Art direction is one of the most important parts of a good video game. In an era where realism is king among modern triple-A blockbusters, there’s a reason why older efforts like Super Mario Bros., Pokemon HeartGold, and The Legend of Zelda: Ocarina of Time still hold up.

Yes, a lot of it has to do with Nintendo’s ridiculous calibre, but these games also have sufficiently distinct art styles to achieve a sense of timelessness. Other developers that can be considered masters of art direction include Supergiant, Lionhead, Team Ico, and Bungie, which is why the original Halo: Combat Evolved is leagues ahead of the remaster. In terms of recent studios that have managed to sneak their way into this upper echelon of artistic prowess, though, few have better claim to a place among the greats as Mihoyo with Genshin Impact.

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Genshin Impact is gorgeous, often being compared to Breath of the Wild for its breezy watercolour palette. It’s saturated without becoming lurid, a bona fide beacon of brightness that oozes warmth and character. While it was upgraded for PS5, it managed to retain all of these qualities without becoming overwhelmed by an abundance of pixels and polygons. Still, given that Genshin adheres to a games-as-a-service model, updates are an inherent part of its makeup, which is why it’s so refreshing to hear that it’s not going to implement ray-tracing for the sake of keeping up with its competitors.

genshin ray tracing

Earlier this week, Mihoyo announced that it will refrain from adding ray-tracing to Genshin Impact in order to preserve its artistic integrity. On paper, it’s easy to see this as a company skimping on modern features, but I think that’s an extremely uncharitable reading of a measured and justified response to contemporary pressures. Features like ray-tracing and DLSS definitely improve certain games, but it’s not as if they need to become some kind of industry standard. Majora’s Mask is far more artistically impressive than the realistic faces in games like FIFA and Call of Duty, which are slightly outdone year on year by each new entry in both series - there’s a reason why playing FIFA 15 today feels a bit dated and wooden, but playing a late ‘90s Zelda game on native hardware will always be as homely and impressive as ever.

That’s why this is a bit of a watershed moment, even if it doesn’t feel like one. This is a multi-billion dollar game that is actively denouncing a staple of modern triple-A development out of sheer conviction towards what it already does right. Even if you’re not into gacha games, or Genshin didn’t quite click with you, it is irrefutably stunning. Every single part of its world, from the grassy mountains of Monstadt to the shimmering lakes of Liyue, to the snowy plains of Dragonspine and the soon-to-be-added island paradises of Inazuma, is a spectacle of the sublime. Sure, I suppose ray-tracing could make the puddles a bit more reflective, or the clouds a bit more watery, but what’s the point in that? You can tell a screenshot of Genshin Impact from a mile away specifically because of how consistent its tones, hues, and atmosphere are. For most other games, that simply isn’t the case.

I’m not trying to be contrarian - I have a 3070 because I understand the value of RTX with certain specific games. Genshin, though? Why would it ever need ray-tracing? A game as artistically singular and undeniably gorgeous as this has already proven that its art style is capable of enduring, so steering clear of things that could ostensibly improve it - but would really ruin it - is the right call.

Mihoyo could have just never added ray-tracing, but taking an active, public stance against it to preserve art direction is a brave and commendable move that I hope inspires other studios to do the same. Here’s hoping we get more games that lean into what makes them special, as opposed to chasing some boring homogeneous mould that causes the waters separating individual experiences to become progressively murkier with every passing year.

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