Honkai Star RailThe control attack system is one of the most satisfying parts of the RPG combat system based on the tournament, but according to the main designer, this function was almost not included. Instead, the mobile struggle was originally much closer Clear unclear: Expedition 33Parry Centric Qte System.
In a recent interview with Rebekah Valentine with IGN on the second anniversary of the game, the main designer of Honkai Star Rail, Chengnan An, talked about the evolution of Gach’s struggle mechanics. According to the early compilations of the game, they contained the “Break Break Qtes” weakness, which would allow the player to manually choose the action while breaking the enemy’s elementary weakness.
Many people who do not like turn -based games feel as they do, because they think the fight is too passive, so adding Qtes to evaporation and critical hits, such as in Clair Obsur, adds an additional level of commitment to the player. However, the Sandfall Interactive game is designed on the PC and console, while Honkai Star Rail and other Hoyoverse games, such as Genshin Impact and Zenless Zone Zone Zeone Zero, are designed for a huge mobile audience.
I think Qtes would make the Honkai Star Rail fight much more bulky on mobile devices, especially if you consider the importance of automatic batting for materials for materials. Agricultural relics and materials are tedious and repetitive, so players tend to set the fight into automatic mode that would be complicated if QTE was involved. I completely agree with the point of view that the transition from Qtes to control attacks makes the fight “more dynamic, intuitive and satisfying.”
Now, when the celebration of the second anniversary of Honkai Star Rail is in the rear review, Hoyoverse focuses on the first birthday of urban ARPG, so check our events Zenless Zero, zero zero zone and hopeless zone zone zones.
