I think that it's important to remember that while the lore might not be important to many players, it's incredibly important to the writers. They do their best to make a cohesive world story and while you might argue that for new regions, they shouldn't make that a primary focus, I think that Remuria is allowed to be an exception to that rule. The concept of Remuria in game is so ancient that we barely get ruins in the other regions, the story so old that we have to piece together scraps from artifacts. Remuria is meant to explore the idea of Fortuna, the idea of collective consciousness, to fill in the history books. Do I think it could have been better? Yeah, do I think it's a bit too small? Yeah. Is it forgettable after you do the quest? Yes, but I think that's the point. Too often we have npcs from longer and longer in the past just yapping at us without real consideration on whether or not that makes sense. Cassiodor endured millennia of existence and he finally brought himself and everyone else peace, of course they fade away at the end of the story, that's his primary goal. After they're gone, the place feels even emptier - and it should. It's the barely standing ruins of a long, long gone civilization. It's the last remaining mark of another great tragedy. It's the end of what was essentially another world. When you got there you had a guide, and he's gone now. The emptiness is intentional. I would have loved more Remuria content, I love the Fontaine story and exploration, but I understand why they did it and hard disagree that "they should have built the story on the environment instead of the other way around"
Yeah I agree with all that, or atleast acknowledge that can go as well as whatever I said. I just think that I personally believe they could've had incredible story while having more to do since Genshin is an open world game, and Fontaine deserves a subregion just as much as any other nation But I think we can both agree, intentionally or not, (I think I made a point on Scylla's mechanic proving it was intentional) we can agree that it's a Cinematic Normality 🥺
i feel they are force to simplfy the game because too many "player" (streamer who don't want to waste their time actually playing the game) complained about how Chasm and Enkanomiya is struck behind fairly chunky world quest. it is important for us to feedback what we want or the "noisy player" will set the tone for future content.
The buildings are inspired by the pueblo style of Spain, being a damper zone between the Arab world and the Christian region. Spain has switched sides several times in history, and its history, language and culture reflects that, including the architecture. In game, Petrichor is in between the Arab-influenced Sumeru and the French-inspired Fontaine. The people there have Italian names and such because of being more or less descending from Remuria, so the roman empire. As for the style of remuria, it features a lot more curves and asymmetrical designs, and it could be interpreted as the Art Nouveau style, which just precedes Art Déco in time.
Fontaine now has 3 regions inspired by 3 big european countries. Court of Fontaine is based on France, Fortress of Meropide has some British inspirations and T E A, finally, now Petrichor is based on Italy with Remuria being based on the Roman Empire. So yeah, you could say Fontaine is based on Europe
It's so disappointing to watch one of my favorite cc played this world quest and said the story didnt hit and the quest was forgettable and was kinda disappointed with remuria lore. I get not everyone made an effort to remember remuria's lore (iirc only some were presented in the archon quest) idk, maybe bc I watch too many lore vids that made me love this quest even more. It's just sad, I personally think they did a good job how short and beautiful this quest was, especially the music.
That's so sad. Even I feel the same when cc's skipped everything just to get to the boss or just to be done with the quest. (Just a recommendation, you can drop by MurderofBirds' channel/twitch. He appreciates lore SO much 👍)
3:51 i think it's implied Nostoi region is a sunken part of the continental plateau. Someone/a book says at some point that Remuria was higher than it is now, and the barbarians were north of remuria, so remuria was on the plateau, south of the rest of Fontaine. That also explains the look of that part of the map.
12:30 it would not make any sense if there were no hydroculus there beacause, by loosing the war they started Remuria and petrichor became a part of fontaine. Also Petrichor once was a part of the fontaine plateau, before remuria sink in the deep waters.
Cinematic is absolutely right. The cutscenes, and even the scripted movement, were stunning, but the gameplay was largely limited to "wide open underwater area" with music themed puzzles. The theme was very consistent, but it didn't really make music in general a core part of the gameplay. While it was music _themed,_ the Aranyaka quest in my opinion actually made more use of music as a gameplay mechanic.
I think the point wasn't "music" but instead, "symphony". I don't know if they might just be the same for you, but in my perspective, "symphony" conveys a different message than what "music" could. It was portrayed clearly by the types of mechanics you went through in Remuria, such as the coordination and timeliness between entities. Though the puzzles were easy, which may have made it look as if the messages that were portrayed are nothing more than superficial. However, that's just the "casual" gameplay experience at play here.
