Overview
I have spent over a hundred hours on
HSR and have completely caught up on the main story (patch 3.7 at the time of this writing) I have experienced over two years of content updates and have seen all gameplay.
This review turned out unusually long, but I wanted to cover all major points of consideration up so people know what they are getting into.
Honkai Star Rail (HSR) is a space fantasy turn-based JRPG made by the Shanghai developer Mihoyo, the devs of the multi-billion dollar game
Genshin Impact. In this game you follow a central party, the passengers of the Astral Express, as each arc takes them to a whacky new world (not necessarily a planet). HSR is a gacha game; gameplay is free, but most of the roster of playable characters must be rolled for using the limited premium currency. The game is overall good, the highlight being the appealing character designs and stunning animations during battle and the regularly added event minigames. However, there are many quirks that add up to create dissatisfaction.
This game is a global, simultaneous cross platform release. A common issue with JRPGs and Asian gacha games is that the Western release is significantly delayed compared to the domestic release. It sucks to see those guys over there being in the cool new expansion land talking about a story that seems so much more exciting than what you are going through now, playing with cooler characters, etc, while you are 8+ months behind. You do not have to worry about that here. Also, because the game has a crossplatform save, you can play the game on your phone while on lunchbreak and then come home to your computer and resume on a much bigger screen, which is very nice.
HSR has solid performance. This is something that shouldn't have to be considered noteworthy today, but sadly it is. Over the course of my now hundreds of hours spent playing, I have only had I think one crash, and only had two mildly annoying bugs (character models not displaying during one dialogue conversation cutscene in Jing Yuan's office, and a visual effect in the Vortex of Genesis which vanished after a while). I have otherwise had no issues with the game performance, either on PC or on my phone.
Visuals/Aesthetics
The highlight of the game, the turn based battle animation cutscenes, are absolutely spectacular, especially for more recent characters. HSR is tied with the latest
Trails games as having the best looking animations/ability cutscenes in a turn-based game. Sadly, they are devalued for reasons I will get into later (in short, characters only have two buttons and party size is 4, so you are watching the same 8 cutscenes play over and over for countless hours).
The gifs below do a great disservice to the animations since they are at a reduced framerate and do not have the sound effects and voice acting which heightens the experience.
Some of the out of combat idle animations are neat too.
The character designs are generally very appealing. With a roster of 79 playable characters so far, you will probably find several that you will really want. (Actually trying to fit your favorite characters into a good party is another question). There are however a couple caveats. So far, the characters just use the same half dozen stock bodytypes: tall man, medium height man, teenage boy, tall woman, medium height woman, short woman, and loli. The physiques are exclusively slim. Also, all but one character has a clean shaven smooth babyface. So you wind up with a cast where everybody is a young beautiful twenty-something, unlike the wider variety you see in traditional box purchase JRPGs like
Final Fantasy or in other gacha games like
Granblue Fantasy (GBF). You will not find any big broad shouldered men, bearded men, middle aged men or grandpas, etc. Fortunately, HSR's stock models are not the exact same ones used for Genshin, so HSR's cast looks overall a little older. In Genshin assembling a party of men who look older than 20 is impossible.
The one major failure in character design is the Main Character (you). It is lackluster and unchanging, despite having received three classes — a marked departure from every other character.
Also, despite this ostensibly being a game set in space, you will not find any actual alien looking playable characters. There are a couple inhuman looking non-playable characters in HSR right now like the robot Professor Screwllum or the huge space werewolf Hoolay. Screwllum has been leaked a couple times to become playable, but his kit wound up being given to another beautiful young 20 year old man, so it seems that Mihoyo isn't going to try something like that any time soon. There are playable characters that are ostensibly of other "races", but they are just humans with fox ears and foxtails, or they have a dragon tail and some horns glued onto their forehead.
He'll finally be released one day. Maybe. Hopefully before the heat-death of the universe.
Another point in HSR's favor is that unlike
Genshin Impact and
Wuthering Waves, HSR's characters do not use a small handful of weapon types like swords, spears, bows, etc which can be equipped by different characters. Instead, every character has their own unique weapon. Some people use a tablet to control laser drones, some people use ink brushes, some people conjure magick in the shape of chess pieces, etc. This avoids the samey-ness that plagues Genshin's and GBF's rosters and leads to overall more unique HSR character designs.
Environmental art is inconsistent. The city areas generally look pretty nice in wide shots. When you get up close to stuff like stalls, they can be sparse in details (like stuff on shelves). Probably made with phone performance in mind and they don't want to bother with toggling models on/off for different platforms. The dungeon environments are usually not quite as good looking as the city districts, but still look acceptable aside from a few underground areas on the first planet.
â–ş Lots of environment screenshots
The professional Japanese voice acting is very good. The English dub I found to be mediocre, as expected of an anime game dub.
Now for the more underwhelming parts of the aesthetics.
