The Truth Of Zenless Zone Zero Gameplay After 50+ Hours - How I Actually Feel
Summary
TLDRIn this comprehensive review, the player dives deep into 'Zenless Zone Zero', a Hoyoverse game, discussing its unique gameplay mechanics, including combat, TV traversal puzzles, and city exploration. They share their experience with the game's difficulty, endgame content, and the daily grind, highlighting concerns about the game's slow start and the necessity of engaging early on. The video also touches on character complexity, the gacha system, and the potential for future content, concluding that while the game is enjoyable, improvements to the initial player experience are crucial.
Takeaways
- đčïž The game 'Zenless Zone Zero' (ZZZ) has a unique gameplay mix of combat, TV traversal puzzles, and city exploration.
- đź The combat system in ZZZ is engaging, with features like Chain Attacks, perfect dodging, parries, and Ultimates for characters.
- đș The TV mode is a puzzle mini-game that allows players to navigate through TVs to complete missions, which some players find boring or too simple.
- đ ïž The Hollow Zero endgame challenge offers a rogue-like experience, requiring players to strategize and adapt to enemy attack patterns.
- đïž City exploration includes managing a Video Rental store, interacting with NPCs, and completing side missions with a humorous tone.
- â° The game features a day-time system divided into Morning, Evening, and Midnight, affecting the availability of certain activities and missions.
- đĄ The story of ZZZ lacks a clear main plot or villain, focusing on a double life as a shopkeeper and a Proxy exploring supernatural zones.
- đš Visually, the game is polished with high-quality animations, cutscenes, and a stylish presentation of dialogues.
- đ¶ The soundtrack is praised for its quality, consistent with other Hoyoverse games like Genshin Impact and Star Rail.
- đ The game introduces a 'Battery Charge' system, similar to energy in other gacha games, which limits the amount of content that can be played without waiting for recharge.
- 𧩠The Hollow Zero mode is expected to be the main endgame activity, potentially becoming a grind for rewards rather than a continuous challenge.
Q & A
How many hours did the player spend playing Zenless Zone Zero during the 2nd Closed Beta Test?
-The player spent about 50 hours playing Zenless Zone Zero during the 2nd Closed Beta Test.
What are the three major mechanics of Zenless Zone Zero gameplay?
-The three major mechanics of Zenless Zone Zero gameplay are combat, TV traversal, and city exploration.
What is the TV mode in Zenless Zone Zero and why has it received mixed feedback?
-The TV mode is a puzzle mini-game where players navigate through TVs to complete missions. It has received mixed feedback because some players find it boring or prefer to skip it and go straight to combat.
What is the main character's role in Zenless Zone Zero?
-The main character is a Proxy who controls a Bangboo robotic creature and guides the agents inside places called the Hollows.
What is the significance of the daytime mode in the game and how does it relate to the Persona series?
-The daytime mode splits the day into Morning, Evening, and Midnight periods, affecting when certain missions can be started or progressed. It relates to the Persona series by simulating a daily life for the player, although it's not as punishing.
Why does the player feel that the early stages of Zenless Zone Zero are too easy?
-The player feels the early stages are too easy because combat can be mindlessly button-mashing without much strategy, and they believe the game should teach players more about its mechanics during this phase.
What is the Hollow Zero mode and how does it differ from the early game experience?
-The Hollow Zero mode is an endgame challenge that offers a rogue-like experience, requiring players to think and react to enemy attacks, unlike the early game which is easier and more straightforward.
How does the player feel about the combat animations and soundtrack in Zenless Zone Zero?
-The player finds the combat animations to be fast, fluid, and visually appealing, and they also appreciate the game's soundtrack, which they describe as not disappointing compared to other Hoyoverse games.
What is the Battery Charge system in Zenless Zone Zero and how does it affect gameplay?
-The Battery Charge system is an energy mechanic that requires players to spend points to engage in commissions. It affects gameplay by limiting the amount of content players can access without enough Battery Charge.
What concerns does the player have about the inclusion of Bangboo in the gacha system?
-The player is concerned that the inclusion of Bangboo, which have their own rarity, could lead to more summon currency being needed to get the best version of featured agents and potentially introduce more featured banners.
