It's a well-known element of live service games — power creep. The term is most often used to describe a core mechanic getting iterated upon countless times with new releases and content updates to the point that its most current form is a dramatic departure from its past, to the point that the latter is no longer viable. I think 's Natlan expansion is the first time the game has really, truly flirted with that concept, but while attended Gamescom 2024, our two-hour hands-on with the soon-to-be released Version 5.0 quickly assuaged those fears.
For those wondering which element of 's soon-to-be newest nation I'm referencing when I discuss the idea of past viability being threatened, it's traversal. Sumeru introduced the grappling hook-style mobility that still characterizes some updates even now, while Fontaine let players dive underwater and explore Teyvat in an entirely new way. Neither of those «threatened» anything's existence or function — they were related to their respective content updates and areas. The new methods of getting around Natlan, however, are tied to both Saurians and characters, which could have a major influence on which characters to pull for in the future.
The action RPG by HoYoverse Genshin Impact will finally make its way to a new platform, allowing a different player base to explore Teyvat.
So while I was worried about what characters like Kachina, Mualani and Kinich might do to overworld team compositions — remember when The Wanderer was supposed to totally change that? — I was also cautiously optimistic that HoYoverse has proven it tries hard to not completely outscale characters or gameplay elements over the years. That patience paid off — 's Natlan design is top-tier, its movement is addictive and fluid, and it's the most fun I've had in-combat and out- since Inazuma.
There is a palpable joy in the world-building of Natlan that is fun to observe, even while playing through it. The environment feels huge and foreboding while
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