2021.

Note: This is a really long round up, just so you’re aware.

This year I decided to go with a theme on what games I will be playing from the backlog, and it was Assassin’s Creed. I’m not sure why I chose Assassin’s Creed because if you know me you know I am usually peeved with Ubisoft’s cookie cutter design. And of course, their little thing in the beginning that says their team is “diverse” seems like a cheap way to try not to take responsibility of the problems that are still going on over there.

Regardless of all that, the journey through all the main Assassin’s Creeds games was an interesting one, because I get to see what they improved on, as well as what they didn’t really learn from. Currently, the latest one I have completed is Assassin’s Creed Unity.

The Lows of Assassin’s Creed

One of the low points is something that I’m sure all Assassin’s Creed players know about, climbing, I am lucky in the reasoning that I am playing these games after many glitches have been fixed, so climbing was relatively unglitched, but the system of climbing itself is really frustrating. Always jumping where I don’t want to, or being unable to grab that darn ledge diagonally even though it is RIGHT THERE. Randomly climbing when I did not intend to do so, especially while I’m chasing someone or in the middle of a fight. Those kinds of things were quite irritating. This frustration was slightly ameliorated by the changed climb up or down prompts introduced in Unity.

Another bad thing is stealth. Ironically, this is a huge thing for Assassin’s Creed, but I mean the stealth play after you have been found. Good stealth games provide enjoyable gameplay after you’ve been spotted or recognized. Either that, or they might as well just straightway cut you off from the mission. This is not really something that Assassin’s Creed handles well (so far). Too many times if I get spotted, I can still go on, but instead of some cool escape, I am sent dozens of guards that overwhelm and I can only watch myself be slain. I can run and hide of course, but the climbing system frequently gets in the way a great escape. While there have been times that I was able to make a dazzling escape with my tools and climbing, they are far exceeded by the times I’ve been foiled by unwanted jumps, falls, or unusually sharp AI. I definitely make my own mistakes and they can be the reason for my demise, but it should be pretty obvious when I want to grab a ledge to my side, I want the ledge to my side, not the one below. I know you can grab it, Ezio, and that’s what makes it really frustrating.

Ubisoft tends to do this typical thing where they tell you to do something, and sometimes when you do it, you fail. If you display yourself as an open world, the player should be able to expect to make their own way around things. Another unfortunate happening is trying to do those things, and…being told you’ve failed. Chasing enemies, but not being able to cut them off by taking shortcuts in the open world city that you’ve become accustomed to because you know it better now, and then being desynchronized, which is pretty much failing the mission in the series, is not a very pretty thing to see all the time. (That…was a sentence.) It is common in Ubisoft open world games to fail because you’re trying to be creative in it and it is still a thing in Assassin’s Creed. Some of the newer Far Cry games are bit better at this though, but there are some definite and unique problems for those as well.

The friggin’ unconventional storyline. It’s possible to have a good, unconventional story, but I’ve found it to be way more bothersome here than needed. It was alright in the beginning, but it got more and more convoluted and flipped inside out on itself. It could’ve been a simpler thing about an eternal war between Templars and Assassins, but they bring up this semi-futuristic world and how it connects with that war and it gets so out of hand. The story about Templars vs. Assassins itself is quite alright, it’s just the weird disconnection every time you are removed from that that doesn’t feel okay. In Assassin’s Creed Unity, they kind of get out of your hair mostly in that, so that was nice.

“True ending” if you spend 1,000 of your life’s hours. These should not be a thing. There can be true endings by choosing different choices, but don’t make a true ending because you didn’t collect every speck of your parent’s dead ashes.

Menus in menus in menus. Map icons. Reward-based collectathons. Everywhere.

The Highs of Assassin’s Creed

Okay, let’s talk about the good stuff. Climbing. BUT ELISE– I know. I know what I said. I’m saying climbing again here because I think it’s rather impressive that they’ve been able to make a system that allows you to climb on pretty much every single ledge in the game. Even though it can be pretty wonky at times, we weren’t able to have something this versatile until The Legend of Zelda: Breath of the Wild. I’m sure a random reader could point out another as well, but they’re still pretty scarce. So, I still commend them on this.

Your tools and abilities are pretty fun. I like using firecracker distractions and smoke bombs. All the classic sneaky stuff all play out pretty well. Ranged weapons are mostly okay. Most of them are super satisfying, but they’re fairly limited because we should be using melee like an honorary assassin. (I mean, it’s not really like that, but still.)

