Do Deaths Drive Stories? Kitty Reacts to LegionzGaming Honkai Impact vs Honkai Star Rail Debate
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- čas přidán 11. 09. 2024
- KittyKathee is diving headfirst into the latest gaming controversy! LegionzGaming has sparked a debate about the necessity of character deaths in storytelling, comparing Honkai Impact 3rd to Honkai: Star Rail. Join KittyKathee as she analyzes the arguments, shares her own opinions, and explores the impact of character deaths on the gaming experience.
Get ready for a thought-provoking discussion filled with KittyKathee's signature humor and insightful commentary!
#HonkaiImpact #HonkaiStarRail #LegionzGaming #KittyKathee #Storytelling #CharacterDeaths #GamingDebate
Video: • Star Rail Story Still ...
LegionzGaming: / @legionzgaming91
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Simply put, Honkai Impact focuses on growth, loss and, in otto's final words in Graduation Trip: "letting the past stay in the past".
Star Rail couldn't do that, not now atleast. All the characters we've met are either fleshed out at the end of the storyline or kept at the sideline until the Express crew comes back to the planet. There is growth to these characters but it is jumping and not continuous which is sometimes jarring.
In Honkai Impact, each chapter expands upon itself, you see Kiana and her friends grow in EACH chapter. In Star Rail, you would have to wait until they go back to the planet for them to grow. The Express Crew will get growth, thats a guarantee, but what about Bronya Rand? Seele? Gepard? Serval? How would you make them grow? What stakes do you need in order to make them relevant again and show they grew? Thats the small issue with Star Rail: its ever growing cast of side characters. Tell me, outside the main cast in Star Rail, are Seele and Arlan going to be relevant in the MAIN story again? What about Hook? Guinaifen? Galaggher? Honkai Impact does have playable characters that get forgotten but you can count them in your hand. Star Rail? With its ever expanding cast? I won't be surprised if you even forget some of them.
The reasons why a lot of people praise Honkai Impact is because it focuses on a small group and the gacha revolves on versions of said group in a certain point of their story. (Ex. White Comet is the beginning, simple attacks vs HoFi, grand, attacks are eye catching and fluid).
And lastly, the main difference that a lot of people forget: Honkai Impact is a Visual Novel with hack and slash elements, their main focus IS the story. Star Rail is a turn based expanding story throughout the universe, their focus is meeting a lot of people. Obviously one is gonna fall behind in character story telling and in this case? Star Rail loses hands down.
unlucky that hard to persuaded enjoyers of hsr and other gachi games, all the time they will saying that characters are cool by their look, not a deep story, feelings and personality. Thats why one game more popular than another
@@AlcatrasUnion yeah. I actually did notice when I was playing both Honkai Impact and Star Rail: Honkai Impact makes me want to pull on a character because they were interesting in the story. Star Rail makes me want to pull on a character because of their design.
There is somehow a clear difference in my motivation to pull. It was the same thing when I still played Genshin where I only wanted to pull for someone because of how unique their design was.
@@reisen732 Same, agree with you , I couldn't playing hsr and genshin forever due to very lazy work on last characters, with time I deleted it. most characters become similar to previous or close to playstyle or skills. Can't understand why devs in a honkai impact trying to do unique characters by story and playstyle either while in other games its very different
I think the underlying issues is not that of a story having death be a main focus, I think the deeper problem is having less or no stakes/consequences. In Stair Rail it is a bit of a blend of story telling styles compared to its sister games, of which it shares the most similar story traits with that of Genshin Impact. They both focus upon the idea of exploration, the meeting of new characters and the regions/planets they belong to. This type of story is one best set for a gacha game as it works as a sort of "spread shot" as no matter what eventually there should exist a character to satisfy what ever the players or would be players are looking for in a character archetype thus making them more likely to download the game for a single character. In contrast to this Honkai Impact has more of a "sniper shot" approach to characters by usually not introducing that many at a time and almost always keeping a focus on a single group or set of a characters for entire arcs of the story which can limit appeal for certain sections if you don't like the characters.
The reason I bring this up is because it highlights one of the key differences, that being that in Star Rail you may meet many different characters but not all of them will hold much presence once you leave the region. It can limit some characters to only appearing only a few times during the main story and then having virtually no showings outside of their character story and some event content which at times can have little to no effects on the main story. And that is the main point I think I get from the original video. It's not that death in itself has meaning but it's that death and a consequence or as a cost paid has meaning.