The mob models are generally pretty novel. I love the robo dinosaur chef. However, there is a limited number of them. This becomes quickly apparent as soon as you begin doing daily character farming or do your weekly endgame runs. You will be seeing the same clunky blue Belobog mech, the same zombie leafmen on Xianzhou, the same Penacony robodogs holding a beer, and the same Amphoreus stonemen or solar dogs, etc. Even the same handful of bosses if you do the weekly endgame activities. Even if you hold off on doing dailies and just go through the story dungeons, you are going to be fighting hundreds of the exact same handful of mobs for that planet over and over. Annualized JRPG releases like 1990s
Final Fantasy or
Trails had far more mob variety in single games than this game has had over the course of 2+ years. I don't see why Mihoyo with a far greater budget missed that mark. And then of course, there are the two MMOs,
World of Warcraft and
Final Fantasy XIV, which release dozens of bosses per year via dungeons and raids. Boss variety is one of the few things those games still have an advantage in.
A collage of various common enemies.
For such a high budget, high production value game with such incredible battle animations and visual design, the battle UI and the menus are comparatively underwhelming. They are by no means bad, but I wish the devs had gone the extra mile that
Persona 5 did or that
Arknights Endfield is doing. Fortunately, Mihoyo has wound up doing that for their next game,
Zenless Zone Zero (ZZZ).
Outside of combat, the animations are underwhelming. All characters of the same stock bodytype use the same shared idle pose and run animation (compare to
Overwatch,
GBF Relink, or ZZZ where every character has unique animations for almost everything).
There is some neat music in here, but the soundtrack has a low hitrate. Same problem as Genshin where the soundtrack is quite large (so far 200+ ingame tracks for HSR over a period of two years), but only a handful of them are memorable and worth adding to a favorites playlist. Again, for a game of its caliber, I don't see why they could not recruit or contract better composers. The Nihon Falcom
Trails games have a budget a fraction the size of HSR's, but their OSTs continue to have a very high hitrate. My main issue is that most tracks here lack a melody to grasp onto and remember. I particularly dislike the stereotypical Western pop songs that play during the final boss fights of Belobog and Penacony, and the cheesy Penacony love song. They just made me want to mute the game rather than elevating the experience. Another oddity is that despite the battles looking fabulous, there is hardly any really memorable battle music.
My favorite tracks (with youtube links):
â–ş Show Spoiler
| Soundtrack Album | Track Name | Original Composer | Arranger | Notes |
| Honkai Star Rail - Out of Control | Space Walk | Kexin Wang, Qi Gong | Kexin Wang, Qi Gong | The first somewhat memorable song in the game, when you near the end of the prologue zone of Herta Space Station and reach the hub area/plaza. |
| Honkai Star Rail - Of Snow and Ember | Streets Abuzz | Yifan Lin | Yifan Lin | plays in the underground city of the first planet. I like the vocals in these underground songs. |
| Honkai Star Rail - Of Snow and Ember | Underground | Yifan Lin | Yifan Lin | Underground normal battle theme. I like the chanting with the heavy percussion. You are on the run and fighting large, heavy mechas, and at this time I was underlevelled and didn't have many food items to heal so they felt intimidating. |
| Honkai Star Rail - Of Snow and Ember | Thick Haze | Yifan Lin | Yifan Lin | More atmospheric underground city districts with the pounding percussion. |
| Honkai Star Rail - Svah Sanishyu | Lustrous Moonlight | Yifan Lin | Yifan Lin | Plays in the colorful, always evening city district on the Xianzhou Luofu worldship. Probably the first town area I really liked being in. |
| Honkai Star Rail - Svah Sanishyu | Hunter's Intuition | Yujue Wang | Yujue Wang | Kafka boss theme. It is odd how Kafka is built up to be this super high intergalactic criminal on the most wanted list who we should be really afraid of. But this game has level scaling, and by this point I was upgrading my team and outpacing the level scaling and she wasn't a challenge. None of the fights after the first Argenti boss fight were threatening. It is also odd how short this song is, and I don't think this song plays when you fight Kafka in the Simulated Universe roguelite endgame mode. |
| Honkai Star Rail - Svah Sanishyu | Upon the Firmament | Yifan Lin | Yifan Lin | Plays in a Xianzhou dungeon area. I liked how atmospheric it was. The lone plucked strings combined with wandering a huge exposed space made me feel vulnerable. |
| Honkai Star Rail - Svah Sanishyu | Blade Abracadabra | Yujue Wang | Yujue Wang | IIRC this either played on normal boss fights or on certain chest enemies. I really liked the flying second half, always felt good to time the use of my characters' ultimates with it. |
| Honkai Star Rail - Svah Sanishyu | Skyedge Voyage | Qi Gong | Qi Gong | Plays in a daytime district of Xianzhou. I like the airy feel but it feels a little too "lofi-ish" or techy at times for it to be my favorite. |
| Honkai Star Rail - Astral Theater | Paean of Indulgence | Yujue Wang | Yujue Wang | These three songs play in the patch district area of Aurum Alley, which I thought visually looked quite nice with the colors of the purple sky and the orange lamps and the people walking about. Underutilized zone once you finish the event there. |
| Honkai Star Rail - Astral Theater | Night Bazaar in Full Glow | Yujue Wang | Yujue Wang | |
| Honkai Star Rail - Astral Theater | Whispers of Departure | Yujue Wang | Yujue Wang | |