What are the player's final thoughts on Zenless Zone Zero and what suggestions do they have for improvement?
-The player enjoyed the game but suggests that Hoyo should fine-tune the first 10 to 15 hours to make it more engaging and teach players more about the game mechanics. They also hope that the developers take early game feedback seriously to improve player retention.
Outlines
đčïž Initial Impressions and Gameplay Mechanics
The speaker shares their extensive experience with the game 'Zenless Zone Zero', highlighting the combat system, character variety, and the unique TV traversal mini-game. They express mixed feelings about the game, appreciating its mechanics while also voicing concerns about its target audience and the feedback it has received. The speaker also discusses the game's three major mechanics: combat with collectible characters, TV traversal puzzles, and city exploration with the main character. They provide insights into the game's difficulty, endgame, and the 'Equalizing Test' beta version, noting that their opinions may not reflect future global versions.
đȘ City Exploration and Time Management
This paragraph delves into the city exploration aspect of the game, where players manage a video rental store and interact with various characters and shops. The speaker mentions the game's day-night cycle, which influences the availability of missions and the opening hours of shops. They also touch on the game's narrative, which lacks a central plot or villain, and consists of assisting different groups of agents across various chapters. The speaker appreciates the polished visuals, animations, and soundtrack, but criticizes the energy system 'Battery Charge' for its similarity to other gacha games, despite Hoyoverse's previous departure from this convention in other titles.
đ€ Combat Difficulty and Player Engagement
The speaker discusses the combat system's ease of use and the potential negative impact of making the first 20 hours too simple. They express concern that this might not engage players sufficiently to continue playing. The speaker also talks about the importance of enemy attack patterns and the game's generous timing for perfect dodges and assists. They speculate on the game's difficulty in the global release, considering the beta's generous provision of resources and the potential need for players to adapt their strategies for the endgame 'Hollow Zero' mode.
đĄïž Endgame Challenge and Combat Balancing
The paragraph focuses on the 'Hollow Zero' endgame challenge, which offers a rogue-like experience requiring players to strategize and adapt to enemy attack patterns. The speaker describes a challenging boss encounter that forced them to learn and adapt their tactics. They also mention the potential for the game to introduce modifiers that increase the challenge, and express hope for additional endgame activities to maintain player interest. The speaker finds the combat balanced, catering to both casual and strategic players, but notes the repetitiveness that may arise from using the same characters and tactics.
đź Gacha System and Final Thoughts
The speaker discusses the gacha system, including the introduction of 'Bangboo', robotic creatures that provide in-game buffs. They express concern about the potential for separate gacha banners, which could increase the amount of currency needed to obtain desired characters. The speaker also addresses the game's training mode, which allows for extensive testing of character builds. They conclude with their overall positive impression of the game, noting its controller support and high-quality production values. However, they urge the developers to consider feedback on the early game to ensure player retention post-launch.
Mindmap
Keywords
đĄZenless Zone Zero (ZZZ)
đĄCombat Mechanics
đĄTV Traversal
đĄCity Exploration
đĄHollows
đĄPersona Series
đĄGacha System
đĄBattery Charge
đĄHollow Zero Mode
đĄBangboo
đĄTraining Mode
Highlights
50 hours spent playing Zenless Zone Zero, beating the hardest boss and exploring all current content.
The game's target audience is unclear, with mixed feedback from content creators and the public.
Gameplay consists of combat, TV traversal puzzles, and city exploration with a main character.
Combat mechanics feature Chain Attacks, perfect dodging, parries, and Ultimates for stylistic fights.
TV Traversal is a puzzle mini-game with creative missions that some find boring or too simple.
The game's Hollows are supernatural zones that have wrecked the world, explored via TVs.
City exploration includes a Video Rental store, shops, and character interactions with side missions.
Daytime mode splits the day into periods affecting mission availability and character interactions.
The game's story lacks a main plot or stakes, focusing on a double life as a shopkeeper/Proxy.
Visuals and animations are polished, with cutscenes and combat animations being particularly fluid.
The game introduces a Battery Charge system for entering commissions, similar to Genshin's resin.
Rally Commissions and VR Trials offer different ways to spend Battery Charge for various rewards.
