5 Things Genshin Impact Does Better Than Honkai: Star Rail

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already as promised following the five things that honkai star rail does better than genshin we're here with the short-awaited sequel five things genshin does better than starville if you missed the first episode feel free to watch it after this one doesn't really matter which one you watch first just kindly make sure you watch both on the off chance you find that I'm being unfairly biased towards one or the other something that came to mind after finishing the first video was the risk of new game honeymoon phase affecting my decision making for the video honeymoon face is something to consider when you start a new game we tend to enjoy the novelty of it and Overlook the more subtle problems and issues of the game but even after going through it I feel like most if not everything I said wasn't embellished or gratuitous so I think we're good to go I have a good amount of stuff to talk about this time around so let's not waste any more time and get started Above All Else the single most defining aspect of genshin impact that by leaps and bounce will overshadow honka starrell now or ever is Overworld exploration it's not even a contest to this day the amount of detail effort and attention put into Genji's Overworld exploration matches or exceeds that of other Big Box open world games which is especially impressive given that is designed to be playable on mobile devices not saying this Graphics or cream of the crop but it's quite an achievement for there to be such depth and richness in Genji's world even beyond the general experience I feel like the surrounding environments have more weight to them than those in Star rail it could just be that we've only seen two areas on release kind of like calcanchin and monstat in the US but when exploring through both games for the first time I had a greater appreciation for genshin's views and surroundings whereas less Focus was placed on starvel's worlds even though there's still a great amount of detail granted starl isn't and never was meant to be open world exploration so I'm not penalizing them for neglecting that aspect but the only incentive you have to explore an area is to find all the missing chests and maybe Farm monsters genshin on the other hand alongside those activities in question has a lot more value per square footage in a manner of speaking you can realistically 100 urula 6 for example in a couple of hours but regenshin it might take 10 hours or more to fully explore everything in a region and the scenery is a sight to behold recently some players have grown fatigued at nihoyo's insistence on exploration especially with deserts and underground caverns in sumera but I think a lot of that has to do with there just being nothing but sand dirt and gravel everywhere in contrast if you were to check out all of the different islands of Inazuma despite being just that Islands what thatsumi island has a very different landscape from sudimi Island which is a different landscape from sedai Island which is a different landscape from narukami the extent of biodiversity spans into other areas as well going from The Frigid cold peaks of dragon spine to the vast desolate Labyrinth within the chasm the game spares no expense at giving you every possible environment you can think of and ensures that actual substance is put into each one instead of it being a superficial display Saro tries his best to work with what it has given their inability to jump Glide or climb and they at least did a satisfactory job with incorporating as many explorative elements as they could you're probably well aware of the funny interactions you can have with all the garbage cans and dumpsters but at the end of the day exploration in HSR is limited consisting primarily of rooms hallways and corridors with the only real sources of interaction being enemies and the occasional treasure robots or puzzles through that in each area to repeat I'm not expecting a turn-based RPG to have open world exploration as their primary focus but it's an advantage that ganshin has over Storrow you're not just advancing from point A to point B to take on the next challenge there are plenty of reasons to stop and smell the roses take a detour or explore new areas on a region to region basis I feel like players will remember mostat and Liu at more than they will urila 6 and shenzhou I recall reading a comment from someone who mentioned that the Seven Nations of tavat are connected to each other more thematically than stara which is worth covering it was a nice treat to see yaimiko take a trip to sumero or shinobu and Ito visit liuet or CLE evento visiting Azuma on the other hand I don't think Sila and brania will ever see Jin Yuan and fusion given their in completely separate corners of the Galaxy they compensate for that by having constant companions like March Don hung welt and himeko but it's just not the same what I liked about genshin impact is the satisfaction of areas you see far off in the distance being unlocked and explorable later on I remember we were all looking at the vast mountains of dragon spine and getting excited when we could finally go there and check them out I'd even argue there's more fun to be had deviating off the beaten path the archon quest but you want perhaps less so nowadays but during the first couple months of the game exploring mustat and Liu was such an immersive experience one final thing before we move on though I've expressed that Boss's in genshin really could stand to have more than just a wide circular Arena I love how domains and bosses are scattered throughout the world in specific areas allowing you to survey the surrounding section as you reach or unlock those things