| Honkai Star Rail - The Flapper Sinthome (Part 1) | Lustprinzip | Yujue Wang | Yujue Wang | Plays in the Penacony Grand Hotel lobby. |
| Honkai Star Rail - The Flapper Sinthome (Part 1) | Lucid Dreams | Kexin Wang | Kexin Wang | Atmospheric cutscene theme. Feels like longing. |
| Honkai Star Rail - The Flapper Sinthome (Part 1) | Halfway House | Kexin Wang | Kexin Wang | Plays when you are gallivanting with Firefly on the rooves of the Penacony skyscrapers in the always nighttime world. Has that dreamy, nostalgic fantasy vibe. |
| Honkai Star Rail - The Flapper Sinthome (Part 1) | On the Disintegration of Evermemoria | Kexin Wang | Kexin Wang | Penacony minigame theme. Is sadly pretty short. |
| Honkai Star Rail - The Flapper Sinthome (Part 2) | Stranger Than Paradise | Kexin Wang | Kexin Wang | Plays at Siobahn's bar in Penacony where you mix drinks for the monsters. Atmospheric. |
| Honkai Star Rail - The Flapper Sinthome (Part 2) | The City in the Sea | Yujue Wang | Yujue Wang | Another atmospheric always nighttime city district, this time a forgotten one that is near abandoned. |
| Honkai Star Rail - Astral Theater Vol.2 | Alone Time | Jing Wen | Jing Wen | Dreamy, longing song that plays in the interior of the Radiant Feldspar airship in Penacony. |
| Honkai Star Rail - Astral Theater Vol.2 | Now, Voyager | Jing Wen | Jing Wen | Radiant Feldspar deck theme. |
| Honkai Star Rail - Allegory of the Cave (Part 1) | Plantlife Euthys | Wandi Nie | Wandi Nie | Nice flute music that plays in the outdoor areas of the city of Okhema. |
| Honkai Star Rail - Allegory of the Cave (Part 1) | Trampled Snake | Chi Wen (文驰Vinchi) | Chi Wen (文驰Vinchi) | Amphoreus normal battle theme with cool pounding woodwinds or bagpipes. |
Story
The setting is overall novel and interesting. The first arc takes place in the last surviving city on a frozen world. It has an underground half and some mechas. The second arc takes place inside the huge pocket dimensions of a really cool worldship with a combination of traditional Chinese architecture and some sci fi aesthetics. The worldship fleet is populated by an alliance of three races who used spacefolding technology to take their home continents and oceans with them as the worldships pursue and hunt down denizens of Abundance. The third arc takes place in a grandiose 1920s Las Vegas dream world and has dungeon levels with impossible geometry. The fourth planet is a fantastical ancient Greece where you fight stonemen and weird corrupted enemies. HSR has its own space magic system (Paths) that does not feel like The Force. There are lots of swordsmen, but instead of wielding laser swords or chainswords they just wield regular swords and amplify their attacks with the Paths. Instead of a galactic Federation, there is a megacorp that is taking over everything but is trying to build a wall around the galaxy to protect it from greater threats. It does not feel like stuff you have seen a thousand times before in
Star Trek, Star Wars, Stargate, BSG, Mass Effect, EVE Online, etc.
The story has severe issues, mainly due to a bad combination of the scene writing/story pacing, and the visual presentation of the cutscenes.
HSR is an ultra story heavy game bordering on being a 3D visual novel like the
Trails series. But unlike the
Trails series, which has competent enough in-engine cutscenes, almost all of HSR's in-engine cutscenes are barely acceptable and quite boring to look at. It's usually just characters standing around in a circle doing really canned animations with very inexpressive faces, and the cinematography is usually not interesting. There is also an astonishing amount of fade to blacks and reading white text describing what a character did, because the devs just won't bother to animate what is going on. Again, it boggles my mind how Nihon Falcom is able to achieve far more with a fraction of HSR's budget. It is also baffling given that
Genshin Impact has had a few decently animated and shot in-engine cutscenes.
Then you have the writing/pacing of the scenes and the dialogues. The overwhelming majority of HSR's script is filler. On the macro level, you have a lot of redundant conversations where characters stand around in a circle and recite information we already know. Same exact problem as in
Genshin Impact, just without Paimon's high pitched voice. For the actual scenes dialogue, much of it is fluff. For the first three arcs of the game, characters spend much of a scene beating around the bush, talking in riddles, philosophizing, etc, rather than actually talking about their next step or tangible actions to take. There is an amusing stretch where a character is talking to himself for 2 hours, which quickly becomes dull. Perhaps the devs intended him to come off as introspective or nove. So little actually happens in your average cutscene that you can just press the skip button to read a one sentence summary of it and you will probably have not missed much. I wish I had, because I have sat through almost all cutscenes just in case I would have missed something impactful. I did not. So it feels like most of the story is just pretentious or people spewing empty words. And because of the sheer amount of filler in which nothing happens, it just kills the tension and the pacing as you can go many hours in between something happening.
This micro level writing does wind up getting a little better when during the first few patches in the Amphoreus arc (though it does not last), as characters spend more of the scene time plotting their next move, but you are still left with a lot of redundant scenes that could be condensed into one, and you are still left with boring cinematography/visual presentation of the in-engine cutscenes. The 2D visual novel CGs wind up being more evocative.
