For those who struggled with Natlan but are loving Nod Krai: what made the difference?
So I want to open this by stating clearly that this is in no way, shape, or form intended as a hate post against Natlan; I know that region resonated with a lot of people. However, I’m genuinely curious to hear from the specific part of the community that felt disconnected during 5.X but has found themselves pulled back in by Nod Krai.
What specifically made the new region land better for you? Was it the shift in narrative tone, the stakes of the Archon Quest, or just the general atmosphere? I’d love to hear a nuanced take on what exactly clicked here, that you felt was missing in Natlan.
What specifically made the new region land better for you? Was it the shift in narrative tone, the stakes of the Archon Quest, or just the general atmosphere? I’d love to hear a nuanced take on what exactly clicked here, that you felt was missing in Natlan.
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Also I like the presentation of the technology more. They understood that something being explainable in-lore isn't enough, what matters is how it's presented to the players.
Also, generally the vibes and tone is a bit more on the serious side which I like. I think that this is what people meant they wanted for Natlan as well, but a lot of critics misconstrued it as people just wanting horror, murder etc. I think Nod-Krai balances it well.
The scale between the 2 is massive... Nod-krai feels more compacted and has easily reached far points without the need of absurd travel powers.
This helps Nod-krai to be more polished and integrated with the music and lore and aesthetics.
I lost counts of how many times I just sat there and watched the scenery while music playing in the background.
Nod-krai feels absolutely perfect.
The rest of Natlan is definitely really disappointing in that regard tho, and I agree with everything else
That's mighty subjective. Personally, The Chasm and Tsurumi Island are better in that regard.
Also I didn't really mean the area design. I meant environmetal storytelling as a nation supposedly at war with the Abyss. Apart from being ruins, Ochkanatlan only has hilichurls with a purple aura and a small Abyss infected zone at the very bottom to show for it. Compare that to, say, The Withering zones in Sumeru or the Marana. Fine for a singular region I guess, but overall for Natlan? No.
Are we just forgetting the whole little one storyline and its areas?
As for what I actively disliked about Natlan...one of the big points in Natlan was the whole six heroes thing, and yet they never had a fraction of the chemistry that Nod-Krai's cast has between them as a group.
Individually I actually like most of the Natlan characters, but I'm pretty some of them have literally never spoken to each other on-screen. And all the while the narrative pushes power of friendship stuff. Is the friendship in the room with us?
I just don't want to hang out with that crew like I do all the other regions 🤷♂️ (Mualani excluded)
NK's whole story has the power of friendship/family thing as its core.
Immediately going into Nod Krai, you get the opposite. Imo the prelude alone was more engaging than the entirety of Natlan. You get a robot with lost memories, a letter from a character that has been highly anticipated since the beginning of the game (Varka), and there’s the intrigue an upcoming convergence between several rivalling factions (Fatui & KoF). In the main part of the AQ, everything about the story is engrossing. You get a bunch new mysteries and subplots that are all very captivating. The mystery of the Traveler’s spaceship, a moon goddess & former harbinger, the appearance of the abyss twin, Rerir and Tholindis, etc.
Honestly, I found Natlan fun. I like a lot of the characters and I like the region itself. But story-wise it felt like such a let down compared to the previous two regions, and the Nod Krai AQ has really only cemented how poorly executed Natlan was.
Edit (because I want to ramble more): I also think Nod Krai’s cast of characters & their relationships is way better. I personally like the power of friendship, but Natlan was just in your face, all telling and zero showing. The Nod Krai cast had much better chemistry between them, and it felt far more genuine.
When I started to play the nod Krai story arc. I completed each story quest as soon as the new patch came out such as i found the characters, quests, etc to be more interesting lol.
Also I like the nod krao quests/characters more than the natlan ones.
Although Natlan's Act 4 was one of the greatest Archon Quests ever, i still believe Nod Krai was more consistent in quality, while Natlan is often cited to peak at Act 4 but have a weak ending. Nod Krai was great from the start, with Act 1 being arguably the best First Act so far (Also fleshed Lauma out very organically).
I also enjoyed the narrative and stakes of Nod Krai more. Rerir was such a great antagonist, and Dottore is arguably the best villain in Genshin (Both him and Rerir are competing tbf). Meanwhile in Natlan there wasn't a clear antagonist, it was just the Abyss for most of it, and Gosoythoth didn't particularly leave a lasting impression. His defeat was SO anticlimactic.
