As the story continued to unfold, Zhang Yi found himself filled with emotion.
Although there were no unexpectedly explosive high points in the story, the game's cutscenes and presentation were remarkably outstanding.
More importantly, Zhang Yi was completely amazed by the maps in the game.
When he first arrived in Gura Territory, he felt that this was not a traditional RPG at all, because the map was simply enormous.
Gura Territory alone felt even more vast than a typical Open World.
More importantly, in Xenoblade Chronicles, he discovered that it offered not only expansive maps but also exceptionally impressive details.
The monsters in the game could even be seen with powerful predators killing weaker animals to feed on them. While the various characters did not have their own daily routines like those in Open World games,
the corresponding Side Quests and dialogue did an excellent job of showing players the customs and culture of the game world.
Of course, even more importantly, the entire map was three-dimensional.
Take the Titan warship they had headed to in order to rescue Nia, for example. The massive warship was filled with interconnected paths and all sorts of routes linking together.
As they advanced, they could unlock all kinds of shortcuts, allowing them to travel quickly between two locations.
It reminded Zhang Yi of Soul series games like Dark Souls and Bloodborne.
If there was any difference, it was probably that CEO Chen was simply too kind in Xenoblade Chronicles.
That was because players could directly fast travel between different regions in the game.
Even without unlocking shortcuts, as long as they had reached a location once, players did not actually need to run very far.
However, Gura Territory was different. Many places connected vertically, and once they found the smaller paths, they could