I do like being able to visit different time periods and locations. If you’re like me, history becomes very muddled about 100 AD to 1800 AD. Playing through all the different times in between those two ages helped me learn a lot. I know some of the stuff is in just for gameplay or aesthetics, but it also raised interest in those time periods for researching myself: something that is highly valued here at Game Praisers.

Ship sailing. There are only two Assassin’s Creed games that have won any sort of personal awards for me. The first Assassin’s Creed earned an Honorable Mention because of it’s breakthrough and impact it made. The second Honorable Mention is Assassin’s Creed IV: Black Flag. The ship sailing gameplay is actually really fun. It was quite refreshing to go through and sometimes that’s all I really wanted to do. This makes sense, as Ubisoft is supposedly also making Skull & Bones, which is Assassin’s Creed but mostly, if not all, sailing. I mean, if they ever finish that. Assassin’s Creed Rogue also was a sailing game in a similar vein, but I liked Black Flag more overall concerning story and characters. Also, by the time I finished Rogue I was pretty seasick. Still fun though.

In conclusion, this journey has been great to see how a company has and has not changed over time, and I think there is value in being able to see that. However, I would not personally recommend doing this unless you actually, really, really want to do this. I like doing stuff like this, and I would not want anyone to do this out of obligation or anything. I will continue my journey through Assassin’s Creed next year simply because I tend not to quit on my plans.


But that’s not all I played this year. I played filler games to make sure I didn’t die of monotony.

Time for the list of games that deserve mention, in order of when I completed them.

Crysis: Warhead and Crysis 2

More Crysis! These two games were really enjoyable, but I really loved Crysis: Warhead because it was literally more of the first game. The new weapons introduced were really fun. Crysis 2 was also pretty good, but it for all the changes it made, it didn’t feel super amazing. It’s still a good game though that is fun. Crysis: Warhead earns an Honorable Mention.

Yoshi’s New Island

The underrated Yoshi game. I love the visuals, but I can understand where the low ratings are coming from. It all feels very simple, but what I love is that it still carries the Yoshi’s Island feeling from the SNES. This game earns an Honorable Mention. Admittedly it’s because of more of an emotional thing.

Halo: Combat Evolved and Halo 2

It took me this long to get to Halo. This is what happens when you like too wide of a net of things in life. Both of these games get an Honorable Mention. The first game gets it because of the cultural wave it brought with it. I remember people downloading the demo on school computers and playing them secretly, or even not secretly with the teachers. Honestly though, it doesn’t hold up well, especially the campaign.

Halo 2 was where multiplayer got really crazy and I remember all those LAN parties. Oof. That was insane, but the campaign is much better and more interesting. It feels more than a thing attached because they wanted a platform for multiplayer. This game gets the Honorable Mention also because it’s better overall as a game, not just emotinally.

Celeste 2 and RAYKA

Two really tiny games that came out this year. Both of them great in their concepts. Celeste 2 is a mini Celeste game just like the original started. Who knows…maybe something will come of this. Just kidding, I think they’re working on other stuff right now. But just as enjoyable as the other Celeste games. RAYKA is one of those concepts that only work because it’s a small studio and has very little red tape in the way. It’s a first person shooter that kind of reminds me of Game Boy Advance style FPS games. However, there’s not too much I should give away because that’s part of the fun of it.

You can play Celeste 2 here and RAYKA here. UNFORTUNATELY, because of something…in the game, there are spoilers for all the fun right at the page for RAYKA. But… ..oh well. They both receive Honorable Mentions, but nothing more because, like a certain frog, they’re too darn short.

Dark Souls: Prepare to Die Edition

…I already wrote an entire article about it. It’s a lot to explain, but in the end, great game. Not overrated. Some games deserve the praise and this is one of them. This game made the 12 Bests list and is currently #89 on the ULTRA.

Deus Ex: Mankind Divided

I have a fear of finishing series. If I get to the last one I have, or that is released, I hesitate to play them. But I finally got off my butt and played the last Deus Ex game that is available at the moment. This is the Game of the Year for me. I feel like it improved nearly everything that needed to be improved. Just when it felt like it might get tedious, it moved on. Great pacing, atmosphere, everything. Also Adam’s voice is still so great. The small, but hand-crafted and concentrated, open world feels really great and not too overwhelming. This game now sits at #5 on the ULTRA. Also…finally a Deus Ex game I feel like is better than the very first one in the series, nostalgia goggles and all.