I personally found Columbina a more compelling character overall than Mavuika, despite the various issues i have with some of her characterization. It feels like they were trying SO HARD to paint Mavuika as this cool badass flawless girlboss, but they forgot to give her a proper personality.
Aside from the story, I really like the atmosphere of Nod Krai more, it feels so solemn, so mysterious... kinda reminds me of Frieren. Meanwhile i'm not really a huge fan of Natlan's bright colors, and the mismatching aesthetics between playable characters, NPCs and world. The Nod Krai Treasure Compass was also certainly an upgrade over the previous nations which made it more enjoyable.
I agree with everything you've said btw. Natlan had a lot of concepts that never got addressed and beyond the smaller groups of Kachina-Mualani-Kinich, Citlali-Ororon and Mavuika-Xilonen I barely saw any cohesion among the six heroes. Also the traveler getting an ancient name in Natlan just felt so "you are very special because you are the protagonist!" Whereas in NK it feels like everyone gets to have their spotlight, traveler included.
Gosoythoth was the manifestation of the abyss they had been fighting for years at that point. It was a super fun final boss, and I still think it tops every other final weekly boss in the game in terms of gameplay integration, cinematics, and music. Dottore did come close though. The OST was spectactular.
Took me a while to get attached to Columbina. Only in the latest AQ did she feel like she had her own agency to try and get back to Teyvat.
Sure Mavuika didn't get a ton of characterization, but I don't mind an Archon being a competent leader for once and having already resolved her personal baggage. Since the past 3 suffered for 500 years in some capacity. For the sake of the game, she works for what they wanted her to be. And Natlan was plot driven anyway, like a good shounen anime.
As for singular villains, yes I do agree Dottore can't be topped, and Rerir was very interesting and tragic.
>Gosoythoth was the manifestation of the abyss they had been fighting for years at that point
This is what's making it anticlimatic actually. Personification of incomprehensible eldrich forces of nature never works.
Abyss was good when it was some unspeakable lovecraftean horror driving people insane. Remember meet-the-pyro OG Durin, remember Elynas? Entities thoroughly incompatible with existence as we know it. They aren't malicious. They are just so alien it's actively harmful to the fabric of reality. The things that should not be. Melusine playing with abyss doggos at the end of the world. Humans and gods driven insane with just a glimpse of forbidden knowledge.
But no. We got it all personified and shown on screen. Or, rather, tried. What we actually got is a big angry purple lizard with a stick. Klee's next plaything.
Also, while the Natlan archon quest had its moments, I've found Nod Krai's to be more memorable and enjoyable. Having more than one male 5-star for the region is another bonus.
Nod Krai doesn't have that problem
Whereas Nod Krai is a completely different atmosphere its kind of like Inazuma in a way in that I feel the unwelcomness in some areas and how compact it is which i do very much appreciate. It has that gloomy setting to it
Also all of the characters in Nod Krai are GOATED, the writing is super on point for each one. The entire cast is brilliant.
I still can't when Aino and Ineffa have interactions. Too precious and wholesome, biggest highlight for me whenever they are on screen.
The Frostmoon Scions area is the best area in Nod-Krai, both aesthetically and music-wise.
Natlan felt like a mess of a concept only really pushing a couple of characters on the spotlight and it was hard to feel anything towards the full cast unlike Nod Krai
And I actually didn't really like the Natlan exploration as a whole tbh, I guess it felt like a downgrade compared to Fontaine which I adored, same with Sumeru
A goofy drifting bike, buttslamming shy uwu cow, cowgirl on a flying gun, green spider man... It feels more like fortnite than genshin.
I think it checks out for the most part, very out of place looking characters compared to the rest of the game. Not saying there's anything wrong with liking these characters as an adult ofc, but i think the main target demographic is pretty clear.
The huge gap comes with the story. Nod-Krai felt mature about their war. You can feel its effect on people and that there is a sort of devastation in the air. The feel, environment and even exploration is tied very well to the story.
Everyone is on the edge regarding each other but there is a great sense of urgency in the story that people from all the factions believably put aside their differences for the good of all. It also currently has my attention for best antagonists in a main story in Rerir and Dottore. Columbina, despite my perpetual annoyances when the story starts to make a girl overly attached to the Traveler, was actually presented really well and avoided some of the things that annoyed me with characters like Citlali. She's what I wished Cyrene was in HSR, for those of you who know. Overall it was immersive, genuine and exciting. And it was fulfilling to complete as well.