sarwell on the other hand soda just puts calyx's stagnance and corrosions right in the middle of previously exported rooms some may argue that the more condensed areas of HSR ensures for a better pacing which may be more appealing for some people I did make a video on how exploration can at times feel exhausting or tedious there's so much ground to cover that traveling through an area can get tires some very fast even if it's nice to look at then again it lends itself to Greater longevity overall it Bears repeating that exploration is mostly a difference in genre but its Genji's main selling point for a reason that links very nicely with the second thing aside or optional content this could be potentially implemented into starville later on but in genshin there's so many things you can do and places to check out that are seldom necessary to do so to progress through the main story I say this all the time one of my favorite events was the three Realms Gateway offering event featuring enkonomia I can't remember the last time I visited encanomia but it was a very memorable time the same applies to the aforementioned dragon's life I don't think it's obligatory to explore through the archon quest but the two events involving Albedo breathed a lot of life into an area that you otherwise wouldn't have checked out conversely stereo's existing side content is few and far between to be fair the game literally just came out and also doesn't have any Flagship event running right now I'm guessing they have plans to incorporate side content and optional areas as the game develops but I seriously doubt they'll be able to match Kenshin in this department I myself don't partake in it but they put a lot of work into the serenity pod despite being such a trivial aspect of the game narratively speaking optional areas like Dragon spine and konomia or like half of inazuma's islands don't even need to exist but the fact that they do makes the game feel so much more substantial though I admit a lot of this is enabled by Genji's overall structure this will probably apply to events too Genji's gameplay allows for more room for activity as evident by how creative the events have been from time to time particularly in the realm of mini-games I wish they could put the same amount of effort in 10 game content but I'll acknowledge that some of the flagship events they create every version are pretty enjoyable in small bursts I don't anticipate several having the same complexity I feel like it's going to go down the traditional gotcha path where events come in the form of temporary dungeons or bosses that yield currency that you can exchange for a Time limited stuff or there might be rates that's about it all of those will mainly just be combat missions but it may be wrong maybe they have other things in mind that said it's not inherently a bad thing to go down that route starall doesn't have to copy genshin one thing I will say is while ganshin's overall side content beats out starl I agree with the consensus that starvel's environments feel more alive and developed I find it really endearing that you get small text messages from other characters every so often and to make some more memorable but gameplay-wise genshin has them beat the next thing Genji does better than Star Wars is combat this may be subjective on the basis of the two games having widely different battle systems one being action RPG the other being turn based some may have a better appreciation for Star Wars combat due to not being real time and also having Auto Battle While others actively shy away from turn-based RPGs due to how repetitive it can be I'm not particularly biased in either field I like action and turn based equally that being said Genji's combat has more going for it if I may speak freely stereo's gameplay will get old I could be proven wrong depending on how new content and characters are released but as this dance the range of strategy in this game doesn't extend very far it's not ajrpg strategy game like fire emblem with a lot of factors in place and tons of planning required nor does it have a comprehensive type matchup chart with different moves strategies and tricks you can employ in a game like Pokemon 95 of your combat experience will consist merely of using your character's skill while you have skill points and using basic attacks when you have none casting your ultimates whenever available or necessary you can't use items in battle there's no Universal combo system like calgaryvexius's chaining the gameplay is very Bare Bones which has me worried the beauty of turn-based RPGs is that characters have a wide list of things they can do in Pokemon you have four attacks you can use and octopath traveler you have a myriad of spells and attacks this may be an incredibly off-the-guff example but a game series I'm a huge fan of is Mega Man Battle Network it's not exactly turn based but the sheer amount of combos strategies and chips you can use makes it so no two battles are the same it helps that HSR has Auto battling so the gameplays itself through TD's battles while you all tap into something else but you can only do so much with just two skills and an ultimate it doesn't add that many layers to gameplay you might think how is that any different in genjin that game also has only a basic attack Spiel and ultimate true but it's action RPG Centric nature not to mention combat structures has just a bit more depth to it it's a known fact that Genji's combat system has an insane amount of untapped potential and unfortunately is kept that way because of the lack of intricate combat situations that potential is what makes the game feel so enjoyable though and it's building even more and more as mihoyo constantly innovate the characters also you can't really compare