Combat difficulty is initially easy, with endgame Hollow Zero mode requiring more strategic thinking.
Hollow Zero mode offers a rogue-like experience with power-ups and increasing difficulty modifiers.
The game's combat is balanced for casual and strategic players, with complex character abilities.
Gacha system includes characters, weapons, and Bangboos, with potential concerns for summon currency.
The game's early hours are criticized for being too easy and slow, requiring player engagement to progress.
Suggestions for improvement include teaching combat mechanics more deeply and innovating TV puzzles.
The game is considered fun with potential, but requires careful consideration of early game feedback for long-term success.
Transcripts
So, I spent about 50 hours playing the new Hoyoverse game Zenless Zone Zero, I managed
to beat the hardest boss as well as all the current content, I tried out every character
and now I am entering the daily grind loop.
And I gotta say âI like this game but at the same time, I also feel concerned about
several things.
So, in this video, I wanna talk about Zenless Zone Zero gameplay, the difficulty, the endgame
and a lot more, including some spicy topics.
Keep in mind, my opinion here is based around the 2nd Closed Beta Test or as Hoyo calls
it the Equalizing Test, so if youâre watching this in the futureâŠ
hi and things might be different from the global version.
Now to me, this game feels like an enigma.
I truly donât know who is the target audience for ZZZ, I mean obviously people who are fans
of other Hoyoverse games such as Genshin or Star Rail might try it but itâs no secret
the game has been getting a lot of feedback both from content creators and the general
public and so with the amount of time Iâve spent on the game, I think I can give it a
fair assessment, so let me show you what the actual gameplay looks like to get the full
picture.
Basically, the game is made up of 3 major mechanics.
Thereâs combat where you fight with your collected characters, TV traversal thatâs
sort of like a mini-game and then thereâs the city and various areas you can explore
with your main character.
In combat, you take control of 3 characters called Agents but only get to play 1 at a
time by switching around, however, thereâs a lot of cool things that can happen, for
example thereâs Chain Attacks you can cause by building up the enemies Daze meter, thereâs
perfect dodging and parries that can cause various effects and you can even unleash Ultimates
that look really cool.
Now the other major part of the game is this TV mode or as I like to call it TV Traversal.
Basically, itâs a puzzle mini-game, where you navigate through these TVs and have to
beat missions this way.
Compared to previous beta test, these puzzles feel a lot more fleshed out, they are creative,
have different objectives and can be fun⊠if youâre into that sort of thing.
I say this, because Iâve seen a lot of complaints online that this mode is boring or that people
wished you could just go straight to combat and skip these puzzles.
And the thing is â this TV puzzle will take up a lot of your time, at least initially,
since now that I ran out of missions to do for this beta, I donât see those TVs that
much anymore and only the Hollow Zero endgame challenge has them, which is something that
I will talk about later in the video.
Now personally, I kinda like the TV mode but it really depends on the mission.
Some of them are fun and engaging, for example thereâs a puzzle thatâs like a tower defense
mode where you attack incoming enemies, other one had a quiz where you need to answer questions
based on your memory and so on.
However, I wonât lie â a good number of these TV mode missions feel too long or too
simple for my taste and I would get tired of them.
And you might be thinking â what is the deal with these TVs and what do they represent?
Well, the main character you play with is a Proxy â you take control over this cute
Bangboo robotic creature and you guide the agents inside places called the Hollows.
Hollows are dangerous, these supernatural zones have basically wrecked the world and
so when you travel through those TVs, you are actually investigating the Hollows.
But I dunno â every character in-game hypes up the Hollows like its some sort of death
zone of nightmares but even as someone who has a strong imagination, its hard for me
to think about the Hollows as a dangerous place because I donât really get to experience
it visually that much, besides the combat arenas that you can enter into from the TV
and start the fights.
Now the last part of the gameplay is city exploration.
You as a main character and your sibling own a Video Rental store called Random Play and
itâs located at the Sixth Street â a place of many shops and characters that youâll
meet.
You can go eat some Ramen for combat buffs, you can visit shops to buy weapons called
W-Engine, pull for artifacts which are called Drive Discs, you can talk to this mysterious
trash can to submit collectibles and so on.