Meanwhile Natlan and its people look like they're having fun with their war. The only time I felt some sort of emotion was during the war arc in the middle. They don't even seem like they're worried for foreign tourists safety.
The Natlan cast has almost no chemistry in comparison to the Nod-Krai one, like they were just told to work together and magically click because they're supposedly family and that that's how things were. And this could be personal but I felt nothing for Mavuika who I felt was supposed to tie the group together. Maybe the non sympathetic style was intentional, which I would appreciate, but I guess she was just presented to me as uninteresting. After the resolution of the conflict, it felt like a bubble or a fart that just came to pass even after all the effort.
Basically, what I didn't like about Natlan's setting was presentation. I know that story-wise they're supposed to be devastated by the war that's been the bane of their nation and that they've lost so much and that the joy in the atmosphere is supposedly some sort of resilience and friendliness of the people, yet because of how mismatched the atmosphere is, I feel no urgency at all.
Thankfully though, the Natlan world quests were absolutely amazing and are the biggest reasons I appreciate the lore of the land.
I expected Natlan to be a darker region with heavy plot, but it ended up to be a rainbow region with Walmart Pokémon and power of friendship
I Iike Nod Krai's AQ more, but it was too dense. The story was tidier, but certain parts felt bloated or tacked on. The WQs were mostly meh.
Exploration is easier in Nod Krai, but more rewarding and impressive in Natlan.
In general, I feel like Nod Krai is a step in the right direction for gameplay, story, and QOL. Except for Hydro Traveler. That really pissed me off 😂
The compass made my life so much easier, I was having fun exploring the map again like the first time i played the game
The challenges were straightforward and easy to do while in other region i'd have to sacrifice my first born to get a common chest
The archon quest was SO GOOD, It's everything i expect an archon quest to be, The stakes were high, The inclusion of older characters like Wanderer and Albedo was amazing, The traveler felt like an actual character, While on the other hand the archon quest of Natlan was so bad that i genuinely quit the game because of it
Also Natlan was VERY overhyped by everyone which didn't help, The nation of war and dragons didn't live up to it's name, The pyro archon was very weird both in terms of design and characterization, The character line up was SO boring and lacked chemistry, The captain didn't live up to the hype and felt like he was just there to bait people into playing (it's still wild to me that he's included in the Natlan teaser but isn't playable)
Overall the compass made everything fun and less of a chore and the archon quest made me WANT to play the game more
Nod Krai gave us two villains. Rerir was a passable villain(But with really good backstory) and Dottore is obviously great. Tentatively it may fall flat where natlan succeeded in exploration. A lot of that depends on if we get a sendoff zone like natlan did and how big it is or if we're just done. If we're done there wasn't enough content.
We have another sizeable Nod Krai expansion to look forward to.
I also liked that the decisions they reached feels like they collaborated and discussed properly. Natlan at times felt unrealistic cause with so many different tribes and people, isn't it unrealistic to have no discussions and conflict? People were too eager to just go along with Mavuika's plan despite it not being guaranteed to work.
Reason is very obvious, cause exploration QOL was Gacha locked.
As someone whos habit is only pulling roughly 1/3rd of all Chars but those vertical this SUCKED SO BAD!
It was such a miserable experience always being forced to look for the next god forsaken dino to then commit some infanticide in order to get the next chest.
I just quit exploration all together until I finally got Mauvika and the Compass.
Ofc with her mobility exploring was fun, but since it was so much at this point also quite the chore.
I think I only really had fun exploring in Natlan in the two dungeon areas.
1. Designing the map around dinosaurs with pay for convenience characters that aren't even that convenient since I need to go into party and switch constantly even if I get them all. I can only have 4 party members and there are like 6 different dinosaurs. That's not factoring in that obviously not all Natlan characters work together, so to get a functional team, you can't really have the 4 you want anyways.