To me, this felt like a very light Enkonomiya. It looks nice, but under the surface, not much is there. Sea combat is limited and boring. Actual combat is limited. Ground areas are limited. We had an interesting concept of a castle. What if a significant portion of the map was the castle? But nope. In any case, it is a continuation of most of Fontaine as a whole. Looks nice, but is pretty skimmed.
they built up remuria from the narsizzen world quests series and from the books but as usual, the execution is very disappointing. seeing the fanbase are majority casuals and the noisy minority are lazy as F to read a story-based game, the writers and gameplay devs are stuck in a scenario where they have to give into the middle ground which is a short world quest with some battles here and there, chests to collect and all the normal things you are gonna have when you play the game anyway. the writing is subpar in comparison to the Seirai, Tsurumi, and Watatsumi/Enkanomiya and that is Inazuma arc bruh and those being better tells the game state in terms of world quest story telling. Chasm, Dragonspine and Narsizzen quest series are very mysterious in nature and so much better than the others in terms of being wholistic with the overall lore of Teyvat, (the Inazuma Ones are good but they are in part isolated with the exception solely of the Enkanomiya series), and they have explained the dynamics of Celestia-Abyss, the side-effects of forbidden knowledge, Khanreiah and their technology and the information regarding the usurpation and descenders, The Aranara quest is too long and is a wall of text if you are not into reading or story-based games but it is still better than remuria because it isn't built up and is started in the beginning of the sumeru arc (3.0) while remuria is built up ever since 4.0 and the problem here is the expectation of the story enthusiasts on whether it was worth it to wait for the world quest/expansion to finish. im scared of the Natlan and Snezhnaya world quests at this point. And maybe we should be concerned on where the game in terms of world quest quality is heading into?
In my opinion, Tsurumi and Enkanomiya weren't even as close to the quality of storytelling in Remuria. Writing quality isn't something that only depends on lore, because the depths of literary comprehension goes far beyond just consuming superficial information and connecting the dots together. This is the issue with a lot of lore players (tbh not just lore players), they're extremely good at consuming and remembering information, but failed to clearly understand the meaning behind its connections between concepts and its ideologies.
I think that it's important to remember that while the lore might not be important to many players, it's incredibly important to the writers. They do their best to make a cohesive world story and while you might argue that for new regions, they shouldn't make that a primary focus, I think that Remuria is allowed to be an exception to that rule. The concept of Remuria in game is so ancient that we barely get ruins in the other regions, the story so old that we have to piece together scraps from artifacts. Remuria is meant to explore the idea of Fortuna, the idea of collective consciousness, to fill in the history books. Do I think it could have been better? Yeah, do I think it's a bit too small? Yeah. Is it forgettable after you do the quest? Yes, but I think that's the point. Too often we have npcs from longer and longer in the past just yapping at us without real consideration on whether or not that makes sense. Cassiodor endured millennia of existence and he finally brought himself and everyone else peace, of course they fade away at the end of the story, that's his primary goal. After they're gone, the place feels even emptier - and it should. It's the barely standing ruins of a long, long gone civilization. It's the last remaining mark of another great tragedy. It's the end of what was essentially another world. When you got there you had a guide, and he's gone now. The emptiness is intentional.
I would have loved more Remuria content, I love the Fontaine story and exploration, but I understand why they did it and hard disagree that "they should have built the story on the environment instead of the other way around"
Yeah I agree with all that, or atleast acknowledge that can go as well as whatever I said. I just think that I personally believe they could've had incredible story while having more to do since Genshin is an open world game, and Fontaine deserves a subregion just as much as any other nation
But I think we can both agree, intentionally or not, (I think I made a point on Scylla's mechanic proving it was intentional) we can agree that it's a Cinematic Normality 🥺
i feel they are force to simplfy the game because too many "player" (streamer who don't want to waste their time actually playing the game) complained about how Chasm and Enkanomiya is struck behind fairly chunky world quest. it is important for us to feedback what we want or the "noisy player" will set the tone for future content.
That's also very true. Personally, I love the great red sand
The buildings are inspired by the pueblo style of Spain, being a damper zone between the Arab world and the Christian region. Spain has switched sides several times in history, and its history, language and culture reflects that, including the architecture. In game, Petrichor is in between the Arab-influenced Sumeru and the French-inspired Fontaine. The people there have Italian names and such because of being more or less descending from Remuria, so the roman empire. As for the style of remuria, it features a lot more curves and asymmetrical designs, and it could be interpreted as the Art Nouveau style, which just precedes Art Déco in time.
