So who is wishing for Kokomi? Lets start the hype bandwagon!
Genshin visually is great, diverse in landscapes with good music. Initially climbing system was engaging, gliding too. Nowdays it is Kazuha pump into jump-jump-jump, and unless you hit those jagged concave rocks, it is not even a consideration how to climb on top.
A lot of Genshin's exploration feels like I am uncovering something by myself in the open world. But under the hood, the game has done all the heavy work of navigation, the solution/path getting there is simple, linear and curated, and in the case of wind-boosts, literally pushes the player through the environment to get to the chest. Uncharted mastered feeling like I am exploring/adventuring, but in reality, it is on-rails experience that can only go one-way, with one solution. A lot of those domains were just a linear path -> mobs -> path -> mobs... Last Inazuma one-time domain was a hallway into the combat area, and that was it. There were some minor improvements, like Dainslef quest/domain with obstacles like in some Crash Bandicoot game, and the sliding doors in Inazuma were too, but somehow it remains very basic.
Enemies suck, they are like early MMO mobs sitting there, variety also lacking. A lot of primitive puzzles (seele shepard, lighting torches, stand on platform etc.) that aren't puzzles, just more like spot, participate and you get the reward. Some alternative traversal isn't fluid (drunk boat, spider-man electro things tossing you unconveniently). Thunder island rotating stone puzzle was something I couldn't understand conceptually, but done randomly. The cleansing puzzles, I looked ALL of them up online, don't even know how they work.
I'm really looking forward to Sumeru and Middle Eastern music influences though.
It should definitely sound more varied and refined compared to what we used to with desert levels in non-ME themed games.