Story scenes are probably the biggest sin of the game. They are usually unenjoyable on a moment to moment basis. When I come home from work and boot up the game, I feel eager to do the battle content, but then when it comes time to slog through the story, I keep finding myself alt+tabbing out and browsing online forums instead. It's the same problem that often plagues FF14's main story (particularly the later expansions). It is not able to grab and hold my attention like the first discs of a Playstation
Final Fantasy game or a great visual novel, or a good book.
This game has a similar issue that the English localization of
Final Fantasy XIV has, which is that a lot of the protagonist's serious, in universe appropriate dialogue choices are replaced with dated memey lines or slang or references.
As for the actual story itself, it is very long but only a small handful of times has elicited any emotion from me. I thought a few of the characters (March 7th, Sampo, Tail, and Hyacine) turned out to be very funny.
There are several cool looking prerendered cutscenes, but because the moment to moment experience of the story is so shaky, these grandiose setpieces usually do not feel "earned" or well stitched together with the rest of the story.
It is jarring how you might be adventuring with characters in the story, be it in cutscenes or following them in the overworld, but because you don't own them you will enter a battle and those characters will suddenly vanish. You can also put other characters you acquired via the gacha into your party while doing the story, and the story will not acknowledge their presence (unlike say
Suikoden or Trails). It is also disappointing how characters in your party do not react or respond to each other like how
Trails characters might thank another character by name for healing them, or how in GBF characters related to each other would banter.
Gameplay
Despite the plethora of characters, HSR can be frustrating and disappointing when it comes to party building. In HSR, characters usually only have two buttons to push besides a basic attack. A skill, and an ultimate. Characters also sometimes have a talent/passive ability that usually goes off without you doing anything (ie, Blade doing a revenge attack after having built up 5 stacks of attacking or being hit). There are a only a small handful of characters that have more buttons to push. For instance, Castorice gets different basic attacks and skills when her dragon is out, or Phainon while he is transformed. There is almost zero meaningful character customization. You can't make characters learn additional abilities or spells (lightning, heal, etc) like in
Final Fantasy,
Trails, etc, which allow you to overcome any limitations or deficiencies of their character kit and run with a party of any characters you like.
So pretty much the two buttons and the passive is what you get. Furthermore, while you can beat the main story (which is 90% of the game's combat content) with almost any comp so long as it has at least one healer, the mobs are damage spongey and may require at least three or four hits from a well built team to kill. Some mobs have to be killed twice because they get a one time resurrect. Due to the game's level scaling, you are never able to outlevel the mobs. So it feels disappointing that you may have a party of legendary super skilled swordsmen with spectacular techniques, but they feel kinda weak against regular mobs.
Another design quirk is that a character's skill requires spending the party's shard skill points, which can only be built up by having a character use a basic attack.
Did you want a party of cool men? Well sorry, this party is terrible. It's gonna be SP starved, your DPS characters are going to be alternating between doing basic attacks and using their skills, no one's abilities really synergizes with each other, etc.
So instead of building a four man party consisting of three of your favorite warriors (let's face it, most of the cool characters are DPS) + a healer, you are instead incentivized to instead build a "hypercarry" party, consisting of one one DPS who always uses his skill, and two buffers and a healer who alternate between using basic attacks or skills to buff/heal as needed. The buffs usually last for at least two turns, so you have one DPS who is consuming skill points to spam his attack skill every turn, and then the buffers mainly use basic attacks to generate skill points for him and occasionally use a skill to keep the buff on him refreshed. You can't really have multiple DPS in a party because then you will be SP starved and using wimpy basic attacks. Most buffers and healers in this game are cute girls, with only a couple cool-ish men as healers. So that one cool swordsman you like will hit hard, but you will be stuck with three other characters you might not like that much.
Also, because of how narrow the characters' toolkits are, characters only really synergize with a small handful of other characters. You can't just pick any random two buffers and healers that you might like. You often only get a pick of one or two choices. For example, the DPS characters Castorice and Blade deal more damage based off of max HP and HP loss. So that means they don't benefit from buffers who boost attack stat, they straight up don't function when paired with shield healers, and there are only a handful of other characters that can trigger HP loss for them or give them more HP. So if you want to play Blade, you can't really just throw him into a team of other cool men. Instead, you have to surround him with a daycare of hyperactive colorful girls like Hyacine and Tribbie since they are the only characters that synergize with him.
And you really, really want your characters to synergize well. There are up to five mobs displayed simultaneously during battle, and there can be multiple waves of them during one battle. There are countless battles; whether it be going through a story dungeon and encountering dozens of trash fights, or doing your daily character material farming or weekly endgame runs, which can absorb countless hours of your life. You want optimized teams so that you can save time. And the endgame has a turn limit, so it's not enough to just survive. You need to maintain high enough DPS. So when you want to get an HSR character, you are actually really incentivized to get their whole "team" that supports that character, and you will have very little leeway for substitutions. It also seems to be the default that characters who are related to each other in the story often do not synergize well in gameplay. It is very hard to assemble a synergized party of characters who are canonically friends. The new gamemode introduced in patch 3.7, Currency Wars, offers new abilities and buffs for fielding canonical teams of characters together (ie Stellaron Hunters or Astral Express characters), which is nice but is so far exclusive to that one gamemode rather than the rest of the game.