And if thatâs not enough â Sixth Street is just the first zone and starting from chapter
2 of the story, you also unlock a new zone of Belobog Industries construction site.
And yes you heard it right, Belobog from Star Rail in this universe is a construction company
and starting from chapter 3, you can also visit this plaza but it doesnât have much
going for now.
Now the majority of your time during exploration will be spent running around and talking to
different people.
They will have some sort of side-mission available for you and most of them are pretty funny,
the game doesnât really take itself that seriously.
Whatâs also interesting is that there are some elements borrowed from the Persona series
because the day is split into 3 periods â Morning, Evening and Midnight.
Some missions can only be started or progressed during one of these periods, sometimes you
can even set the schedule by yourself inside the DMs, which is pretty interesting.
To me, this daytime mode feels like a gimmick for now but I get it â itâs trying to
simulate a daily life for you.
Because for example, sometimes youâll get special invites to hang out with one of the
Agents, to boost their Trust with you, so like they might want to hang out with you
during the Evening and if you miss it, then you have to wait until they are ready again.
So yeah, thatâs a Persona vibe although not as punishing.
Also, during Midnight I think almost all the shops close down, so you canât go inside
them and do things like buy stuff or pull for artifacts and you need to progress the
day.
But one major thing you will notice is that you only get to control your main character
â the agents that you obtain from the gacha, well you can only see them in combat but not
when just chilling out and exploring the city.
To me, this is a bit of a bummer â I get what they are trying to do here, since you
can easily find a lot of the Agents just hanging around the city, you can talk to them and
even improve their trust or obtain a new mission, which is cool but still, it would have been
nice to just run around with my obtained S-Rank agents around the city.
So now, you might be thinking â just what is Zenless Zone Zero about?
Well, the story that Iâve experienced so far has no main plot, no stakes and no big
villain group.
Instead, you just kinda live a double life of a shopkeeper / Proxy and you get reached
out during every chapter by a different group of agents.
Chapter 1 is all about re-acquiring some kind of mystery box for the Cunning Hares agents,
you know the ones that you see plastered all over the ads, while in Chapter 2 you assist
Belobog agents to locate the 3 missing machines they need to operate with.
Now Iâll admit it â Chapter 1 for me did not feel interesting, it was quite honestly
all over the place but in Chapter 2, the goal of retrieving the 3 machines and learning
more about Koleda, who is the leader of Belobog was actually really good and I think at that
point I understood that Hoyo this time around isnât trying to introduce a major plot point
immediately, at least for now maybe.
And I get it â when you look at Genshin, the goal is simple â save your sibling,
so thereâs a finality to that and I think no company that makes gacha games wants to
have a finality in their stories because then that means you either need to stretch out
the main plot or come up with bigger stakes for the 2nd arc, which I can imagine is not
an easy thing to do.
But yeah, visually the game is insanely polished.
Like, the animations feel super elastic and the stories are told in 3 ways â you either
have comic strips, cutscenes or just dialogues in this stylish manner between characters.
But damn, the cutscenes here feel like Hoyo dumped a ton of money into it, every time
a character talks, its very clear what emotion they are expressing, the movement is fluid
and overall, itâs an eye candy experience whenever you get to witness a cutscene.
The same could also be said for combat animations â they are fast, fluid and insanely gorgeous.
I also have to shoutout the soundtrack â Genshin and Star Rail have some amazing beats and
Zenless doesnât disappoint in this department either, I mean you are after all listening
to it right now.
But one major thing that completely changes with Zenless compared to Genshin or Star Rail
is that you actually need to spend the equivalent of resin or trailblaze power to jump into
any of the commissions.
In this game, itâs called Battery Charge, so yeah, itâs your usual gacha energy system
and while you can talk to NPCs in the city and start the missions, the majority of them
will require you to go to your Hollow Deep Dive System located at the Video Store and
this is the place where you get engage with the TV Traversal and combat gameplay.
It usually costs between 20 to 40 Battery Charge to start the commission and you can
have a maximum of 180 Battery Charge that recharges 1 point every 6 minutes, so while
thereâs more of it and recharges faster compared to Genshin, you still have to keep
in mind you cannot do the story if you donât have enough Battery Charge to spend.