This is the reason why many different people say that Otto from Honkai Impact was their best written villain. It is not because he killed people that he had impact (pun intended) but because of the fact that he gave results and always seemed to claim a "victory" around each and every corner. It was because he won some that when a clash finally came about that there felt like a non-zero chance that he would win and change the whole narrative of the entire story. It was the consequences that we got to experience firsthand that gave weight to actions going forwards.
The same sort of rule applies to the deaths in Honkai impact. Himeko in Impact died at nearly the start of the game in chapter 9 in when the story was just really kind of getting started. It it just ended like that then it would have around the same effect as someone falling in Star Rail. But no that is not the case as it is through the later chapters that expand more upon her story and the role she played as a mentor of the main trio and other main cast members. Through she had left the story directly, it was like her presence always lingered in each of the main cast shown through their actions they committed their after. Her arc truly comes to a climax in chapter 25 of the main story a staggering 16 chapters after she died in the main storyline.
That is why I think that is the difference the video was trying to convey. It is not that death is a need for a good story, its what results from that death that creates a storyline. In Star Rail we have yet to witness a character whose presence feels nearly omnipotent. Not someone who just steals the show when their on screen but someone whose ideals are represented or pushed against when they aren't center stage. It's about the weight behind each appearance not from some obscure lore bit told in an item but as an event that the player experienced themselves. To quote a Honkai Impact trailer directly "Killing is meaningless. But their deaths must mean something."
I was about to comment something very similar to this but its a great comment, in Honkai Impact each interaction between the characters always leave something in each of the characters, you can feel the growth and little changes that each experience they go trought mark them, Bronya interaction with the bubble words Welt created and her reunion with Seele, Kiana long journey to learn why Himeko sacrificed herself and that she is not alone, Mei interaction with the flamechasers learning that "Tragedy is not the end, its the beginning of Hope", every chapter we experience growth, sadness, a reflection on their choices and how it afects the world and people around them, in other games as we have a great number of characters not always can experience the same amount of interaction brtween them and some became just a device to advance the story forward
I think death is an absolutely neutral to the quality of the story. The amount of fakeouts was bit too much. Fake Tingyun, fake Firefly, fake Robin, fake Sunday and then a cope out with Firefly death and the strage thing with Aventurine
He focused too hard on the death part alot of the time.
It wasnt just death that maked Himeko so memorable but rather its how she died.
She sacrificed herself and it effects the characters greatly,
It gave them a hard time , sorrow and then you can see the effect it has on their growth as a person.
Himeko's death didnt just give stake to the story.. It was something that was used to light the path for the character's growth.
For Kiana espicially.
Every hard time and difficulties she faced she remembered the kindness that Himeko had given her and so she move on so that she could be worthy so that she will always be sure that the who has sacrificed soo much for her have made the right choice in doing so.
So that their sacrifice was never in vain but rather a beacon that lights the night sky.
The thing that makes HI3 story great is not that characters die but rather that their Death has meaning,
It gives growth and they show it throughout the story.
Through Wendy's death we realise that it isint a happy world where even if things go wrong we will laugh and go back. Its a world where success may result in sacrifice.
And the main theme of HI3 world building itself gives that desperation off.
They are living in a world that is dying.
It is a hopeless fight.
And in such a world where people can die these people live their life the best they can and know how. Fighting for the world for their own personal beliefs.
That is also the reason why Elysia is soo loved.
Not just bc she is flirty and funny and beautifull.. But bc she is soo much more than that.
She was a shining beacon of life while the world was at its darkest.
And they show it soo well.
What Honkai Star rail is missing is the connection with the characters that HI3 players have with the characters.
I feel like.. The connection we have with other characters is shallow.
I think Legionz has a point but its not very well put together. While yeah, death is not always necessary, it does make the ppl experiencing the story worry a lot more about the characters while giving the remaining characters a motive.
That being said, i agree that the death point is less important than the first point. What makes HI3rd's story better is the fact that characters are recurring, and the story centres on their growth, allowing time for real and natural character growth as opposed to HSR and genshin where the spotlight is always shifted onto a new banner character. And once that every or patch is done, they essentially disappear, their lives and struggles literally only manifest when u are involved. But in HI3rd, u have arcs dedicated to building up and fleshing out the rest of the cast, and they keep with u for the rest of the journey, showing u the fruits of that growth all along the way.
This is what makes the deaths so effective, thats how u avoid "death for the sake of death". If anyone died and sacrificed themselves in say Genshin or HSR, it is very unlikely that it would evoke the same level of emotional response as if someone from HI3rd did (unless its ur waifu or husbando or some shit like that i guess). Not death is not necessarily bad. But death plus proper writing to accompany it definitely makes more of an impact while establishing real consequences.