Mortal Kombat X

A fighting game that doesn’t beat me to death on “medium” difficult. But enough to have fun and get better at. This is such a good game and I can see why people loved it when it came out. This is especially significant after Mortal Kombat (2011). This game is #169 on the ULTRA.

Quantum Break and Control

These games. I love them so much. I don’t know. Maybe it’s because I’ve been following Remedy since Max Payne now and I’ve seen their growth. I love the cinematic feel in Quantum Break. I love the Shawn Ashmore and the other actors. This is one of the few pieces of media that I think handles time travel really well. In fact, I use this game as an example of an ideal time travel design for story. This is #81 on the ULTRA.

Control. I am so biased. I can’t rate this game properly. I started playing this game during a difficult time in my life and it helped me a lot. I love the environment style and the lore. I melt at everything in this. The only thing that got to me is the Alerts. I thought there were like, side quests, but they’re just extra stuff to do if you want to kill things for rewards. So I got overwhelmed by them until I realized they weren’t side quests. The shooting feels great, movement feels great, characters super awesome. I sound like a kid. I’d go into more depth with these games that are on the ULTRA, but they deserve an article themselves, so I won’t go any further. Control is #6 on the ULTRA. I know the ULTRA is supposed to include emotional bias, but Deus Ex still comes out on top.

Hyper Light Drifter

This game is so cute, especially because it does the ol’ show, don’t tell. For the entire game. I absolutely enjoyed learning to navigate a dangerous and relentless world that is so beautifully designed. I found it a little difficult to be motivated to get all the secrets, but there are many and I think it’s cool that they are there. What really drove me to play this game a lot was the boss fights. I loved them so much. They were so much fun and really well designed. #168 on the ULTRA.

Risk of Rain 2

Risk of Rain, but it’s 3D. That’s…that’s literally it. #160 on the ULTRA. Still has that same, “It’s time for you to get owned and die in 0.5 seconds.” kind of thing. Still has that same fun too though.

Horizon: Zero Dawn

It’s rare to have a unique open world take, and this game is one of those. I really like the characters and the monster designs. Hunting feels great. It still has some older style open world designs where you’re chasing icons, but I am really overwhelmed by how well they implemented and handled this post-apocalyptic robot arc. #79 on the ULTRA.

Fallout: New Vegas

More Fallout. People say it’s so different from Fallout 3, but if we are to be honest with ourselves, it’s not. It’s more of the same gameplay wise. Story-wise it’s pretty stretched like the old cRPG days, and I think that is something people LOVE. And it’s definitely a good thing too. I think it does indeed improve on all things of its predecessor and deserves all that love the fans give it. However… it is so. insanely. GLITCHY. I’ve played glitchy Fallout and Elder Scrolls games, but nothing as bad as this. I don’t play with mods because it is the developer’s responsibility, not the fans, to fix all this stuff. The fans do great things for games like this, but really, the developer needs to be responsible. Save losses, game crashes, load glitches, movement glitches, all amounted to a game I could only put on Honorable Mentions because it is just that frustrating. The players should not have to suffer such annoyances that debilitate such a great game.

But in the end I will still respect that gameplay and recommend to anyone who loves these kinds of open world games.


There were a few other games that I played that did not earn any awards at all, most of them consisting of Assassin’s Creed. But…that was the year’s round up. I finished a good amount of games this year because I was a little more motivated. And of course, I am still playing Genshin Impact, because I love that game to death. Ironically, or perhaps unironically, it brought out both the best and the ugliest side of gamers the world has to see. I’ve seen such great support, and such great racism and colonist behavior, but in the end, it’s been great.

Was 2021 good? Does it deserve and Honorable Mention?

No. It is you who deserves it. You made it through this ridiculous year. I seriously can’t believe we had to go through another year of this, and it will likely last until at least 2023. In fact, you deserve to be on the top 12 for surviving this darn stuff. As gamers we have been through a lot, but even after all the hate and stuff, I commend the community for being decent during this difficult time and understanding how difficult it is to live life and make games during this time. Perhaps it’s because we’re all suffering and not just the developers that brings about this sympathy (or empathy) in the community. Although things seem frightening for game developers at this time, I feel like there is a lot more support for better work environments for women and minority groups in all of the industry.

Regardless, you did it, player! I hope you were able to enjoy a good amount of gaming this year and wish you fortune and good luck next year. Whatever your endeavors may be, even if they’re not gaming related, I hope you have the strength to carry on.

