Gaming Elden Ring - Fromsoftware

I really dislike the Witcher so couldn't think of anything worse!

Although saying that, one of the worst aspects of that game is the combat. So perhaps having the combat of the From games would elevate that game to a masterpiece. But there again, there's a lot of other stuff I dislike about it. So maybe not!

But yeah, I wouldn't be against some quality go life improvements being implemented into Elden Ring. Obviously, there's a balance to be had, because I don't want it turning into every other open-world game that exists. That's what makes this one so special, IMO.
Fair enough. I thought the combat was fine but everything else (story, world, characters) elevated it to a masterpiece, it was an almost perfect example of a story driven OWG, for me, whereas Elden RIng absolutely nails the combat and a lot of aspects of the world and exploration but could use a bit more polish when it comes to story, characters and generally getting you around.

I think a some sort of guide of "here's the next area to go for your level" would be a bit of help. i've genuinely gone to areas and spent a full 10+ hours just absolutely annihilating everything I come across because I obviously did another area I shouldn't have done first before going there and am way over powered, and it's fecking boring when that happens! Like after Stormveil I was completely cleaning up the rest of Limgrave and the southern part and such, obviously because I did Stormveil way too bloody early, but how was I to know? The sites of grace nudged me that way.
 
I think what they could look at is some of the NPCs and how we interact with them. Maybe flesh them out, and make them a little more easy to deal with without having to consult a guide. I think the open world format has really emphasised that weakness of the game in that it is so easy to miss them. It always has been but in Elden Ring the story arcs become very broken up, if they even get found.

Agreed.


Personally I really, really dislike the use of guides in a first playthrough because it completely ruins the immersion and I feel like what is the point in me playing it according to somebody else's experience. But it is not great to feel you're simply missing stuff so clearly there is some conflicting design there.

I'm generally the same, I like to go into these games (and every other game) blind, and then on a second playthrough allow myself to google shit. I've had to refer to the internet a fair few times in this playthrough though, generally about the location of some NPC's
 
I don't know if it was updating to 1.03 or things scaled waaaaay up in the new area, but I just got to Mountaintops of Giants and holy shit I can't kill anything and am getting one shot by birds.
 
Fair enough. I thought the combat was fine but everything else (story, world, characters) elevated it to a masterpiece, it was an almost perfect example of a story driven OWG, for me, whereas Elden RIng absolutely nails the combat and a lot of aspects of the world and exploration but could use a bit more polish when it comes to story, characters and generally getting you around.

I think a some sort of guide of "here's the next area to go for your level" would be a bit of help. i've genuinely gone to areas and spent a full 10+ hours just absolutely annihilating everything I come across because I obviously did another area I shouldn't have done first before going there and am way over powered, and it's fecking boring when that happens! Like after Stormveil I was completely cleaning up the rest of Limgrave and the southern part and such, obviously because I did Stormveil way too bloody early, but how was I to know? The sites of grace nudged me that way.

I get what you're saying, but in this specific example, I think it's very much taking the rough with the smooth type of deal. if you are going to create a truly open-world game where you can go where you want when you want, and all the positives that it brings, then you will encounter a situation like you did, I guess. If the game starts to guide you on where to go next based on your level, then it's no longer this game.

I dunno. From my perspective, it's never going to be perfect whatever you do, so if you are set on making a game like this, then you should commit. Warts and all. And if you are over-leveled and absolutely wrecking enemies because you wandered off somewhere else first, then so be it. That's how I feel about that specific situation, anyway.

Obviously, when it comes to stuff like performance issues, that's a different story. They need to be fixed.
 
I get what you're saying, but in this specific example, I think it's very much taking the rough with the smooth type of deal. if you are going to create a truly open-world game where you can go where you want when you want, and all the positives that it brings, then you will encounter a situation like you did, I guess. If the game starts to guide you on where to go next based on your level, then it's no longer this game.

I dunno. From my perspective, it's never going to be perfect whatever you do, so if you are set on making a game like this, then you should commit. Warts and all. And if you are over-leveled and absolutely wrecking enemies because you wandered off somewhere else first, then so be it. That's how I feel about that specific situation, anyway.

Obviously, when it comes to stuff like performance issues, that's a different story. They need to be fixed.

I agree.

If they'd included some more traditional OW tropes, even something as basic as a quest log, it'd lose some of what makes it unique.
 
I agree.

If they'd included some more traditional OW tropes, even something as basic as a quest log, it'd lose some of what makes it unique.
We’ll it’s clearly supposed to be similar to Breath of the Wild and even that had a quest log so I really don’t think it would lose anything, but each to their own.
 
