The Truth Of Zenless Zone Zero Gameplay After 50+ Hours - How I Actually Feel

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These are my thoughts and concerns about Zenless Zone Zero gameplay. (CBT2)

CONTENTS OF THE VIDEO:

0:00 Intro - What To Expect From This Video
0:57 Gameplay Overview
5:16 Story & Graphics Review
7:03 Energy System & Daily Loop
10:01 Is This Game Difficult? ZZZ Difficulty Explained
13:15 The Endgame (Hollow Zero mode)
15:12 Combat, Best Teams, Characters
18:02 Gacha System and Bangboos, Is The Game F2P Friendly
19:13 Final Thoughts - Should You Play Zenless Zone Zero?
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So this video took me way too long to make - I am sure it will not perform as well if I just released my first impressions on day 1. BUT... I wanted to be honest here and experience everything before I can deliver my thoughts. Hope you guys enjoy this video.

GachaGamerYouTube
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I think what hoyoverse is doing is not necessarily wanting the whole same crowd of genshin or hsr, but looking into new audiences as well that probably enjoy this type of game. I think many who enjoy genshin and hsr may find this not their type of game.

Bubbleflute
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This is starting to feel more like Honkai Impact more and more. Three man team who you switch around, perfect evasion/parry, switch combos, bangboo (elf) system, the characters are their own characters outside combat and you can increase trust with them, story stages consume energy. All of these are Honkai Impact things.

Edit: guys, I'm talking about gameplay, not story.

cccelestialcodex
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I think its safe to say that this game will definitely follow the path of hi3, slow at the start and continues to update based on feedback etc

yaemiko
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Honestly, style-wise, this game has the most appeal to me; if they started doing persona level interactions I think it could perform strongly. I would buy characters if they gave extra side cutscenes that lead to anime B plot level stuff.

ninjaboy
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I'm just happy they're adding more body types in the game and not the default ones that Genshin and Star Rail used

Kkuroshiro
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It sounds like ZZZ is taking from Hi3's Type/Element system. Teams are usually made up of various types of damage (Biologic, Mecha, Psychic, Quantum, Imaginary, and now Stardust) but deal primarily one damage element (Physical, Lightning, Ice, and Fire). The prominent exceptions is are Trio - a team made up of three Imaginary types that each deal Fire, Lightning, and Ice damage and whose kits change when on a team together - and Herrscher of Truth - the Ice element member of Trio whose buffs to Fire and Lightning make her indispensable to teams focusing on those elements. There's also a pseudo fifth element, Bleed, for which a dedicated buffer is about to release and that layers on top of the four traditional elements.

Anyway, units can have a type advantage/disadvantage against enemies while enemies can also be vulnerable or resistant to particular elements. As a result, end game challenges are easily tailored to particular units, albeit you can still do well with a dps that only partially counters the boss

negspirito
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their design team is top tier, reminds me of arcade games in the 90s and early 2000s. not to mention their animation is probably the best in the category. one thing to note about hoyo is they have a content problem. i feel like you can only appreciate the design to a certain extent until you feel like the game is empty.

genshinFPlay
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Personally, I found the MC-specific town to be really helpful at selling the sort of Persona vibe that parts of the game can emphasize, and I'm a huge nerd so the puzzles/hollow/"tv mode" gameplay has generally been a pretty fun way to keep the pace of the game variable.

The farm systems having such an intrusive energy cost (and hence disrupting story progress if you want to level your is a bit rough while still working through the story, but I find the ability to dump energy/"do my dailies" in just a few minutes to be an absolute godsend if I want to stick with the game, because every single game that's demanded more than that is something I've bounced off of in a month.

Overall, I think the game's got room to grow, and this review of it was super solid, thanks!

MeltCat_Amy
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It seems that Genshin is designed to appeal to the broadest and widest audience, while Hsr and ZZZ are more catering to specific player niches

edit: to clear confusion, I don’t think he is bashing this game solely for the reason of “not being a genshin”, but rather the fact that if hoyoverse is aiming ZZZ towards the broad appeal “genshin” road, it still needs some work to be able to do that. For it is more niche.

jim
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Not being able to run around the city with characters you own is a good example of trying to make things more realistic and ignoring the fun aspect. I believe this will make many feel like you don't really own the characters you pull. It is a surprisingly weak decision by Hoyo which I didn't really expect from them after Genshin and HSR. 😮

HBonk
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surprisingly the best, most objective review I've seen so far. delves into what's good and bad, why it's like that, and at what point in the game you would expect it. awesome video 👍

Ezel_
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There is a reason why spectacle fighters like this tend to have a grading system. It allows the game to be easy if you want to do the bare minimum but incredibly difficult if you want to master it. A low skill floor and sky high skill ceiling is the key to making games like Bayonetta and DMC almost infinitely replayable.

ratoh
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ZZZ is definitely hoyo trying to capture newer audiences. And tbh, they already have my attention with this one, it'd be my first hoyo game when it comes out

touchstart
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As with any Hoyo game, I believe we will have a very rough patch start. While Star Rail has added a lot of QoL and so has Genshin (alas not as much as SR) I believe ZZZ will do the same as Star Rail. They will test the waters with an even bigger audience and see what can they keep, what can they improve and what must they discard just like they've had before.

Runawayturist
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“This is a Hoyoverse game- When was the last time you it was difficult to do this type or content?”

*Yae’s training for Raiden’s fight flashbacks*

achixkem
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The battery system is more remincient of how fgo works, but they usually get around that by refilling stamina when you level up so you get infinite stamina early on.

Menace
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I've heard a lot about this game and it looks to me that this is the opinion of the comunity at large. It's fun, looks incredible, it has a lot of potential, but it has a of problems that need to be adresed before it opens shop, otherwise it's going to lose a lot of players really fast, specialy the boring tv puzzless, the locked story quest, and the ineficient stamina system. I've also heard concerns regarding the gacha and artifacts grind, to the point that some say this may be mihoyo's most predatory system, which is a lot, given how Honkai impact 3rd has a standar banner, a character banner, a weapon banner with both the weapon and stigma (honkai artifacts) you need for your valkyrie, another character banner with increased rate but completely independent pull count, the elf banner which would be like the bangboos of ZZZ, but a lot less relevant and the skins banner (it's not called a banner but it's basicaly a banner).

luisreynamboarcos
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I just hope they change the way TV mode works, maybe like SU in HSR where it's still fun, short, and straightforward while still bringing the rouge-like element into the game so we can enjoy the battle more often

skyzell
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Your feedback is priceless, I hope HY will take it on consideration

mohdz