Elise

Committing to Never

Designing and playing games that don’t end

There are a lot of reasons why we play video games.  And for a good amount of us, and I can definitely say for myself, we play for the story.

So what about those people still playing after the story?

The design of games that don’t end have been there since the very beginning.  It’s certainly not as common anymore, but remember high scores?  Arcade games carry this in nearly all genres.  If we look back with the games we have now, they don’t even seem necessary.  We see this in top down shooters like Space Invaders, platformers like Donkey Kong, and even fighting games like Street Fighter.  As I have said, these are all arcade games, which means playing them for longer periods of time means more coins out of your pocket.  So of course they want you to be ambitious.  However, this kind of thing continued on even when arcade cabinets were no longer your main source of gaming.

Super Mario Bros., a game that was beloved by many people in their homes, still has a high score counter.  In fact, people use the high score things for other meta-competitions as well.  We have people winning the game with the fastest speed, but lowest score possible.  You can actually watch some of those speedruns online.  They are fantastic and awe-inspiring.  But, Super Mario Bros. hair-thin story does end.  The challenges eventually do cease.  And these kinds of things are normal for all these story games.  And yet, people keep playing.

Around the time when less arcade-y games removed their scores, ew kinds of designs started popping up where there was no end.  These can go from optional multiplayer games like Diablo and Genshin Impact, or we can go with MMOs like Lineage, Maplestory, Guild Wars, all those other MMOs we see online.  Then there’s also games made for multiplayer like Battlefield and new genres like battle royales and MOBAs like PUBG and DoTA 2 respectively. 

What is driving these games to exist forever?  And…why do we keep playing them?

Where is the fun?  

Never ending games exist solely because of where the fun comes from.  If a game’s fun is the story, it ends where the story ends.  We already talked about arcade games and them siphoning money out of you, so let’s start with games like Super Mario Bros. where the ending is meant to be exactly that, the ending. 

People create their own games with the games.  I’m talking about the speedrunners and the meta-competition.  I remember playing Super Mario Bros. where the main goal was to not kill any enemies, making some platforming elements rather difficult.  

I think a great example of this is GiantGrantGames on Youtube where he played Starcraft II and he had to play through the story without losing a single unit.  I’ve had times playing critically failed games and we set our own rules to laugh and joke throughout the whole thing, even if the controls were terrible.  Ultimately for these situations, we are the ones creating the game and we are the ones creating the fun.  That was where the reward, the fun, was.

Some games keep us having fun by having solid gameplay.  I replay Mario games because the platforming is so solid.  I keep playing Genshin Impact because the fighting gameplay is very enjoyable, even if I’m just fighting a similar group of Hilichurls for my dailies.  A lot of people play battle royale games or shooter games like Battlefield over and over again because each bit of adrenaline rush is what they’re chasing.  It’s all about that energy and (hopefully) fun.

Many MMO games like The Division series or the Destiny series have reward-based fun.  The gameplay can be great, but the goal that is frankly placed by the developers is that you need item X.  You need that next thing.  You need that next skin/cosmetic.  While this is okay, it walks dangerously close to negative game design.  If we’re only playing for the final reward, it is easy for the game to feel like a chore.  

These kinds of items are usually dropped from events or other time-limited situations.  It’s about chasing that next thing, but if the gameplay or the story within is not enough the game can end up being unfun.  And who wants to play something unfun? 

I think it’s a mistake to believe that the endgame is the only thing that matters with games like these.  Both the main game and the endgame have their strengths to keep them entertaining, but it’s all about how they are implemented.  Genshin Impact’s events usually have great rewards, but there is usually some overarching story as well, so it’s not just mindlessly killing mobs.  While I am not a professional game designer by any means, I believe there to be a solution to making things like the endgame more fun. 

Not surprisingly, most of it can be solved by having the gameplay itself be fun, so when there are new things to be done, new goals to be reached, it is still fun to play.

There are, even still, outliers that continually bring people back to certain games: the prestige of holding your rank, or if you’re like me, forgetting some of the story and you simply want to enjoy it again.  There are also things that can be predatory things like daily quests that make you feel like you missed out if you’re not coming back.  Ironically, I could point that finger back at Genshin Impact again even though I previously praised that.  But that’s just the thing, isn’t it?  For me, it is not a problem, but for others, that is definitely a negative.  