Also curiously absent is Genshin's elemental reaction system, where when the abilities of two characters collided, it generated a third effect that could be something like granting shields or causing a healing AoE to appear. This helped give characters more use outside of just the two buttons they had.
HSR's gacha system features some peculiarities. When you acquire a character, you cannot actually use them right away unless you are a brand new player. The game has the same world level scaling as in Genshin. In other words, the longer your account has been playing, the higher level the mobs are and their stats. But when you pull a character, they start out at level 1 with none of their talent tree filled out. So that character if they were added to your party would fall over dead in battle and be dead weight. So you actually have to do a week or two of using your daily energy to farm materials to upgrade the character before they are ready to be used. Sometimes you can pre-farm the materials before a character becomes available to pull, in which case you will fully develop a character on his release day and will garner no further satisfaction from developing him unless you pay money to pull his eidolons (more on that below). But if the character is brand new and they require materials farmed from the new patch content, you are out of luck. In other words, there is a delayed gratification from pulling a character that you might have spent money on. I cannot think of any JRPG that functions like this, as characters usually either come at the average level of your party or can be very quickly and easily levelled up to play with you.
A character's talent tree, called Traces.
Another issue with this format is that if you pull a character who is from a later story arc or planet you have not reached yet, they require materials from said planet. This was actually a major issue in Genshin if you pulled a character from the Inazuma islands which you can't visit until you beat the reach the third story arc. HSR alleviates this by allowing you to open up a menu and do any mat farm fights regardless of whether you have actually reached that location in the story, but then you are getting an out of order introduction to antagonists, which will undermine the story when you finally reach that boss fight since you were already doing it regularly to farm materials.
You can open up this menu and click to begin farming mats from a location on a planet that you might not have even visited yet in the story.
Once you have finished material farming and have filled out the character's talent tree, there is no way to further upgrade or progress your favorite character. In other gachas like GBF or
Fate/Grand Order (FGO), you can use highly limited items to empower your most favorite characters. Can't do that here. Not without paying. You will have to spend your precious gacha currency (Stellar Jades) to pull for duplicates or for that character's signature light cone. In either case you just give the character a mostly invisible passive that you will not notice during battle. It just feels bad to max out a character within a couple weeks of pulling them and never be able to make them better, and it feels bad to pay for invisible traits.
Speaking of farming materials, the process is a chore. The game has an auto-battle feature, where if you toggle it on the game will just automatically play your party for you and win fights without input. The AI will almost always play the party optimally. As mentioned, there are a humongous amount of trash fights in this game. As spectacular as HSR's battle animations are, you can only watch the same cutscenes so many times. So you really want to just keep it and the fast forward mode turned on. This effectively means that you are not really playing most combats and instead just moving the character forward and alt+tabbing out to browse the internet while the game battles in the background. This does a huge disservice to the game experience and the game's best feature, the battle animations. Auto-battle is only made unavailable for a handful of story battles.
The presence of auto-battle however at least makes doing your dailies tolerable, whereas in Genshin I had to manually walk to each daily quest location and manually fight, which was just a tremendous waste of time for chores that added up day after day.
The game experience would be much better if there was nowhere near as much trash (or if they didn't have as many waves), there was no daily farming, and auto-battle did not exist. In other words, if the game was just a regular JRPG with more chapters patched in.
Characters don't receive a lot of individual attention. You may have spent money pulling a gacha character, but outside of their limited screen-time in the story you will pretty much only see them in the turn-based battles. Party members do not accompany you in the world and occasionally talk like in JRPGs, and unlike Genshin there is no real reason to switch to and play as your other party members for extended periods of time. In Genshin you had to traverse the world to reach daily locations or just to explore the map. HSR is pretty much just hallways so there is very little go back and explore, and you do not need to do any travel to reach dailies since they are accessible from a menu. So spending money on characters does not feel like it has that much value since they are only ever relevant in combat if they are in your four man party. The weekly endgame resets have you use two parties, but that's just for about 5 or 10 minutes. For a game with a humongous roster of 75+ characters that adds two new characters every 6 weeks, it does feel like the 4 party member limit is restrictive and misses the potential of the genre. Other games with huge rosters like
Suikoden or later
Trails let you have 6 to 8 characters in your party, and other gachas like
Octocpath Chronicles of the Continent (now getting a rerelease as a box purchase singleplayer game with the gacha removed) has 8 party members.
In-battle elemental interactions left me cold. Like Genshin, HSR characters are of a certain element (ie fire), and mobs have elemental weaknesses (ie wind). However, attacking mobs with the correct elemental has no noticeable visual impact. It's just an invisible 1.1x damage multiplier happening in the background. And again, HSR has no elemental reaction system, so the elements just aren't visualized at all.
Final Fantasy X also had a very similar mechanic of matching up characters with mobs according to their weakness (swap in Auron to shatter armor that other characters' sword swings bounce off of, swap in Tidus who can hit fast wolves that dodge other characters' attack, swap in Wakka so he can throw his blitzball and hurt a flying enemy that is too high up for melee characters to reach, etc), but again HSR has no such satisfying visualization.