a skill from genshin to a skill in Star rail an elemental skill and gentian could come in the form of a decoy it can be a movement ability it can create structures it can be a counter attack it can do so many things skills in starville so far have just been deal more damage or deal AOE damage increased damage of a party member or inflict a status of some kind not much else at the expense of sounding like a broken record a lot of that has to do with the difference in foundations of return-based RPG and denaction one but all the more reason why transcribing Genji's talents in thsr's traces was a bad idea you kind of need more than just the reaction connects to make satisfying turn-based combat imagine if every Pokemon had only two attacks and occasionally could use a third or imagine if in Yu-Gi-Oh there were no spell trap or extra deck Monster cards you need more stuff to make turn-based combat lasts a long time speaking of more stuff the mechanic that makes genshin's 2 skill system works so well is of course how it conducts its elements while I said in the first episode that hsr's class and element designation was better designed from a balance perspective Genji's reaction system is what's keeping the game alive for many players a character is not just evaluated on their individual strengths they're evaluated on their contributions towards reactions it would be nice if they differentiated the reactions a bit more instead of all of them just being damaged with the exception of freeze and crystallize but that has more to do with mihoyo not designing content that complements them Elemental reactions have no shortage of issues but it's better than nothing starva's weakness break is about as close of a comparison as they can get and to be frank it doesn't come close every character in HSR is judged by their individual merits which can work for or against them the idea that a character's usefulness depends only on how well they drive reactions in genshin has made it difficult for Niche teams like manojio or mono elements in general to receive attention on the inverse it opens the opportunity for previously Bad characters to be good Kokomo shinobu and yaimipo started out mediocre but the reactions and progression of the meta they now have a place in one or many team compositions much of this is canceled out by the fact that once again there's no content in the game that pressures you to diversify unless the target is explicitly immune to dentro you can just want hyperbloom or aggravate against everything in the game and clear no sweat however that doesn't mean there's no chance of that to happen presently nothing in the game distinguishes a double Hydro team from a taster team from a denture team they're all just different ways to do damage but there might be one in the future if the Hoya wisens up and starts making actual meaningful content as a concept Elemental reactions have a wider range of possibilities than the element system in starvel which brings me to my final reason Kenshin impact has better long-term sustainability from exploration to combat the game's longevity is more promising than star rail while in regards to user experience star well is a great above genshin I feel like genshin has a lot more substance to it that will make it last longer and it has a ton of potential to develop even further if mihoyo chooses to I guess to sum it up Kenshin has better Concepts and likely will have the more enduring player base but snarrell has better execution not implying that sorrow is going to die or anything and there's no rules saying you can only play one but comparing games I'd wager players will stick more with genjin in the long run ultim Amelia comes down to which game handles itself better for all we know mihoyo might continue to half Ascension and kill off his player base while star rail takes over as the top game these two videos are purely based on the titles as they are now things can easily change within a few months to a year I'm certain of it one last time I made these videos in fun Kenshin and starvel are different games and are not meant to be compared as Apples to Apples depending on what preferences you have within a game Kenshin may be more appealing to you or Star rail alternatively you could just play and enjoy both for their own merits in fact I'm glad star railing genshin are similar in a lot of ways if one ever gets boring or stale I can focus more on the other and vice versa they can help each other what are your thoughts though if you had to guess which game will Outlast the other what would be your pick I'm on the side of genshin but I hope that both of them survive for a long time but anyways that's gonna be it for today if you enjoyed the video don't forget to leave a like And subscribe consider following me on Twitter at varsavam joining my Discord server and be sure to check out the first video on five things HSR does better than genshin if you haven't yet until next time thanks so much for watching and I look forward to seeing you again soon take care [Music] foreign [Music]
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Channel: Vars II
Views: 88,495
Rating: undefined out of 5
Keywords: genshin, genshin impact, vars genshin impact, genshin why no one plays, genshin impact gameplay, genshin discussion, genshin impact analysis, mihoyo, hoyoverse, genshin better than star rail, star rail better than genshin, top 5, hsr vs genshin, genshin vs hsr, honkai star rail vs genshin impact, honkai star rail discussion, hsr, star rail, honkai, honkai star rail, genshin impact 3.7, genshin impact honkai star rail, genshin impact graphics
Id: 5Nnrpd3ze24
Channel Id: undefined
Length: 13min 30sec (810 seconds)
Published: Wed May 17 2023
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