So after all this, the meta-games, the competition, the stories, the gameplay, the reward-based goals, the ranks.  After all these things, which of them brings the fun for you?  That’s what matters.  I’m not trying to play the “everyone’s a winner” kind of play here, but I’m asking the question of how can we enter, or even create, an environment that helps us have fun?  I think some developers do this in earnest and truly try to create good, infinitely fun environments, while others are there just for your money (or that could be a corporate thing, it depends).  

I know I’m always doing this kind of thing where I put the responsibility on our, the gamers, shoulders.  But…where is the fun for you?  Find that out, and then use that time to enjoy it.  Don’t feel guilty about it.  Don’t go back to the game that isn’t fun for you.  Don’t let that sunk-cost fallacy catch you.  

Let your voice be heard by having fun, because remember, we’re committing to never having an end.

Day 4 of Genshin Impact

I think there are a couple of things to note about Genshin Impact.  It looks like Breath of the Wild.  We’ve established that already, but it definitely doesn’t feel like Breath of the Wild.  Even with the climbing and gliding it feels like a very different game.  And that’s a good thing!

I said it before, but I’m saying it again, the gameplay is very good.  The flashy strikes, switching of characters, and elemental combinations make it very fun.  Regular combat is actually fun and worth playing.  It reminds me of Black Desert, but I think I like Genshin Impact’s combat a little more.  I like being able to combine elements.  The differences between characters can range greatly.  Sometimes things are very small, like how Kaeya actually takes a step back when he performs his charged normal attack, but the protagonist takes a step forward.  And of course, the big things are their actual elemental skills and stuff. I want more of that variance, in both sizes.  It’s great.

Your elemental combos actually feel like they have a punch.  You could go through fights with just one character, but you can definitely see the difference when you combine the elements to cause status effects.  Mixing both the regular and ultimate (or whatever that move is called that is on Q) combat elemental skills with the different characters is not too difficult but has high skill potential.  I especially like characters like Xingqiu.  His ultimate provides bonus wet damage even after you switch the character out.  Other characters that likewise create fields or effects that last long after you’re done with the move help create some cool combos.

The other thing I wanted to note is the writing.  I am playing the game with the audio in Chinese and the type in English.  I’m very impressed with the way they’ve translated the stuff.  A lot of the things to read are amusing or interesting.  I think it’s funny that there are some really far out dialogue choices you can make.  I mean, most of the time the only thing you’ll change is a different reaction, but it’s still fun that I can say stuff that is weird or almost meta.  I also like the things the NPCs say.  Again, they did a great job translating it to feel good.  I like it when MMOs have NPCs that wonder about life or other random things.  I ran into Ross the Quick, and he’s talking about how he feels like he shouldn’t run from things in life anymore.  He also talks about taking a break from missions, which almost feels like he knows the UI.  

A lot of MMOs from China, Japan, and Korea has great music, and I think Genshin Impact follows suit.  There are some melodies that may sound a bit familiar, but it’s still got good songs otherwise.  

So far, the cash stuff still is not demanding at all.  If I played the game a bit more intensely, maybe they will, especially later.  For now, I don’t see it as a problem.  The game has already provided me with characters that do well enough on their own.  More characters would just mean more fighting styles, which hopefully aren’t strict on their necessity.  As annoying as it would be, if that kind of content isn’t too far out of reach and I can still do all missions with the normal characters I happen to get, I think I would be okay to keep playing this game.

If I have more impressions, I will continue to post them.  Thanks for reading!~

Initial Thoughts: Genshin Impact

Any Impact?

Genshin Impact is an action RPG featuring anime characters.  The graphical style is like Breath of the Wild, because it’s kind of…from Breath of the Wild.  Luckily, it seems they’ve veered off into less Breath of the Wild-ish stuff for most of the other things like story.  I hate plagiarism.  So, we’re going to state what IS like Breath of the Wild first.

The graphics could be said to be inspired by Breath of the Wild, but some effects almost look pulled from it, the grass and fire combo especially.  The layout of enemy encampments and the first small enemies in those encampments.  The music in the shrines.  The death animation for animals dying and turning into meat.  I’m not going to say cooking because cooking has been implemented as a normal thing in RPGs for a while now.  The climbing and gliding system.

So, that’s quite a lot for the short few hours I’ve played so far.  After that, it splits off into its own thing.  Obviously the anime character’s style is pretty different from Breath of the Wild, and the story and gameplay elements are pretty different.  It is fun to play, and the ability to switch between characters in your party makes the fighting more energetic and intense.  Every character feels at least a little different so it’s nice to collect them and level them up.  I noticed that they seem to have their own story arcs you can play as well, which would be very nice if they developed that well.

