extreme sorcery went into this game's physics with ultrahand and i wish even one hundredth of that effort went into the combat, exploration, story, characters

One of the problems with discussing Honkai: Star Rail as a game and especially its issues is that any discussion will eventually end up seeming manufactured by what is discussed of the game. It's easy to criticize MHY's use of gacha, its general gameplay, the Trailblazer Level's existence, so on and so forth. These are valid complaints, but still lead to the same general conversation. Here's the thing, though: this becoming the same conversation ends up bringing light to what Star Rail's biggest issue is.

It's literally Genshin Impact again.

Like, okay sure same developers leads to some homogenization. Believing in auteur theory as I do means that there's fun to find the parallels and fingerprints that creatives have when discussing their works, and Mihoyo games are very similar with their constant recycling of characters in an attempt to make some sort of hints to a multiversal storyline. Even then, many of Star Rail's issues are Genshin's issues. There's some very surface level writing and clear appeal to make one attached to characters quickly and hope to roll them in the gacha, which also connects to Genshin and Star Rail's issues in that every banner is a limited banner. Genshin's character progress is ripped out and placed into Star Rail, while also having the same character structure of two main attacks and an ultimate. Someone more immersed into both Genshin and Star Rail could probably extract more; regardless, this also makes Star Rail a very derivative work, not just in how its constant recycled aspects in both story and gameplay create something very similar to what Mihoyo has made before, but in that their inspirations are so quite transparent that it becomes the work.

When I started the game and saw the title screen, my first instict was to think of Leiji Matsumoto's Galaxy Express 999; an odyssey between its two leads as they explore various locales in the world. It's quite episodic, but still quite clearly is part of Leiji's universe with the appearance of Captain Harlock and the rest of his pirate group at times. Perhaps a somewhat unintentional parallel; trains aren't exclusive to Leiji's works, but part of it also reflects Star Rail's clear inspiration being the Trails series; there is a clear, core cast in a more episodic work that ends up still moving a main story onwards. It felt somewhat of a combination of Trails in the Sky's road trip aspects and Zero's very controlled main party, and it's clearly notable once one has played through those games and dives into Star Rail. Not even in simple presentation and story does this referential nature stop existing; I vividly remember in Jerilo-VI's story (was that the name? I'm not double checking) where Hook, a very clear way of baiting into players rolling for her if one is somehow enjoying her as a character, points out that Sampo (another gacha bait character) was last seen in a fight club. My first instinct was "lol like the movie", before seeing the dialogue choice distinctly references the first rule of fight club. Maybe call me joyless but that somewhat took me out as this was my first taste of this location's clear discriminatory issues between its class struggles, and instead of continuing to represent this in a way that expands the setting and we understand more what is happening behind the scenes, we're being dragged for constant quick shows of characters in the hopes one is baited to like them while constantly being self referential to contemporary world aspects. Like, why is the metaverse mentioned and why can we directly chastise Herta for it? I assume the idea is that the player is some sort of fifth-dimensional being who takes shelter in the Trailblazer's body, but Herta also recognizes it when we call her out...?

Regardless of this small nitpicking, Star Rail fails to make a strong case to enjoy it outside of the most surface level generation of dopamine with its gameplay. Which I can and will admit that its presentation is top notch: the combat, even if basic and hampered by being part of Mihoyo's gacha, still feels very nice to do succesfully. The visuals are nice, even if the character designs aren't very good (though better than Genshin's, I'll give it that) the world constantly pops in continuously varied ways. I, honestly, wouldn't mind continuing if the Trailblazer Level wasn't a thing that gatekeeps players from doing progress. I could get past its pure, clear unoriginality if it wasn't forcing players to grind. Soshage's just like that, though, and sometimes you really don't have to try at all to hide the clear bait if it works.

What I love about Disco Elysium:

-Vast possibility space due to genius feat of design.
-Writing is incredible!

What I don't like about Disco Elysium:

-Do we really need another grimy detective story?
-I'm playing as a generic middle aged white man again, urgh.

I was a game that uses Disco Elysium's same insanely well crafted narrative system and wonderful writing...

...but it's about a young witch trying to solve the disappearance of her neighbor's cat in a small village in the Alps.

me and my friends would have killed yuji himukai ringo with hammers i can tell you that much

ill beat you to death with hammers

funnily enough consider this stronger than Mega Man X itself; simple but very fun level design that feels a little closer to the more streamlined design of the Zero series while its focused view of merging the basic X running and gunning with Touhou's danmaku structure. Big fan of how bombs work and the game just feels great once you've gotten all the upgrades, which are very easy to obtain.

played this for sumireko and while the gameplay proper sucks i acruallt liked the story mode, dragged bc of forced fights but by the end i enjoyed it, sumireko and mokou are the coolest

born to read the funny doujins about kaguya and mokou killing each other (homoerotically) forced to 1cc a touhou shoot em up

This review contains spoilers

This summer...
> Gangnam Style beat starts playing
The Divine Flame...
> YA, YA YA YA
Is about to find out...
> YATAGARASU STYLE
What being "the regulator of Hell of Blazing Fire"...
> AYYY SEXY LADY
Is all about...
> YA, YA YA YA
> YOU KNOW WHAT IM SAYIN-
> music cuts out
> "My le flames..... le released spirits...!?!?"
> cuts across the table to Orin
> "Well, I wouldn't exactly call them spirits..."
> 3 seconds of silence as they stare at each other
> music cuts back in
> YA, YA YA YA
> Letters float up the screen, spelling YATAGARASU
> YATAGARASU STYLE, UH!
> Rated PG-13

gameplay is kinda a step up from 14.5 but i like the plot a lot more too, tenshion sweep

thank god somebody made the chain rod in mega man zero 2 useable in a game this game cums

some cool and fun movement held back by multiple pointless mechanics and hit or miss level design alongside weightless boring and especially janky combat and a complete and utter lack of direction and map; you dont want "shorter games with worse graphics" if the result is something like this; at least have a MAP come on especially with something as obtuse as the level design of this game, this shit looks like castlevania 64

junko is literally me. we share the same journey. there are no differences between us. she is completely and utterly me.