5:50 Seele is the most interesting character.
i like when you dont agree on his claim yet your reason is all over the place and you cant defend why you dont agree. All i heard from you throughout the video when you disagree is "just because, doesnt mean" kind of thing, "i disagree but im not sure" but you cant make an example of other options to debunk the claim. Like when you said, you dont agree with deaths and stakes, yet you cant even say an example of stakes other than death will make the story better if there are no deaths.
Do better, because there alot of of his statement that you dont agree and laugh about it but then you cant even explain why and sometimes that you cant even get his point.
its nonsense that death will make the story better but when you know that the game is able to kill a character, the story might affect you much more.
21:41 Chapter 9??????????????
death brings stakes to the story thats makes it thrilling and fun to follow when a story is just characters talking and fighting but nobody dies the story is fun but nor memorable or trilling its the truth
Death is not the only thing that can bring stakes but is a very useful one. It serves as an ending of the journey of life, for without and ending there is no journey as the destination has already been removed thus making it just an aimless wander in a direction. They try not to make this the case in Star Rail but the main issues I have is that they have not substituted it with something else. In Honkai Impact they had Otto, he served as the risk in which he outsmarted the main cast and nearly always came out on top with a plan for every variable.
He gave weight to the conflicts as if he won them completely then the story would be drastically different.
Kevin served the same role but in a different way. He remained the single most powerful character by bearing the weight of his entire era on his shoulders. He represented the desperation and human spirit to cling to existence through the project Stigma that he chose to carry. He was given weight through the Elysium Realm in which we saw the history of a people so desperate to survives against and on slot of a much more powerful foe. He and the project Stigma represented the only way that they, those in the previous era, saw as the only way to "defeat" the honkai when all other plans had crumbled. It's not because he was just strong that gave him weight, but it was through the sacrifices and his witnessing of those sacrifices that were heavy. So when he finally opposed the main cast it was not a battle of good and evil it was more of a battle of ideals, the necessity written in the blood of those who have passed and a form of idealism, reaching out for the path in which everyone can be saved.
Its not about the death, its about the goals and questions in Honkai Impact 3rd. They don't fight others because they are evil but because of their experiences. Is it wrong that Otto, someone who would sacrifice the world itself, would only do so because that same world once betrayed him by killing the only one who extended their hand out to him? Is it really incorrect to turn your back upon those who do the same to you? Death in itself is meaningless, the millions that Otto kills throughout his life are basically nothing to us whose brains barely can't envision it, but when you experience death firsthand of someone close to you. It hurts.
It was never about how many die in one given moment we would not shed a tear if a billion people we have never met would die across the globe, but those that would truly impact us are those that are close to us, it's our understanding that gives us pain for them, our every meeting and every interaction that makes them "human" rather than a number. You can only be so sad for a number but you can really feel for someone whose story you have followed.
It is through this final goodbye that we as humans understand what it means to be so. Only when their is gone can we really feel their absence in our lives. Only when their gone can we see how they lived.
@@timothyv6528 what keep me on honkai for years was the thought of any character dying thats what keep me now otto and kevin as villains are the best I've seen but without the fear of failure or death those villains wouldnt mean nothing thats why honkai is memorable (tho id like 2part) honkai had its precursor ggz ending on the death of the entire cast of characters a sad ending no hero won at the end then we got honkai i kind of continuation of an alternative we won at the cost of millions of life kiana stuck at the moon and other characters face other problems, now on star rail i might not know much about it but it does not feel like any character can be gone, or failling its not a peril outcome its just failling get back up and do it again till the hero wins idk man deaths and people lives on the line while the hero wins or tries gives the story more emotion and u can say there are other ways but right now honkai did use that and thats why people say star rail or genshin cant surpass it tho star rail is new it has time to proves us wrong like honkai did at the start give them time and we will see (if something is not well written or not readable say it to me so i can try to fix it im not an english speaker)
@@xeosplayer1106 One to note is that there are things that are worse than death that could have occurred. Kevin did not have weight because he was going to kill everyone but because he was going to put a majority into a state different than death in project stigma. It is similar to the saying that if someone is both immortal and invincible they will eventually find themselves trapped someone in which death will be a better outcome such as being trapped at the center of a black hole in which you will suffer intense pain through the crush force (if you can feel it) or suffer mental pain of being entirely alone with only your thoughts to comfort you. These kinds of endings serve as the true worse outcomes that one can face without the fear of death as without an ending just as the happiness is eternal so is the suffering.
