

It's easy for this looping premise to get repetitive or heavy-handed, but Genshin handles it with enough care to hold the player's attention and keep them guessing. Without spoiling too much, the second half of Sumeru's main story basically turns into a Groundhog Day situation.

I'll say it until I'm hoarse: a grappling hook improves almost everything. You need anchors to grapple onto, but these are all over the place and you can often spawn more by whacking specific plants, usually as a shortcut to hard-to-reach areas. The best and most impactful addition is the zipline you can use to cover a lot of ground or scale great heights quickly. There are bouncy mushrooms that you can hit with electricity to make them extra bouncy, and golden flowers that replenish your stamina line cliffs and trees, making them more forgiving to climb. The whole game has floating collectibles and what not (peep those Genshin Impact Dendroculus locations here), but Sumeru is more fun to explore in an interactive and kinetic way. The secret sauce that really makes Sumeru stand out is that it's built more like a 3D platformer than previous regions. No it doesn't make a bit of sense, but it's fun. It's also nice to see games still reveling in putting chests behind waterfalls and atop giant trees. All these findings make the world feel alive and make you wonder what you'll find next, which keeps you eager to see what's over the next hill or at the bottom of the next cave. It could be something as minor as looting a treasure chest, or as important as helping a forest ranger and accidentally starting a side quest chain so massive that it comes with its own quest log. The region justifies its size by covering environments with meaningful discoveries that continually pull you forward – and often upward and downward, as there's some extreme verticality in many areas. One thing Genshin has always done incredibly well is encourage and reward curiosity through its world-building, and that's especially true in Sumeru.