Coming into this game as a new player can be overwhelming. As a new player, you open up the menu and see a dazzling wall of buttons that leads to more menus, and a lot of alerts each competing for your attention. There are 10 different menus that you need to find in order to be claiming your daily login patch jades/pulls, your achievement jades, your daily quest jades, your battle pass jades, characters who are missing a light cone or relics that need to be equipped, new content unlocks, new events, etc. After a couple weeks you begin to memorize where everything is and get used to it, but as a new player it was incredibly overwhelming and mildly off-putting.
This isn't even all of the buttons/menus yet. More unlocked and appeared on this screen after this.
One of the achievement screens. And yes, you have to click on every single button.
Another achievement screen.
Daily login screen when a new patch drops.
Another daily login screen.
The notices on the overall main menu direct you to a THIRD daily login screen that directs you to the official Mihoyo forum. Logging in there once per day gives you tidbit of ingame currencies too!
It's those facebook game daily missions from 2010!
Battlepass rewards menu
Another progress menu.
Events
There is a content patch every 6 weeks. Not only does the patch include a few hours of story, new characters, new music, a new area, sometimes a new boss fight, etc, but it also includes a couple new side events which have entertaining storylines (usually much tighter than the long and boring main story) and new novel minigames. So you get a diversified experience and chances are there is something in the patch that will appeal to you. Also, unlike other gacha games, most HSR events are permanently added and do not become unavailable, so you are not punished for joining late or being away from the game for a time. Other gachas like GBF, FGO, Genshin, etc, are notorious for major plot stuff and character introductions happening in limited timed events that you have to trudge through youtube to find if you want to keep up with the story.
In particular, I have enjoyed the Seal Slammers event, the Chimera pet raising event, and the bartender event. I also liked the Aurum Alley market street area that was added and the idea of revitalizing it, but the event storyline for it was pretty boring.
I enjoyed mixing my own drinks and some of the amusing stories with the guests.
Endgame
HSR has four endgame modes (soon to be 5) where their bosses, mechanics, and rewards reset every few weeks.
Simulated Universe (SU) is the first endgame mode that you unlock. It just requires beating the intro arc on the space station. You do roguelite runs, hopping through portals to rooms reused from across the game, picking the best out of the random modifier cards or items offered to you, occasionally doing a minigame or visiting a store to purchase or reroll your stuff, and then fighting a boss at the end. There are jades offered for finishing a Divergent Universe run (the latest version of SU) once per week. It is neat, though I rolled for Phainon and use his technique to delete the mobs on the field so that I don't have to alt+tab out during trash battles. This mode is pretty easy and anyone can beat it, no whaling for powerful characters or eidolons necessary.
Experiencing Simulated Universe early in HSR can feel frustrating, not because of the gameplay but because each time you step through a portal to a new room, your roguelite experience will suddenly be interrupted by a card popping up with fluff lore. Early in HSR you are already overwhelmed by pop ups and just want to unlock stuff as quickly as possible. Once I got more established/comfortable in HSR, I began reading the fluff and found it to be interesting.
The next three endgame modes are very similar: Memory of Chaos (MoC), Pure Fiction (PF), and Apocalyptic Shadow (AS). You alternate between two parties of four characters each (so you need to progress at least 8 characters total) as they either fight waves of enemies or a boss. They differ slightly, with MoC being about trying to vanquish a set number of waves within a turn limit. In Pure Fiction you try to kill as many enemies as possible within the time limit. In Apocalyptic Shadow, you try to beat a reused story boss that has been given new mechanics within the time limit, or at least try to deal as much damage to his HP as possible for higher score. In all three modes, the higher your score is, the more rewards you get, though ultimately it just amounts to a few pulls.
If you are like me and have only rolled for characters without their eidolons or signature light cones, then you can beat the first 2 or 3 stages of these endgames before running out of gas. Fortunately you are not missing much in stellar jades if you don't finish. The 3rd and 4th tiers have tighter requirements. You will need to have acquired characters that can take advantage of this reset's bonus effects, or meta units, and/or a vertically invested team with eidolons and light cones to power through it, which can only be acquired by spending real money.
Memory of Chaos
Pure Fiction
Apocalyptic Shadow
New mechanic that didn't happen in the story where you have to pick a character to 1v1 against Hoolay for a time. Fortunately Blade can leech with his attacks.
A fifth endgame mode has recently been added called Anomaly Arbitration, which requires completion of PF, MoC, and AS on their 4th difficulties to unlock. It also require three parties to fight three different bosses. Killing them will debuff a superboss at the end, which you can then fight using any combination of the 12 developed characters you used for the first three bosses. So you will need to be pretty decently invested into HSR to do this game mode. It is technically possible to complete this mode only using one team of four characters, skipping the three sub-bosses and heading straight to the big boss, but this will require an enormously powerful team. I had one the most powerful, most current team in the game of Castorice S1, Hyacine E1S1, Blade S1, and Evernight, but because I was not that vertically invested into them I couldn't beat it with the sub-bosses up.
The entry requirements are steep for a new player.
Menu showing the sub-bosses and the final boss.