And look, I get it â I know that a majority of gacha games require you to spend energy
in order to play the story but Hoyoverse literally got rid of this convention both with Genshin
and Star Rail, so it boggles my mind why this decision was made for Zenless.
And the thing is â the rewards you get for spending Battery Charge are pretty mild, if
we talk about the actual daily loop.
The two major ways to spend it right now, besides story content is by either completing
Rally Commissions or by doing VR Trials.
Rally Commissions are these long combat arenas, they have various cool one-time secrets you
can discover, like starting a secret boss fight but at the end of it, you get materials
for advanced character skills and more importantly you get materials to pull for the Drive Discs
which are the artifacts.
But, hereâs the funny part â it costs 100 Battery Charge to complete a Rally Commission,
so like more than half your max energy and the last stage gives you 60 of these Plating
Agents which is equal to 12 Disc Drive pulls.
By using this artifact gacha system, thereâs a good chance to get S-Rank Discs and if you
salvage them, you can then save up enough to pull for just S-Rank discs which is pretty
cool, especially since you can select which set to pull for with increased odds.
But like the artifacts, each Disc can have different main stat and here, you can actually
pull for a specific Disc with main stats BUT⊠it costs double the materials.
So, imagine a scenario â you wanna do a 10 pull for one specific Disc main stat, this
will cost 100 Plates, which is about 166 Battery Charge if we consider the last Rally stage
rewards, so literally all your energy for the day, especially considering it still costs
100 to enter a Rally.
However, once a day you can drink this coffee for 60 energy with various farming buffs,
so thatâs a plus.
But at least for now to me this feels like Zenless wants you to spend your daily energy
quickly but on the flipside, the grind is pretty short if you want a quick daily loop.
As for VR Trials â its just a stage where you select enemies from these cards, which
you can collect from exploration and then depending on the setup, you can quickly farm
up materials like money, character and weapon ascension mats as well as experience, which
is a pretty interesting and gives you unique control of how you want to spend your Battery
Charge for the day, especially considering that the coffee you drink for the day can
influence the drop rate of certain materials.
Now all this farming means the game is hard, right?
Well, itâs a bit complicated.
Like, legit the first 20 hours the combat felt braindead easy, I could just mash buttons
randomly and still clear everything without breaking a sweat.
However, we are talking about story mode and side missions â this is a Hoyoverse game,
when was the last time you felt like it was difficult to do this type of content.
But I think for this type of game, which relies on you reacting to enemy attacks, itâs a
bit like gaining bad habits since the endgame challenge called Hollow Zero will actually
force you to start thinking, so you wonât be able to just spam stuff and need to react,
something that you might have decided to not practice during story mode.
But, I could be biased here because in this beta, weâre getting tons of free resources,
leveling up characters is super easy and I donât expect the devs will actually give
you free packages containing S-Rank weapons and characters as well as tons of materials.
So yeah, maybe the game will be a bit harder on global, since the characters compared to
the beta wonât hit as hard and take more damage from enemies.
Although things like enemy attack patterns that tell you when you can do a perfect dodge
or assist are kind of easy to execute, it has very generous timing, all you have to
listen to a specific sound and look out for a yellow light.
So I honestly donât know what the actual difficulty of the game is but I am pretty
sure Hoyo wants to obtain a large and active playerbase with any of their games, thatâs
why they are literally the biggest gacha games company in the world, so people who donât
care about challenging content but want to engage with the story, will most likely have
a really easy time clearing those story and side missions, especially considering that
if you die with your characters thereâs three revives you can use to resurrect your
team which just solidifies my point and honestly that seems fine but I also understand the
need for people who seek challenging combat but need to wait until they unlock Hollow
Zero mode.
Still, if you make the first 10 to 15 hours so braindead easy, will people actually stick
with your game?
Because itâs not just the combat that makes the game feel slow â itâs also the Hollows
you explore through the TVs.
Like, for me personally, it took a lot of willpower to get through those TVs but I am
used to this kind of thing â outside of YouTube, I actually play tons of board games
as you can see my massive collection here and I only mention this because thereâs
this really annoying argument that youâll often face in a board gaming community and
that you need to play the board game for an X amount of times to fully appreciate it.