That is one of the greatest threats an immortal person can face, if they live eternally then they will witness the deaths of those they care about. If they are invincible they will be the only one left standing upon battlefields littered with friends and foes alike, even unable to join them in death until a destined ending given through time.
Star Rail is a game that through the vastness of its universe could utilize these elements to create tension but have not yet, they have yet to make someone such as Otto who is truly a threat who has a real chance at winning an engagement with the main cast. They need someone who can win a few battles to really set the stage with those battles having lasting effects on the main party which would create some real tension. Honkai Impact did this through the deaths in the story and the always confident Otto always seemingly coming out on top. They need someone who is not entirely wrong in their ways but someone who does so because of the life they have experienced. Something that can be taken as "good" if you were to take a look from their side. Some who is doing something for the good of those behind them at the cost of the good people who stand against them. Someone who is not morally grey but realistically human.
Star Rail does not need death per say but they need something or someone to leave a lasting change in the main cast. An event or person to cause some real character change whose aftermath leaves the characters stronger for having experienced it/them. Something to cast a shadow that will paint all future main story events with a different color, a new perspective.
@@xeosplayer1106ok ima clear this up right now in case you and/or others don’t know. THE CAST IN GGZ WAS REBORN. The story DID NOT end where you saw that scene of HoV killing everyone. I’d tell you more but it’s so hard to access the ggz story past retrospective especially now that the game is out of global
@@tatarsauce6314 i know the story goes on with the choosen 1 but we both know the story has those sad endings cause even if the protagonist were given another chance by chance at the end of the day the lost and everyone died and now they want to avoid that lives are now at stake (also sorry about phrasing it like that kind of ignore the rest of ggz cause of global closing)
At least thus spoke apocalypse is written better than penacony in writing since it wrote by the same writer ( Shaoji )
According to his logic, Naruto is much better than One Piece, since Naruto has more deaths relative to the main characters.
I’ve watched halfway and I think I’ve seen enough for now. If anyone needs my”credentials” I’m max level in both Honkai impact and Star rail. I’ve played Honkai impact global since July 2018 which is the first year it dropped. Simply put, I’ve been playing Honkai before some now popular content creators. I’ve played this through my high school years so I literally grew up with the cast. I;m gonna add to this over time to get all I need to say out here, so expect a long read eventually
My thesis is that bro is being unfair to Star rail and is glazing Honkai impact to be more hype than it actually is. This is NOT saying Honkai impact ISNT hype, IT IS HYPE SOMETIMES. But there’s more than a fair share of low energy, albeit boring moments. To everyone who finished part 1: do you remember how long you spent reading through the dialogue in between the climactic moments? I don’t, and I don’t want to remember. It sucks especially since I don’t understand Chinese or Japanese, I have to read all the dialogue myself. Hours and hours of reading. Now for those bookworms, great for you. Personally, I came to Honkai impact for its combat. Of course, that;s exactly what I got. But as you get further in part 1, you get longer scenes of lore, exposition, dialogue. In my humble opinion, since Honkai impact is a game first and foremost, so the length of reading does a big disservice to what most players are ever gonna do in Honkai impact, the main story. I know you guys like to watch content creators play Honkai impact. How many of them are streaming part 2? Mina aoyama isn’t, finana isn’t, I don’t even think unreal dreamer is, sxmmy isn’t, is zdoka streaming it? If anyone is, please, include them cause I wanna see them play. If they’re not, I’m willing to bet the reading is a big reason. The point in this part is that Honkai impact is *very* hard to start and continue.
Now since he seems to like showing the animated shorts, let’s talk about them. Those animated shorts that total over multiple hours, and yet only capture a momentary climax. Halfway through the video and the dude seems to be focused on only the highs on Honkai impact, but doesn’t have those same rose tinted glasses for Star rail. Those animated shorts are *small parts* of Honkai impact’s story, and I mean it when I say small. Cause for every animated short, there 3+ hours of text, especially for the latter ones. So the man can call Star rail boring, but I don’t think he has the same standard for both games.
Just wanted to add to your point. At that point in time, 2018, gacha games were more Visual Novel with added combat. Granblue Fantasy, FGO, Azur Lane, GFL, etc.
People need to understand that at that time, the Visual Novel format are standard in the industry. Nowadays its open world. The complete difference is important because it shows how vastly different the target audience they had before compared to now.