Menu where you assign up to 12 characters, up to 4 per team. I had 9 fully developed characters and was able to assign them to teams 1 and 2 and clear the first 2 bosses, but I did not have enough fully developed characters to form a full third team where everyone synergized with each other, so I did not clear the third boss.
The final boss is significantly juiced up if you don't clear all three gate bosses.
For Apocalyptic Shadow and Anomaly Arbitration bosses, there is a neat visual effect where the boss model is located inside another dimension. You can't see their bodyparts outside of it.
I could not get the boss below 50% HP in his first phase before I ran out of time.
A sixth endgame mode has been added in this latest patch 3.7, called Currency Wars (CW). In a match of this mode, you start off with some money and three random characters. Each time you win a match, you get some gold, which you can use to buy from a random selection of characters in a store. In a match, you can acquire characters you do not own in the normal game, though they will not be as developed as if you had owned and fully maxed them out.
In this mode only, you can have a party of up to 10 characters. Only the four characters in the frontline will display at all times, but the characters positioned in the backline will appear when it is their turn. Also, backline characters cannot be controlled, and will automatically use their abilities as if you had enabled autobattle.
Besides a large party, the biggest draw of Currency Wars is that it opens up more character synergies by tagging characters with multiple groups called "bonds". A common complaint from HSR fans is that canon groups of characters in the story cannot be viably used together in gameplay because they do not synergize well together. In CW, most of the characters now get buffed for being used with other characters in their faction. For example, if you use Kafka and Blade from the Stellaron Hunters together, then whenever Kafka attacks, she will cause Blade to attack as well. Additionally, characters are also tagged as being a part of at least one gameplay mechanic bond, like Follow-Up Attack characters or Debuff characters or HP Drain characters and get buffed for being used together, opening up more synergies.
Lastly, CW allows you to obtain equipment which can be socketed onto characters during the match, giving them different effects and making them more powerful. You can also gain emblem equipment, which when slotted onto a character, will tag them as being a part of a bond and benefitting from or triggering it.
With bonds and equipment, on the lower to mid difficulties, you can make any team you want or make any character you like into the star of the show.
A team featuring all six of the main party of the game, the Astral Express crew, who in normal HSR gameplay do not synergize with each other and cannot be played together in most content. But here they get massive buffs together. Welt and Dan Heng have also been given equipment which makes them enormously powerful. There are also additional characters who share some gameplay mechanic bonds like Break Mechanic, Energy, Skill Points, etc, and thus activate new synergies with each other.
Characters in this mode have additional abilities that they do not have in the normal game, such as Jiaoqiu being able to heal, or Yanqing and Firefly being able to use ultimates that they only used in their boss fights.
In this game mode, when Welt uses his ultimate, it rewinds time and adds +20 action value to the turn limit. Welt is a lifesaver in Currency Wars, allowing you to win battles that you would ordinarily not have DPSed down in time on the higher difficulties.
Every so often, you will get to pick from different blessings.
Some of the bonds have cool abilities or VFX. If you have multiple Xianzhou characters together, then you will get the huge Lightning Lord summon whose turn is advanced every time Xianzhou characters act.
Cost
HSR has the same monetization model as its predecessor
Genshin Impact. The game is free to play, but all except a small handful of characters are locked behind a "limited banner". A limited banner is a 3 week window to spend the game's premium currency Stellar Jades to acquire the 5 star character on the banner. After the banner ends, the 5 star character then becomes unavailable to acquire until their banner returns, which could be up to two years. It is artificial scarcity similar to the Disney vault or the GW2 cash shop and its rotating items. It's designed to make you feel anxious about missing out on a character that you like. You are thus incentivized to roll for them now while they are available, rather than go up to two years without having that character.
The featured character on a limited banner.
The limited banners also feature three 4 star characters which have a significantly higher pull chance, but they are usually not as desired by players as the 5 star, since they are not as important story wise, perhaps don't look quite as good character design and animation wise, and might be a little less powerful. The 4 star branding probably plays into this perception of lower desirability. You are guaranteed to get a 4 star item with every 10 pull, not necessarily a 4 star character. In general people don't really track the 4 star characters they acquire.
Calculating the real cost of acquiring a 5 star character is difficult because there are several layers of obfuscation. You have to spend 160 stellar jades to "pull" or roll once, with a slim chance of getting the character on the limited banner. At around 70 pulls, a "soft pity" mechanic kicks in where your chances of pulling the banner character begins increasing. Then on the 90th pull, if you haven't pulled the banner character yet, you are guaranteed to have a 50/50 chance of getting either the banner character, or one of 7 random characters from a standard character banner. If you lost the 50/50, then your next hard pity 90th pull is guaranteed to be the limited banner character.
If you don't get the limited banner character then it will be one of these people, and the next time you pull a 5 star it will be the featured 5 star character on the limited banner.
You can obtain tens of thousands of jades from going through HSR's main story, events, opening up treasure chests, claiming jades from achievements, etc. You also get 60 jades per day from just logging in and doing 10 minutes of dailies that you can alt+tab out from. You can also spend money to get jades. The most cost effective way is to buy the $5 monthly subscription which gives you 3,000 jades (19 pulls) for logging in over 30 days, or 90 jades per day. If you install the game on the Samsung Galaxy App store and use the monthly $4 off coupon to get the sub for $1, then that is 19 pulls for $1. And of course, if you are logging in then you are also gonna do those easy dailies too, so you're making 150 jades per day, just shy of 1 per pull day. So you are accumulating 30 pulls per month just from logging in and doing dailies.