You should totally make design analysis vids
Fontaine now has 3 regions inspired by 3 big european countries. Court of Fontaine is based on France, Fortress of Meropide has some British inspirations and T E A, finally, now Petrichor is based on Italy with Remuria being based on the Roman Empire. So yeah, you could say Fontaine is based on Europe
Thank you for validating my joke
The quest cutscene was so beautiful
Fr 🥺 idk which one you're talking about but hell yeah
It's so disappointing to watch one of my favorite cc played this world quest and said the story didnt hit and the quest was forgettable and was kinda disappointed with remuria lore. I get not everyone made an effort to remember remuria's lore (iirc only some were presented in the archon quest) idk, maybe bc I watch too many lore vids that made me love this quest even more. It's just sad, I personally think they did a good job how short and beautiful this quest was, especially the music.
That's so sad. Even I feel the same when cc's skipped everything just to get to the boss or just to be done with the quest. (Just a recommendation, you can drop by MurderofBirds' channel/twitch. He appreciates lore SO much 👍)
Remuria looks stunning and I was waiting for a music themed Area in Genshin. I'm just a bit sad that it's so small and feels empty.
3:51 i think it's implied Nostoi region is a sunken part of the continental plateau. Someone/a book says at some point that Remuria was higher than it is now, and the barbarians were north of remuria, so remuria was on the plateau, south of the rest of Fontaine. That also explains the look of that part of the map.
12:30 it would not make any sense if there were no hydroculus there beacause, by loosing the war they started Remuria and petrichor became a part of fontaine. Also Petrichor once was a part of the fontaine plateau, before remuria sink in the deep waters.
Cinematic is absolutely right. The cutscenes, and even the scripted movement, were stunning, but the gameplay was largely limited to "wide open underwater area" with music themed puzzles. The theme was very consistent, but it didn't really make music in general a core part of the gameplay. While it was music _themed,_ the Aranyaka quest in my opinion actually made more use of music as a gameplay mechanic.
I think the point wasn't "music" but instead, "symphony". I don't know if they might just be the same for you, but in my perspective, "symphony" conveys a different message than what "music" could. It was portrayed clearly by the types of mechanics you went through in Remuria, such as the coordination and timeliness between entities. Though the puzzles were easy, which may have made it look as if the messages that were portrayed are nothing more than superficial. However, that's just the "casual" gameplay experience at play here.
Remuria is probably my favourite area. Idk it’s just so pretty
I agree fully. Even Scylla's prison looks nice
Where is the irminsul branch and celestial nail?
To me, this felt like a very light Enkonomiya. It looks nice, but under the surface, not much is there. Sea combat is limited and boring. Actual combat is limited. Ground areas are limited. We had an interesting concept of a castle. What if a significant portion of the map was the castle? But nope.
In any case, it is a continuation of most of Fontaine as a whole. Looks nice, but is pretty skimmed.
Fr what I said
they built up remuria from the narsizzen world quests series and from the books but as usual, the execution is very disappointing.
seeing the fanbase are majority casuals and the noisy minority are lazy as F to read a story-based game, the writers and gameplay devs are stuck in a scenario where they have to give into the middle ground which is a short world quest with some battles here and there, chests to collect and all the normal things you are gonna have when you play the game anyway.
the writing is subpar in comparison to the Seirai, Tsurumi, and Watatsumi/Enkanomiya and that is Inazuma arc bruh and those being better tells the game state in terms of world quest story telling.
Chasm, Dragonspine and Narsizzen quest series are very mysterious in nature and so much better than the others in terms of being wholistic with the overall lore of Teyvat, (the Inazuma Ones are good but they are in part isolated with the exception solely of the Enkanomiya series), and they have explained the dynamics of Celestia-Abyss, the side-effects of forbidden knowledge, Khanreiah and their technology and the information regarding the usurpation and descenders,
The Aranara quest is too long and is a wall of text if you are not into reading or story-based games but it is still better than remuria because it isn't built up and is started in the beginning of the sumeru arc (3.0) while remuria is built up ever since 4.0 and the problem here is the expectation of the story enthusiasts on whether it was worth it to wait for the world quest/expansion to finish.
im scared of the Natlan and Snezhnaya world quests at this point. And maybe we should be concerned on where the game in terms of world quest quality is heading into?
This is facts
I can't say too much but know that I wholeheartedly agree with this
In my opinion, Tsurumi and Enkanomiya weren't even as close to the quality of storytelling in Remuria. Writing quality isn't something that only depends on lore, because the depths of literary comprehension goes far beyond just consuming superficial information and connecting the dots together. This is the issue with a lot of lore players (tbh not just lore players), they're extremely good at consuming and remembering information, but failed to clearly understand the meaning behind its connections between concepts and its ideologies.