The more gacha games became well known worldwide, the more these companies understand that the Visual Novel format doesn't really click to global audiences, hence the change and now here we are, open world.
HI3 was peak at its time. The fact that the game is slowly going open world shows they are slowly adapting to the modern gacha world. The issue is like you said, part 1 is a slog because of its format. But move past that, it does get better. It isnt ideal, especially because of its age but mihoyo is willing enough to modernize it shows how much they still care for the game.
I can't say much about Honkai Impact since I haven't played it, but I'll talk about star rail a little and writing in general. Killing characters is one narrative tool, which while very impactful isn't always the best tool for the job. It is a tool that should be used precisely and with care. You have to carefully plan it's use to be it worth it. Using it just for narrative progression is amateurish, you should use it for emotional impact just as much as progression, if you're not using it for emotional impact, tension, character growth or thematic growth you shouldn't kill off a character.
There are plenty of other ways to drive stories without character death, goals, trails, wants, desires, conflict. Character Death is very heavy handed, it should be used for specific reasons and planned, killing just to kill is just going to make your audience jaded and not want to empathize and get to know the characters. You can have stakes without death, you can have contests, conflict with other characters, inner conflict and a bunch of other things.
Each story has different themes and tones, if you're writing a fluffy light hearted adventure you shouldn't usually kill off characters. It can make a massive tone shift which can change how the readers/players/watchers, etc see your story. You can use this to great effect if you want to shock your audience, but it can put people off because this isn't what you promised this story was going to be, this of course has many factors, like when this death took place in the story, foreshadowing, and the tone you've established. If you don't deliver with this tonal shift then you're letting down your audience and they'll probably put your story down. This is why you have to be careful with character deaths.
HSR has established a rather light and comedic tone, while it has dark stuff in it, its not the main focus of the story. I think HSR can use character deaths effectively if they want, but they need to plan it out and give it time. If they kill for no reason it'll just weaken the story because the story's tone is mostly light and comedic, from what I've gotten from the story it's thematically about lifting people up and saving the day so it'd clash a lot without the right setup and pay out. Hopefully this is all coherent, lol.
The death in Honkai Impact was done early on but the effect it had was still felt even at the end of the story. The death was so impactful that even now, players still feel emotionally attached to that dead character. Their death was the reason why Kiana (HI's mc) keeps pushing forward and growing. She inherited her will and motivation. It is also reflected in her different versions: initially she only uses two guns, after the death, she slowly adapts to using the same weapon as the dead character, slowly showing the same fighting style. At the end of her story with her last playable version, it was a mix of her initial fighting style and the dead character. It shows a story. Same goes with the rest of the characters in Honkai Impact.
For Star Rail, we had 2 on screen deaths, one was emotional but was kinda ruined by one joke by March. The other, we barely knew the character and was short lived because it was hinted that maybe the real person is somewhere.
The difference here is that in Honkai Impact, the death is personal to both the main cast and the player, and you follow them as they grow to accept it and grow better as a character.
That isn't the case with Star Rail, death only matters to those people we visited. We just move on to the next destination. Thats what Legionz is pointing at. Unless something meaningful happens to the main Express crew, it will never look like they grow and the sadness we felt when someone dies just stays on that world until they revisit them again.
In Penacony, sure, we felt sad at the end because we found out what happened to the previous Express members. But did that have any emotional weight to it? The Trailblazer did not have a connection at all to them, it was only shown that they inherited the trailblaze way. It makes sense story wise but emotionally, it just felt tacked on. Heck, people were more excited about Harmony Trailblazer because of Firefly comps. Most people don't even bother understanding the importance of the hat.
Death was handled better in Honkai Impact because thats their focus: moving pass grief. Star Rail focuses on a grander narrative with meeting new people in new places. Emotional attachment won't be a forefront for those characters except for the main cast and as of now, we don't have that emotional attachment to the crew on the level of Honkai Impact's cast.
Maybe years down the line the story will expand on that, but as of now, no. Star Rail's main crew story is still simple and still the same when they first met the Trailblazer in Herta's Space Station.
You could argue that Honkai Impact's story took years. While true, Star Rail is now a year old and the cast has been through 3 worlds with little to no character development. How different is v2.4 TB to their v1.0 self? How about March, Dan Heng, Himeko, Welt? Unless something happens to the main cast (whether that something is death or something entirely different) it won't change the fact that they didnt have any growth at all in this one year.