2. Then the dinosaurs being clunky as hell just feels bad.
3. Natlan is filled with giant cliffs everywhere that need Xilonen to climb or the Chasca area where there are huge gaps between clifftops and the likes. It can all be done with dinosaurs but it's just very frustrating knowing that they deliberately made the map feel worse if you didn't pull X character. And me, as a person who pulled **all** Natlan characters, still find the map inconvenient and annoying due to point 1. Another very clear example of this is the grapple hook points around the map, which in Sumeru, just existed and are available for anybody and everybody. But now in Natlan, you suddenly need to transform into the dinosaur or be Kinich just to access them. I don't know about others, but that seems to be a pretty clear example of exploration deliberately made to be shittier to me. Like maybe the higher cliffs and whatever have plausible deniability but I think the grapple hook points paints a pretty clear image to me.
Literally any other ones of the newer regions are better than Natlan's design, such as Fontaine (land), Chenyu Vale or in this case, Nod-Krai.
Beauty is in the eye of the beholder of course but design wise I highly prefer Nod-Krai's designs compared to Natlan. I like the more fantastical elements and the robotic stuff we see is more old fashioned or steampunk compared to Natlan's modern aesthetic.
Nod-Krai has my favorite story in the game so far. I loved seeing all the characters work together to defeat not one but two great villains. We actually get to see the characters cooperate and combine their talents and abilities. No one felt left out, all the characters got some time in the spotlight. The lore was really good too, I especially liked learning more about the Sinners and the 3 moons after so long.
Finally meeting Varka and Alice was great too. Nicole is very interesting as well. I love Durin's design and thought his story was interesting, it's great to see Albedo, Scara, and Arle again and they even had a role in the AQ. Flins has a good design too and some interesting lore, I like the lightkeeprs as a group too. Nefer had some really cool moments, and Jahoda was super funny.
Columbina is wonderful. I really liked seeing her become friends with the other characters and the Traveler, and her lore was really well done. Her interactions with Sandrone were both funny and heartwarming.
Kit wise, I prefer the more straightforward design of Nod-Krai's kits, as well as the more fantasy themed visuals.
If I had one complaint it would be the fewer maps. Not that Natlan had very many either, but I still think it would be nice if we had a bit more exploration content.
I'm stuck at 98% in basin of unnumbered flames. I checked every corner and still couldn't find anything else.
The devs succeeded in adding characters that increase exploration, but character mean pulls, and pulls mean money for some people.
I will give it to Natlan's World Quests though, those were enjoyable.
Like....Flins / Sandrone has more spark from that 2 second interaction than any of the natlan charas with each other (I'm not talking shipping). Nation of war but all charas just "exist" in perfect harmony and 0 depth with each other. Chascas background could have been a big influence but no, let's leave it to the NPC. I didn't even cry when hkkm happened and I usually would always cry at such a moment. That's how untouched I felt.
The fact that capitano saved xilonen twice in short time gave me false hope he's going to reveal smth like btw back then in my first time in natlan I had a little fling with your grandgrandgrand grandmother or smth like that. But nothing, it was just coincidence but this shows level of desperation I had for SOMETHING interesting
Ororon/Citlani was the closest to "something" but even that felt like unused potential in the end.
Natlan is just a series of fights and dialogues (and feasts) about powers and working together throughout the versions to culminate in our buddies sending power of friendship while Traveler fights alone with Mavuika. Cool (ot at least intended to be) but empty. Characters don't show any growth throughout the versions, everyone in the end is exactly the same as we have met them.
Nod Krai's finale is a result of events, planning, actual information gathered over the course of the versions and then tightly knit together with all the (spoiler) time flow stuff with Columbina to let everyone actually physically contribute to the plan and the fight. Everyone had their place, their role, and had actual character development throughout each version despite some characters being long-established already.
There's a lot to be said but this comparison is more than enough already.
Natlan felt like a cheap shonen episode where i'm surrounded by unfitting fortnite characters that have 0 world building consistency with NPCs, who don't use any of the technology the playable natlan chars use.
The archon fights on a modern bike, there are characters swinging around like spiderman, a cowgirl flying on a gun, while the npcs just appear to be cavemen fighting with spears and rocks.
And their only explanation just boils down to "xilonen built it, but just for the playable characters"... Lol.
My biggest issue with the Natlan AQ was that I really couldn’t connect with any of the characters and didn’t find them interesting. The only ones I liked were Xilonen, Ifa, and Mavuika. And one of them literally isn’t even present in the AQ!! Tribal chronicles shouldn’t have replaced traditional character story quests and that also didn’t help with the lack of connection.