Zenless Zone Zero

Time for something relatively timely for once. As Genshin is still one of my favorite action RPGs, and I'm still playing it, I'll of course also try any new games they make. And another such game recently came out - Zenless Zone Zero. While I bounced off their previous game, Star Rail, much due to the combat being slow and boring (to the point where most players were doing most combat on autoplay, which I consider a cardinal sin in video games), then I can tell you in advance then Zenless' combat is anything but.

If you've played either Genshin or Star Rail, then the formula is very much the same for Zenless, and that's a bit of a shame. It felt very similar, being dropped in, getting a lot of story upfront, doing some combat, and knowing I'd have to go through the same treadmill of grinding up my account level to start getting the most out of my character and weapon exp and talent material grinding, and then doing that for a whole lot of time before I was able to comfortably clear all content. So right off the bat, as someone who has already gone through this, it removed some of my enthusiasm. Luckily, they have slightly shortened the grind as well as reduced the amount of characters in a party, and thus the amount of characters you'd need to build up. It's also faster to do all the dailies and spend your energy, so I'd reckon that after the initial grind, keeping up with all the events and content might only take an hour a day, on average.

Maybe I've just been tired of a lot of story-focused games recently, but I feel Zenless had even more story and more talking than their previous games. Especially towards the beginning, I wanted to experience more of the combat, but I kept getting interrupted by very lengthy cutscenes. This could be a positive if you like stories, but I generally don't. Especially since, again, the story failed to provide enough of an initial hook to get me invested. There's bits and pieces of lore and worldbuilding that seem exciting, but nothing really grabbed me. I don't exaggerate when I say that it feels more like a visual novel with bits of action combat at times, instead of the other way around as it should be. This was another huge point of friction for me.

But finally, let's talk about the combat. I think that Zenless has possibly the best action combat I've ever experienced. You control a team of three characters, each with a whole slew of moves that are both the same for all characters, but whose specifics are unique for each character. Every character has a basic attack string, dash attack, dodge counter, special attack, EX special attack, quick assist, defensive assist, assist follow-up, chain attack, and an ultimate. On top of that, each character also has a special mechanic like an alternate timing basic attack string, empowered special attack at certain points of the string, alternate special attack, or something like that. And all of these moves really are used in combat. The combat is incredibly fast-paced and flashy, and departs from the usual fixed rotation-based gameplay, because you have to be ready to react to enemies attacking you or filling up their daze bars, which trigger special, and quite strong, moves, making it advantageous to think on your feet and have multiple scenarios of action at the ready. Oh, and both the animations and the dynamic camera angles make it look so good and satisfying, especially when fighting larger enemies. It's simply amazing.
There's only one big problem. Zenless is a gacha game. And as any gacha game, you can't allow your players to be too good by just being skilled at the game. While playing well does give you an edge, at the end of the day, you're still restricted by your levels, and by the timers on stages, forcing you to hit certain DPS milestones, which no amount of skill will get you to. In addition, I'm quite certain that as the game goes on, all this wonderful skill expression will be wasted on there not being content difficult enough to require it.

So, to sum everything up... Zenless Zone Zero adapts a very similar metaprogression formula as the previous games from the company, making the grind quite unoriginal. I was also not the only one to complain about the excess of story content, meaning you don't get a lot of action, but this can depend on what you're here for. And finally, despite the combat being insanely good, it lacks support around it. Without fights to require you to be skilled, and without there being purpose and meaningful reward to fighting, the raw combat can only keep me entertained for so long. I played for quite a while, but in the end, I didn't find enough enjoyment in playing the game to justify dragging myself through the story and grind, and investing yet another hour of my busy life into it every day.
Looking at overall trends, it does seem that Zenless hit with less overall hype than many big releases, but the falloff graph seems to be about the same. I can't help but wonder if Wuthering Waves releasing 1.5 months earlier with a largely similar combat style caused this. Only Genshin is still hanging strong. Every other gacha's popularity pales in comparison. I think their story, open world, and elemental reaction system are their strongest points, and the reason I'm still playing. I'd recommend Genshin over Zenless, but if you have enough free time left over from the former, then at least according to my tastes, Zenless is the second best gacha game on the market right now.