This is legit the most stupid thing because â oh you donât like this game after 5
hours?
Well actually you need to play it for 40 hours to really understand the finer things it offers.
No, its bullcrap â if a person doesnât feel engaged with a game within the first
few hours, why would they want to continue until they get to the so called good stuff?
And heck, they might not even like the good stuff when they are finally there, after all,
gaming experience is highly subjective.
So, what I am trying to say here is that, yes â early game of Zenless Zone Zero, at
least to me, feels too slow and you really need to find something to focus on in order
to get through the braindead easy combat and often exhausting TV Traversal.
It could be the story or side missions that youâre curious to learn more about or it
might be the city that you want to keep exploring.
For some, of course it could be that the combat loop, even if its not that challenging at
early stages of the game, it could be enough to start practicing team builds and techniques
so you can prepare for the Hollow Zero mode.
But, what does the Hollow Zero mode offer?
Well, Itâs a rogue-like experience, that shares a lot of similarities with Star Railâs
Simulated Universe, you choose a party of 5 characters you own but then start with only
1, then as you move along the TVs, you recruit some of those chosen characters and pick up
various power ups which are pretty fun, at least for now.
I am not gonna lie â the first stages are still pretty easy, so you have to wait until
you progress your account level and unlock the 5,000 point challenge because, this is
where things get interesting.
So, thereâs this boss at the end, this big pink creature â like I actually died to
it quite a few times and I was finally forced to learn its attack patterns.
There were things like seeking missiles you need to dodge in specific way, attacks that
you should perfect assist with your team and thereâs even this cool AoE attack it does
that will almost instantly kill your character and the only way to survive is to quickly
hide behind one of these barriers that show up for a moment.
This is where I had the most fun â to learn and adapt to a big bad boss and utilize your
whole team.
Whatâs even better â once you beat this challenge, now you can enable up to 5 modifiers
the next time you attempt it, and each modifier increases your Risk level from Low to Extreme.
So, for example, one of these modifiers will mutate the enemies and turn them into more
powerful forms, which to me sounds super cool and right now I am stuck on this mutated boss
that I canât beat mostly due to lacking better gear.
And honestly, I am busy making this video so I canât focus on fully clearing Extreme
difficulty but I have already seen people who did clear it, so I am really curious to
see how long it will take for me to beat this hardest challenge that we have in the beta
right now.
But yeah, this Hollow Zero mode will probably be the main endgame activity for you to play
with your characters, although I have a slight suspicion that it will eventually become similar
to Simulated Universe, where itâs more of a grind than a challenge and you just do it
as a weekly activity, collect the rewards and carry on.
But I am really hoping Hoyo introduces other endgame activities, cause that would be awesome,
since the combat in this game is pretty addicting, at least to me.
And speaking of which â I think the combat is pretty balanced.
For someone who just wants to experience the action without too much thinking â you can
do it, itâs not that hard to counter enemies and setup combos, while those who want to
practice some cool techniques, itâs also possible.
For example, grouping enemies, using one characterâs skill and then quickly switching to other
while the skill is deployed are just a few tactics that I was utilizing, although I have
to say that some characters feel a lot more complex in a good way, compared to others.
Like, as much as I love Billy, he was my favorite from the previous beta test, his complexity
wanes compared to Ellenâs, who is now my most favorite character to use because thereâs
so much going on with her kit compared to Billyâs or even any other characterâs.
And itâs not a coincidence, sheâs a featured S-rank agent for the beta, so you have to
pull for her and I can imagine in the future, the game will keep on introducing more and
more complex agents into the game but I hope this doesnât mean characters from standard
pool become irrelevant.
I am only mentioning complexity here because after playing the game for so many hours,
the combat does tend to become repetitive and using a fresh new character or building
different teams seems like a crucial thing, at least for me.
But yeah, if you want to learn about combat, in my previous video I talked a lot about
it, you can check it out here, although one big change compared to last beta is that character
elements instead of their attack types counter enemies.
You see, every character has an attack type and element but in this current beta, enemies
are weak to certain elements, while previously they were weak to attack types.
I dunno, maybe I am missing something here but this leaves me with a big question â whatâs
the point of the attack types, besides building team comps based on these passive buffs characters
have, like for example including 2 Slash Agents to give benefits for Ellen and so on.