If you are doing everything (new story, new events, weekly endgame resets, etc) you are getting about 100 pulls per month (not counting the sub), which is enough to pull one 5 star character per month (again 50/50 chance so it might not be the one you wanted). Remember that this is a game with turn limits and you are incentivized not to just pull for your one favorite character, but also for his support units. Mihoyo adds two new characters every 6 weeks, so if you started today you will only be able to acquire half of the characters added going forward and you will never catch up. You will want to follow
the HSR leaks subreddit so you know what new characters and reruns are coming up so you can save your jades and wait for your favorites to appear.
If you run out of jades but there is a limited 5 star character on banner you really, really want, and you won't be able to accrue enough jades in time via the dailies and the monthly sub, then you are going to have to pay to buy the shard packs. The shards can be converted in a 1:1 ratio for jades. Your first time purchase of each shard pack gives you double the shards, or about $1 for 2 pulls. You may also be able to use Samsung Galaxy App store discounts to further increase the amount of jades you get per buck spent, but from what I have seen over the past three months, there are only two discounts per month, one which is $4 or $3 you use for the sub, and then another which might take $5 or $10 off for a purchase over $10, which you might be able to use once per year for a $15 or $30 pack and that's it. The first time double shard bonus is refreshed each year during the anniversary in April. Without the first time double shard bonus, it is an abysmal $1 per pull which you should almost certainly not buy unless you really, really like HSR, are financially secure, and don't have any other hobbies.
If you only buy packs with the double shard bonus, then it could cost up to $90 to get the five star character you want in the worst case scenario that you lose the 50/50 and have to hit hard pity twice. Or if you want to simplify it, $45 to get a five star since you hit hard pity at 90 pulls and are guaranteed to get a 5 star, but not necessarily the one you wanted. You could instead buy a recently released high production value box game or two with that money.
The shard packs.
That is JUST the cost to acquire a 5 star character. The game can be even more expensive than that. First, the main way to improve characters is to spend money to pull for duplicates or for their signature light cone. Pulling a dupe unlocks a passive for your character called an Eidolon, and characters have 6 eidolons. So you need to pull a character 7 times to unlock all of their functionality. However, the effects of the eidolons are usually not very noticeable and just amount to almost invisible bumps in the back end math. For people who care about the endgame that makes up a small portion of HSR, the first two eidolons are sometimes referred to as a "bait eidolon" because it's "good". Also, characters have Light Cones, which are also invisible stat sticks, but again some of them are "good" (if you are really, really into endgame and have a lot of money). There are a few really noticeable light cones, like Dan Heng Permansor Terrae's signature LC giving him healing capability. If you are interested in vertical investment, then it is generally recommended that you look at the eidolons and signature LCs of your favorite character so that you can continue to clear the endgame with him.
An example of a character's eidolon that you would get from pulling him again.
An example of a character's signature light cone that you would get from pulling on a light cone banner. This light cone in particular is very good.
Additionally, there is a monthly battle pass. If you buy the paid $10 tier (can be reduced by monthly Samsung Galaxy App store discounts), you can pick a 4 star Light Cone. These
are relatively "good". And then for each cumulative $40 you have spent on the battle pass, you can pick a 5 star light cone, which are also "good". Lastly, there is a $20 battle pass tier which just gives you two unique profile icons that you can never get again after that month expires. Only worth it if you particularly want that icon.
That is pretty much it for monetization. There is a skin shop, but over the course of two years, only two character skins have been added. Seems like Mihoyo would rather have their artists model and texture new characters that can make hundreds of millions of dollars in a single banner and might even spend more money to pull dupes and light cones for, rather than model an approximately $20 one time purchase skin where only people who already own that character might be interested in it.
In comparison to other gacha games, HSR's costs are overall better than most as far as value goes. You have hard pity at 90 pulls, whereas in many other popular gachas like GBF or FGO the pity is 300 pulls. Even if you lose the 50/50 it's still better. 50 cents or less per pull (if bought with the sub, first time double shard bonus, and/or samsung discount) is considerably cheaper than $3 per pull.
Summation
Borderline very good. If the aesthetic and animations and the setting, and the promise of a conveyor belt of characters and patches and events rolling out every six weeks really appeal to you, then I would recommend it. If you want a tighter, better executed and presented story, then play singleplayer JRPGs or read VNs or play Granblue Fantasy. If you want a deeper or more satisfying party building RPG experience, then maybe check out
Octopath Travellers of the Continent or a singleplayer JRPG like
Trails. Beware the enormous time commitment to get through this game's story and get caught up, but fortunately there aren't limited time events you will miss out on. I would recommend that you only buy the monthly sub for $1 and the battle pass for $5 with Samsung Galaxy App store discounts. Everything else is bad value for the money spent unless it is an emergency. Be content with your stipend of jades and conserve for the characters you really really want. Don't try to get everyone.