Sometimes a game just needs a little more resourcefulness to get us out of our comfort zones.
Sumeru also brings back element-based puzzles. By charging a green mushroom with Electro power, you can use it to bounce to even greater heights than if you simply jumped on it normally. Certain puzzles only respond to the new Dendro element. And if you want to fight certain Ruin Guards for chests, then you have to set their binding seals on fire. Genshin has always used elemental powers as the basis for many of its puzzles, but their use feels more prevalent in Sumeru. I was constantly rotating my traveling party, whose type elements are more varied than what I usually travel with (doubling up on elements confers certain combat bonuses).
The new Dendro element is also a fascinating and complex element. Previously, applying Pyro to Dendro would simply set an enemy on fire. Now, applying Hydro to Dendro causes a seed pod to spawn, which can be further triggered into a Hyperbloom (Electro) and Burgeon (Pyro) reaction for AoE damage. Applying Electro to Dendro causes the enemy to take additional damage from Electro and Dendro attacks. for years, Genshin players have complained that Electro is the weakest element. But the elemental additions have revitalized an element that most theorycrafters considered to be non-viable. Rejoice, Yae mains. Your time has come.
Before Sumeru released, I felt Genshin was undergoing a bit of an identity crisis as an open world game. Accusations of “wild scent cloningIt dominated the game’s first cover, which was mostly subdued by the game’s visual style and engaging narrative. Inazuma felt like an overcompensation. The area was hostile, difficult to traverse, and filled with challenging puzzles without a clear narrative reason. Sumero is back to what he was made of Jinshin Fun first: the ability to see great scenes no matter which direction you look.
#Genshin #Impact #District #marvel #open #world #design