I remember playing Genshin Impact for the first time when it launched with only Mondstadt and Liyue. The exploration, sound effects, and story were mesmerizing.
As the game’s lore kept unfolding, Traveler and Paimon ventured to other nations in search of the meaning of their journey, and the quests kept piling up.
Exploring these unique nations played a significant role in Genshin’s popularity, which is why the game still maintains a solid player base.
Without further ado, let’s see what these nations offer us and how they stand when compared to each other.Character, story, exploration, and region spoilers.
6 Liyue
The Land Of Geo
Liyue is bigger than Mondstadt in terms of geographical size, but that doesn’t necessarily mean bigger is better. But, in it’s defense, even if Liyue is the worst in my eyes, it’s still pretty cool.
Endless climbing to the top of mountains to get Qingxin flowers, hidden underground puzzles, and numerous world quests, Liyue was rich in content.
Though we didn’t get much exposure to other characters’ backgrounds in the early version, Zhongli’s past unraveled before our eyes, and we learned a few bits and pieces about Liyue’s history.
With the expansion of the Chasm beneath Liyue, the story introduced Yelan, the new Fatui Harbingers, and eventually, it progressed further to showcase the terror the Abyss set in peoples’ hearts and how Khaneri’ah suffers to this day.
However, there was nothing to do once the content wrapped up. Sure, I could go and farm materials here and there, but the exploration lost its charm and was tedious since Liyue was all about mountains.
I’d say it’s been almost a year or two since I visited Liyue in the game; it’s just not worth the struggle.
5 Mondstadt
The Land Of Wind
We start our journey in Mondstadt after finding Paimon, who becomes our guide. How someone could hear that voice and decide to make them their sidekick is beyond me, but I digress.
In this initial chapter, we encounter Dvalin and the Anemo Archon, Venti, whose stories set the tone for early Archon quests. While the story has a decent pace, Mondstadt is where the game lays its foundation, and as such, it’s limited as it tutorializes all the game’s mechanics.
We get to know early-game puzzles: floaty bloaties, totems, and hidden chests. We get to meet the wholesome OG cast, Kaeya, Diluc, Jean, Barbara, and other Mondstadians who cherish their time with the Traveler.
However, as you follow more Archon quests, Mondstadt’s mysteries take a setback, and Liyue emerges. Sure, we do go back to Mondstadt, but only during the events.
With the expansion of Dragonspine and Albedo’s story quests, things were briefly focused on this area again, but that was about it.
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4 Inazuma
The Land Of Lightning
The story took a dark turn when we reached Inazuma since, unlike the previous archons we met, Zhongli and Venti, Raiden Shogun wasn’t easy to get along with, at least at first.
Our arrival went smoothly as we had Thoma to receive us, but the vibe and ambiance quickly got dark. You could sense something was just not right there.
What’s surprising about Inazuma is the map. It isn’t a cohesive landmass but a bunch of islands with unique puzzles, materials, and plots.
We had to complete world quests to control the radiation surrounding Tatarasuna Island and meet ghostly figures on Tsurumi Island. Each island had something new and spooky.
We visited Watatsumi Island, where we were introduced to Enkanomiya, the remains of an underground civilization from the past, and eventually progressed through major Archon quests.
To this day, I feel Inazuma was depressing, but the content was fabulous. Some quests’ ending was gut-wrenching, and it just felt like an emotional roller coaster. However, everything ended on a peaceful note when we left for our next destination.
3 Sumeru
The Land Of Dendro
Sumeru had one of the best exploration experiences because we finally witnessed a fusion of two ecosystems: barren desert wastelands and lush green forests.
Major world quests featuring the Aranara had us explore every nook and cranny of forests. However, deserted areas were dull since there weren’t many exploration objectives.
That said, the desert area gave me a Liyue vibe, since we had a landmass devoid of life with nothing to do. It’s just there, existing to fill some space.
There were some puzzles here and there, but that was about it. What was interesting was the underground exploration experience we had with the Ruins, which got my brain juices flowing.
Plot-wise, after leaving Inazuma’s ominous lands, Sumeru felt quite refreshing, and the Archon didn’t let Traveler feel like an outsider, which was somewhat missing in Inazuma.
Don’t get me wrong, I know Raiden Shogun made peace with the Traveler, but you know what they say, “first impressions last.” That’s what went wrong with Inazuma. Guess I couldn’t bear to see our Traveler beaten in front of common folk.
Our encounters with the Aranara, Dottore, Nahida, Cyno, and Scholars were full of unimaginable lore. The world quests had memorable characters, serene places, and plotlines whose conclusions left an impression on everyone.
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2 Fontaine
The Land Of Hydro
Fontaine introduced underwater exploration, which many of us weren’t expecting. Though the area didn’t look that fleshed-out compared to Sumeru, the underwater exploration was phenomenal.
To explore underwater, we had to use Xenochromatic abilities, which we could borrow from translucent creatures and interact with underwater mechanics. The unique mechanics of aquatic stamina were lifesavers, but they were exclusive to Fontaine.
I’d say Hoyoverse perfectly nailed the underwater exploration and design. Major quests featured underwater and underground areas, which made us think outside of the box and amplified the immersive gameplay we were promised.
As for the story, the quests mainly revolved around the Hydro Archon and prophesied calamity. The new cast was here, and we managed to make friends with Furina, Neuvillette, Wriothesley, Navia, and other Fontainians who helped us ride through the waves of prophesied Calamity.
Since Sumeru, Fontaine was the nation where the plot shed more light on the Heavenly principles, Celestia, Khaneri’ah, Dainsleaf, and the Traveler. It was mind-boggling to see Skirk, a character whose powers didn’t resemble any element at all.
I did feel that the Archon quests could have been longer, but again, the content pushed the Traveler’s story in a whole new direction, and this time, we had a solid queue of what we could expect in the future.
1 Natlan
The Land Of Pyro
Natlan is hands-down the best region to explore and enjoy the story. Many riddles have been solved, and the story is near another turning point when we’re planning an all-out war with the Pyro Archon against the Abyss.
However, exploration isn’t like it used to be. We can transmogrify into exquisite native creatures and use their abilities to interact with puzzles and quest objectives. This is what I like the most about Natlan.
It may take some time to get used to these mechanics, but once you get a hold of them, they’re fun to use. I love how the game has experimented with Natlan’s exploration mechanics; it all feels completely different from what we’ve experienced.
As for the plot, the Archon quests are filled with lore bombs. Mauvika (The Pyro Archon), Mualani, Kinich, Ororon, and other characters keep coming in, and we finally got to see; guess who?
The Captain, a harbinger, who actually looks like a nice person. Unlike other nations, Natlan features unique mechanics and stories that explore the fate of Teyvat and shed light on conspiracy theories fueled in the community.
But is it really the end? I don’t think so. A few regions, Khaneri’ah, Snezhnaya, Dark Sea, and many more, have been teased in the story. Will we get to experience them in the future? I believe only Natlan’s archon quests can answer that question.
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