We’ll it’s clearly supposed to be similar to Breath of the Wild and even that had a quest log so I really don’t think it would lose anything, but each to their own.

I disagree. It wasn't meant to be like BoTW, I've said it before, it's more SoTC.

You're dropped into a mysterious world and you're there to discover the intricacies. For me it's more immersive. You're supposed to be this insignificant speck in a once glorious civilisation. You can feck up side quests, miss huge areas because you're just a person wandering this vast world.
 
Some of these memes have been great :lol:
I went to r/EldenRing for info and guidance, I stayed for the memes...

k14ok3vhibn81.jpg



7cwhx3t0ywn81.gif


Edit: Some Tarnished above stole my grace.
 
So I’ve done Limgrave, Lurnia of the Lakes and the Academy. I’m guessing I’m supposed to do Caelid now? It is nightmare fuel.
 
The sub Reddit is fantastic. Love all the memes.
So I’ve done Limgrave, Lurnia of the Lakes and the Academy. I’m guessing I’m supposed to do Caelid now? It is nightmare fuel.
Have you found any underground areas yet? One or two of them should be done before Caelid I think.

I disagree. It wasn't meant to be like BoTW, I've said it before, it's more SoTC.

You're dropped into a mysterious world and you're there to discover the intricacies. For me it's more immersive. You're supposed to be this insignificant speck in a once glorious civilisation. You can feck up side quests, miss huge areas because you're just a person wandering this vast world.
It’s too massive to be like SotC though, for me anyway. Look I get what you’re saying and I don’t think it’s fair for anyone to tell another person this is the way a game should be. If people like how incredibly vague and open ended it is that’s totally okay, I would personally just like some sort of notebook to keep track of interactions and quests so that I’m not fecking writing it all down myself. At least they added NPC markers to the map in the latest patch so they are aware of it themselves.
 
The sub Reddit is fantastic. Love all the memes.

Have you found any underground areas yet? One or two of them should be done before Caelid I think.

I’ve done the south part of Ainsel River and don’t think I can reach the north bit yet. I did a bit of Siofra River but feck that place.
 
I think the notebook idea is fair. Or just some kind of filter on the map that can be applied for NPCs (not checked what they've done with that yet). Some mechanism of tracking does make sense now that the games are going to become increasingly open and vast. That way it's not tieing in people that don't want that.

I think people are just cautious of what games have become, these games are like the last bastion. Everything is blighted by markers and mini maps and prompts telling you to go every which way and seeing through walls and unlocking towers and doing 100 pointless side quests.
 
The no map, no hints and very low key story are very delibirate choices in these games. Dont think they will ever change that. The worlds are long dead on purpose. Always gives you the sense that you arrived a thousand years after the story ended. I like that about these games.
 
It’s too massive to be like SotC though, for me anyway. Look I get what you’re saying and I don’t think it’s fair for anyone to tell another person this is the way a game should be. If people like how incredibly vague and open ended it is that’s totally okay, I would personally just like some sort of notebook to keep track of interactions and quests so that I’m not fecking writing it all down myself. At least they added NPC markers to the map in the latest patch so they are aware of it themselves.

SoTC was massive as well. Obviously not as big as ER but still bloody big.

For me personally I just think for the tone they're going for, leaving out a quest log and making you rely on marking your map makes the game far more epic and immersive.

The games have always been obtuse, and that was always going to be a risk transferring that to an OW. Especially so whilst keeping their existing audience happy and attracting new players.

In some respects they've failed and pushed old players away (cough Lambs cough) but they've attracted a huge amount of new players to the genre. While for many they may find these omissions too hard to overcome, my view is that once most of the new players get over the initial hump they seem to be hooked and drawn into the world.

I just feel had they included something like a quest log it would have had some of the usual OW criticisms thrown at it (mainly an ever growing checklist of tasks).

But like you said it personal preference, it's just my preference is the correct one :p.
 
Ok, think I'm calling it quits on this game. Ironically enough, probably faster than any other From game, despite it being the largest.

The open world is pretty sterile once you've looked around everywhere once, with minimal reason to go anywhere a second time. There's just not much going on, especially as you go deeper in the game and the mini bosses start repeating themselves a lot. The legacy dungeons are great, but I'd like more of them. The side quests are just too simplistic for a game this size. It needs something else to do in all that world.

The bosses I'd rank along my least favourite of all the games. They all seem to have near one shot AOEs and every other attack is ultra delayed to catch you out. The new mixups feature just ruins attempts and there's no way to predict or learn them. It's like they took all the little traps that they used to set for players occasionally, but built bosses out of nothing but them.