Outerplanes is just edgy isekai gacha, he probably saw the betrayal at the begining and started pogging, That made me not wanna watch the story, I only play it for the combat and collecting some characters. XD
Has this channel already finished playing the story Past 1, or do they just know the summary of the story?
If you're talking about Legionz, he has hours and hours of streaming Honkai Impact's story up to the last few chapters of Part 1. He hasn't posted yet on the last chapters yet because of being busy.
As for Kitty, I only see one video of Honkai Impact and its a gacha pulling video. I do see her bridge is Oxia so most likely she is already playing Part 2.
No hate here but objectively speaking, I'd probably believe someone's take, who has showed countless hours of playing the game vs someone with no gameplay/story related content. I mean, its pretty easy to skip the story since Honkai Impact does have a skip feature.
Kitty has finished everything, Legionz is on ch 33 or 34
@@meddlecat Really? This doesn't seem like the behavior of someone who has finished playing Past1.
@@thelastcoin1469 Wym ”behaviour”? Also do you mean Legionz or Kitty?
@@meddlecat @reisen732
Yes, I mean Kitty.
If Kitty has finished playing Hi3 Past1, they should understand what the Legionz channel is trying to convey about why the storyline of HSR cannot surpass Hi3.
The storyline of HSR is like the anime 'Detective Conan,' where many cases are solved, but the overall plot barely progresses (over 1000 chapters in the manga, with less than two years passing in the storyline). In contrast, Hi3 is like 'Demon Slayer,' where the main characters face numerous obstacles, including moments of sadness and despair that nearly lead to surrender, or tragic events that lead to impressive character development, and the joy of defeating a boss.
It’s challenging for HSR to achieve this because, unless it's through special events, there’s almost no way for them to bring characters from previous planets into the current storyline. This is because they have to keep creating new characters to sell.
While I do support Legionz's take, his argument is poorly worded.
Honkai Impact's advantage over its contemporaries is that "consequence" is a driving factor with its cast. Death is a consequence but it doesn't equal better writing (eg: Akame ga Kill). It's effective when the writing team understands the weight behind that decision, how it affects the characters, and whether the story is taken seriously. Luckily enough, the game can do all of that while delivering a very personal story.
HSR DOES have serious storytelling, but it doesn't always take its overall story seriously. Some of its best writing occurs when the main cast aren't directly involved. That's fine by me, I don't care. I like the game's lightheartedness imo.
Genshin has good worldbuilding. That's it. Consequences? Characterization? The fuck are those?
People die in that game, but how come I still don't care?
Death isn't the only way to drive a story forward its merely one of the many tools to do so it isn't THE only way to do so and it is the easiest way to get a rise out of someone. For me the only peak was the 13 storyline and apho for hi3 the rest was ok. It was good.
To me the only problem with his review was that he dindt give good points only highlited the death aspect, to me the slow change in kiana personality makes her arc pretty good, mei and bronya also.
@@joaocarlosii2188 I think kiana is a good character but I felt the three main characters. Kiana, Mei and Bronya were better written a part then together. Whenever together it seemed their progression regressed to make Kiana look better. Plus my biased opinion the 13 and Apho trumps the main cast...as for the dying only one person died with any meaning, himeko. Everyone else didn't die the main three no threats of dying. So I feel his point are extreme biased and yeah I agree there was better ways he could have done this beyond the obsession of death
@@Balbaneth ye bro, the same with the modern "dark shounen" anime comunity, ppl are starving for deaths, when normally a character death is used as a turn point for the story (himeko is a good example, Wendy death dindt change anything for us) modern shows like jjk and kimetsu kills a lot of characters just cuz (our story is sad and mature) when in fact its just stupid (to me that is a problem in starrail too, outise cocolia death i dindt feel atached to anyone yet)
The story telling is really bad thats a fact
I dropped starrail cuz the gameplay is boring (for me) and the story is... like genshin... nothing happens most of the times with a few peak momments
@@Balbaneth to me the captain verse also has a pretty good lore and help to expand the cosmology, starrail explore a lot of planets and ships but if feels like just another scenario than another Planet
Part 2 knows pretty well how to change the atmosphere from ouxia to the sea of data, its basicly Apho 2 with upgrades
@@joaocarlosii2188 I don't agree about Genshin being bad. Unless all the building blocks, hints etc all lead to a end as bad as no man's then I can say it's garbage. I'm more often with every new revelation in Genshin go...oh o.0. Since I remember past story, while star rail is fun. Wuwa has been extremely bad incapable of leading into anything and just revealing everything.