Pirates Outlaws

It's been 5 years. I'm finally getting around to trying those roguelike deckbuilders that came from the heels of Slay the Spire, such as Pirates Outlaws.

Immediately as I started playing, the UI looked... unpleasant. Everything from the cards to the icons to the text was huge, taking up much more space than it needed, and leading to many elements overlapping or requiring scrollbars. This prompted me to check, and, indeed, this was originally a mobile game, later ported to PC, with luckily all the microtransaction removed. While I wouldn't refuse any kind of game on principle, it was very clear this game was designed for the mobile audience, and little-to-no effort was made to make the port more PC-player friendly. Aside from the UI, I felt this in the gameplay, which was quite heavily simplified compared to games of a similar genre that I've played. Most card effects, enemies, status effects, etc. were very simple, as to be explainable in just a few words. This lead to it being quite obvious which cards to play, and in what order, making for very boring moment-to-moment gameplay.

In terms of other gameplay, Pirates Outlaws didn't seem to have many innovations either. You pick a character that has their own abilities and deck, have some customization options, and then set out. Each turn you choose from a few destinations which lead to an encounter or a shop of sorts, culminating in a bossfight at the end, if you managed to make it that far. You get 5 cards, a few action points, and once you can't play any more cards, the enemies take their actions. Between encounters, you get to build your deck and upgrade your cards. It's all very standard stuff, with nothing really remarkable.
The one thing that did seem impressive was the amount of content. Dozens of characters, nearly a thousand different cards, several scenarios, and more. Sadly, I'm very much one for quality over quantity, so I didn't care much for all these different options.

Overall, a rather lazy PC port from a mobile game looking to capitalize on Slay the Spire's popularity. Despite a large amount of content, Pirates Outlaws is more oriented towards a casual audience and lacks novelty and depth in gameplay, making it become boring rather fast. I wouldn't recommend it over one of the many other roguelike deckbuilders out there.

Noel the Mortal Fate

Again, an older game on my wishlist, added back in 2018. I was surprised to find that it had just 50 reviews back when I added it, and that it had since grown to over 2000 reviews, with the percentage of positive reviews somehow even increasing. I was so hopeful I had something good on my hands. Maybe, to some people, I did, but I couldn't appreciate it.

Noel the Mortal Fate is a story-focused RPGMaker adventure game. As these types of games go, there are some puzzles, some action segments, but the meat of the game is in the story told. The game is presented in a total of 14 chapters, of which I only got through the first one, lasting a tad over 2 hours. It's a story about a stupid girl making a deal with a devil, losing all her limbs in the process, and then embarking on a quest to take revenge on the person who decieved her.

Where do I even begin with my personal impressions... I suppose I never took a good look at the game on a large screen. The full body art of the characters, as well as full-screen stills, while not masterful, are entirely decent, but the small sprites you see in game are really bad. I do not exaggerate when I say that I think I could have done a better job. I wouldn't generally complain about art, but this is very much jarring and hurting my experience.
There also seems to be a bit too much gameplay here. I really couldn't care about the RPG elements, fighting enemies, solving puzzles, etc. There isn't so much it would make me quit, but it is a bit more than I've found in the average story-focused adventure game, and even the average is a bit too much for my liking.
Finally, the story. I could excuse almost anything for a sublime story, but I don't have faith that such a thing can be found here. The main character immediately irked me for how dumb and naive she is. Even after suffering the would-be traumatic loss of her limbs, she does not act like it. Of course, with such a main character, it sets a sort of tone for the rest of the story, even if the other characters are more likable. There are hints of a transition in the attitude of the main character at the end of the first chapter, but as the rest of the story was not without some flaws, and then the art and gameplay problems listed, it had simply managed to lose me.

While I feel bad for not being able to ascertain whether the story gets good enough to justify everything else, I still think it's fair to tell you I don't recommend it. 2 hours is not a short time for something to convince me it has potential, and I wouldn't be one to tell others "trust me, it gets good", and expect them to ignore their initial dislike. Perhaps this story is not just about revenge, but also of personal growth, and as such it was important to start out at such an unlikable state. I suppose I will never find out, and I'm fine with that - there are plenty more stories to read.