And also in terms of team building complexity â it seems like Mono teams are pretty popular
right now, since thereâs this thing called Attribute Anomaly that you can build up on
enemies, so for example Ice agents can Freeze enemies and shatter them for big damage, while
Physical characters can cause Assault which interrupts the enemy, causes a lot of damage
and reduces Physical resistance for some time.
If I am not wrong, enemies can have attribute anomaly built up from several agents of the
same element, so thatâs why Mono teams like Ice or Physical are dominating Hollow Zero
as of making this video.
But one thing Iâd like to mention is that the game does offer a training mode with a
ton of options, so you can easily test your character builds, especially considering we
have some stats that is known very little about, like Penetration, Impact and Attribute
Mastery, so this is going to be a godsend for content creators and theorycrafters.
Because due to various mechanics in the game, I can easily see multiple ways how you can
build a character, for example, you could have one of them specialize in applying the
elemental effect on enemies faster, the other one could be good at increasing enemies Daze
for faster stun and chain attacks, while the 3rd member could be a hard hitting damage
dealer.
But yeah, I guess one more important thing to mention would be the gacha system.
I think the rates are about the same as other Hoyo games, however you can pull from the
banners either a weapon, a character or a bangboo.
These little robotic creatures are super cute and kinda act on their own as a 4th member
of your squad, they provide powerful buffs like increasing certain factions Critical
Rate by an insane amount and they also have some kind of an ability that triggers automatically
once in a while, like restoring your characterâs energy, so for example, just look at this
Butler I got â this little guy makes you a breakfast to boost your energy, itâs super
cute.
BUT â there is one big concern regarding Bangbooâs â since they have their own
rarity, that means the game could potentially introduce three featured banners, so like
an Agentâs, the weapon banner and Bangboo banner, so this means more summon currency
you need to spend if you want the best version of your featured agent but thereâs also
the fact that at least in this current standard banner, Bangboos are mixed together with weapons
and agents, so you can pull any of them, although for now, the only S-ranks you can pull are
just the Agents but itâs harder to pull for A-rank agents because both weapons and
bangboos are in the same pool.
Overall, if you stayed till the end of the video or maybe you just skipped to my thoughts
â hereâs what I think about Zenless Zone Zero.
I think, itâs a really fun game if you put the time in but I hope Hoyo fine tunes the
first 10 to 15 hours of the game.
You donât have to make it super difficult but put more emphasis on teaching the game
to players, instead of just letting us mash the buttons randomly before getting to actual
endgame.
For example, there was a great challenge I encountered at some point, where you only
can defeat enemies with chain attacks and a single hit from an enemy also defeats your
character, so it was fun to experience combat in a new way.
I mean, thereâs like 20 different things I had to learn about TV puzzle mode, why not
do the same and teach players about combat more as well?
And I am sorry to say this guys â but unless the developers are desperate, the TV mode
is not going away, its too integral to the story and too many things revolve around them.
However, they can either make TV Traversal shorter or yet again, keep innovating on the
puzzle solving aspect like compared to previous beta.
Either way â I personally enjoyed the game very much, especially because it has an amazing
controller support, so my Xbox controller kept rumbling and reacting to various character
and enemy animations, basically I think right now this game feels like a fully blown console
title that doesnât cost you a dime to try it out once it goes global but at the same
time, I also hope Hoyo takes the early game feedback very seriously because this is where
people decide if they want to continue playing and it doesnât take an analytics team to
know that.
Right now, I want to believe this game is for somebody who is willing to do puzzle solving
and also enjoys fast-paced combat which to me seems like a pretty niche target audience,
however since this is a Hoyoverse game, some might play this game for the story, others
might want to just hang out in the city and enjoy the slice of life events, so I dunno
I think weâll need to see how well the game fares after few months when it launches.
Anyway, I hope you enjoyed this video, Iâve been working on it for like a week now, itâs
my longest video I think, so Iâd really appreciate it if you could press the like
button and subscribe to my channel because for sure I will be making ZZZ videos once
it goes global.
Thanks for watching and see you next timeâŠ
5.0 / 5 (0 votes)