The music is quite obviously inspired by Breath of the Wild with some of the music sounding like it was inspired, and some of it sounding…a little too familiar.  Overall though, I think it could possibly be good enough on its own.  The sound effects of the different characters swooshing and slicing are fun and satisfying to produce.  The menu sounds are nice as well.  

Oh, that’s something that I’m quite pleased with.  The UI and menu are pretty well done.  There’s a lot of stuff to cover, as it is a mobile-style game, but they actually present it all very clearly and I think it’s pretty concise for all the stuff it has to cover.  

So, of course we have to bring up the last two things that make any gamer worried.  The gacha system, and the energy/real life money system.  If the gacha ends up being something where cheap, powerful copies of the normal characters are a thing and only available for like, two months, that is something I am not going to be happy with.  I am pretty sure this will happen for real life events, similar to how Fire Emblem: Heroes does this.  This “you must grind or feel left out” system sucks.  It’s a little different if you are not set to have to grind within a short period of time, like just added content.  Of course, the company wants to make you play their game more, but it’s in a seriously bad way.  We’ll have to see how they handle that.

And then the energy system.  A lot of mobile games have this thing where after you use up all your energy you are either highly restricted in what you can do (efficiently) or you can’t do anything at all.  And most of the time the energy returns slowly enough that you are brought to the idea of spending money just to get your energy back.  These are both systems that are in typical mobile games, and I frown upon both.  Again, how they handle it will depend on how things go from here on out.  If it turns out to be a cash-time eating monster, then I will probably just finish the main story and then go, because otherwise I don’t think it’s worth my time.  

If it ends up being a pretty easy-going game concerning this stuff, then I will keep playing it.

Thanks for reading my thoughts on Genshin Impact.

The graphics could be said to be inspired by Breath of the Wild, but some effects almost look pulled from it, the grass and fire combo especially.  The layout of enemy encampments and the first small enemies in those encampments.  The music in the shrines.  The death animation for animals dying and turning into meat.  I’m not going to say cooking because cooking has been implemented as a normal thing in RPGs for a while now.  The climbing and gliding system.

So, that’s quite a lot for the short few hours I’ve played so far.  After that, it splits off into its own thing.  Obviously the anime character’s style is pretty different from Breath of the Wild, and the story and gameplay elements are pretty different.  It is fun to play, and the ability to switch between characters in your party makes the fighting more energetic and intense.  Every character feels at least a little different so it’s nice to collect them and level them up.  I noticed that they seem to have their own story arcs you can play as well, which would be very nice if they developed that well.

The music is quite obviously inspired by Breath of the Wild with some of the music sounding like it was inspired, and some of it sounding…a little too familiar.  Overall though, I think it could possibly be good enough on its own.  The sound effects of the different characters swooshing and slicing are fun and satisfying to produce.  The menu sounds are nice as well.  

Oh, that’s something that I’m quite pleased with.  The UI and menu are pretty well done.  There’s a lot of stuff to cover, as it is a mobile-style game, but they actually present it all very clearly and I think it’s pretty concise for all the stuff it has to cover.  

So, of course we have to bring up the last two things that make any gamer worried.  The gacha system, and the energy/real life money system.  If the gacha ends up being something where cheap, powerful copies of the normal characters are a thing and only available for like, two months, that is something I am not going to be happy with.  I am pretty sure this will happen for real life events, similar to how Fire Emblem: Heroes does this.  This “you must grind or feel left out” system sucks.  It’s a little different if you are not set to have to grind within a short period of time, like just added content.  Of course, the company wants to make you play their game more, but it’s in a seriously bad way.  We’ll have to see how they handle that.

And then the energy system.  A lot of mobile games have this thing where after you use up all your energy you are either highly restricted in what you can do (efficiently) or you can’t do anything at all.  And most of the time the energy returns slowly enough that you are brought to the idea of spending money just to get your energy back.  These are both systems that are in typical mobile games, and I frown upon both.  Again, how they handle it will depend on how things go from here on out.  If it turns out to be a cash-time eating monster, then I will probably just finish the main story and then go, because otherwise I don’t think it’s worth my time.  

If it ends up being a pretty easy-going game concerning this stuff, then I will keep playing it.

Thanks for reading my thoughts on Genshin Impact.