First time running through the open areas was great and the legacy dungeons are classic From stuff. Overworld map is the best layout in any open world game, even if it's under used. Torrent was great compared to horses in other games. Malenia, Maliketh and Margit were really good, and a few others were decent. But overall, probably the game I've enjoyed the least since 2.
 
I agree that there are far too many boss clones.

At the same time though, there are a shit ton of unique bosses. Dare I say more than any other game?
 
SoTC was massive as well. Obviously not as big as ER but still bloody big.

For me personally I just think for the tone they're going for, leaving out a quest log and making you rely on marking your map makes the game far more epic and immersive.

The games have always been obtuse, and that was always going to be a risk transferring that to an OW. Especially so whilst keeping their existing audience happy and attracting new players.

In some respects they've failed and pushed old players away (cough Lambs cough) but they've attracted a huge amount of new players to the genre. While for many they may find these omissions too hard to overcome, my view is that once most of the new players get over the initial hump they seem to be hooked and drawn into the world.

I just feel had they included something like a quest log it would have had some of the usual OW criticisms thrown at it (mainly an ever growing checklist of tasks).

But like you said it personal preference, it's just my preference is the correct one :p.
My original post was notebook, not quest log and I stand by that being correct and anyone who thinks it’s not is not worth being alive.
 
I disagree. It wasn't meant to be like BoTW, I've said it before, it's more SoTC.

You're dropped into a mysterious world and you're there to discover the intricacies. For me it's more immersive. You're supposed to be this insignificant speck in a once glorious civilisation. You can feck up side quests, miss huge areas because you're just a person wandering this vast world.

I get what you’re saying, and sotc was one of my favourite gaming experiences. I still think there’d be ways to have that approach and give a tiny little more direction. Even if it was environmental clues rather than something more direct.

Some other good ones.




















:lol:
 
The game's just messing with you with that tower that literally goes to nowhere but death, isn' it? Maybe missing an item or something.

'Visions of I've failed'
 
I mean, you can have the opinion that the game isn't for you or that you like another game better, but this is an extremely reductive way of describing what is one of the best open-world games that has been released in recent memory
It’s a good game and they do those elements very well. In my opinion though what I’ve realised playing this is that it isn’t the combat that puts off most people, it’s the lack of real story or purpose to your actions. Why do I want that sword? To kill that boss. Why do I want to kill that boss? To get a new sword? What do I do with that sword? Kill a stronger boss. Would the game really be any worse for implementing some actual objectives or stories that make those encounters abit more engaging or personal. Maybe the more I play it more I think it’s not 100% for me and that’s fine, I’ll still try and enjoy it for what it is. Can’t help but wonder though what you’d get if you combined Witcher 3 quest/story design with From world and enemy design.
 
Last edited:
He is way over simplifying the game but seriously how fecking difficult would it be for them to put in some sort of notebook or quest guide? Even a really basic one. I shouldn’t have to play it with a document open on my other screen to type in every interaction I’ve had and where they tell me to go ffs :lol:
It’s this kind of artificial difficulty which fits more into the frustrating category rather than the purposeful one.
 
Cheesed the feck out of the Black blade Kindred. The poor beast clergyman was unwillingly tanking most the hits for me :lol:
 
I’ve sunk 6 hours into this today despite it not really being my cup of tea. Can’t really explain what draws me to the game.

Level 20, still can’t play the game properly or understand much of it. I just run around, kill enemies, run away from them when they seem too tough and pick up runes/level up where I can.

Is Tibia Mariner supposed to be a boss? He was extremely easy to defeat and I thought they were supposed to be very hard. Maybe they just went easy with the first one you are likely to come across.
 
I’ve sunk 6 hours into this today despite it not really being my cup of tea. Can’t really explain what draws me to the game.

Level 20, still can’t play the game properly or understand much of it. I just run around, kill enemies, run away from them when they seem too tough and pick up runes/level up where I can.

Is Tibia Mariner supposed to be a boss? He was extremely easy to defeat and I thought they were supposed to be very hard. Maybe they just went easy with the first one you are likely to come across.

These games typically a few stupidly easy bosses. It must be some sort of running joke or something.
 
It’s a good game and they do those elements very well. In my opinion though what I’ve realised playing this is that it isn’t the combat that puts off most people, it’s the lack of real story or purpose to your actions. Why do I want that sword? To kill that boss. Why do I want to kill that boss? To get a new sword? What do I do with that sword? Kill a stronger boss. Would the game really be any worse for implementing some actual objectives or stories that make those encounters abit more engaging or personal. Maybe the more I play it more I think it’s not 100% for me and that’s fine, I’ll still try and enjoy it for what it is. Can’t help but wonder though what you’d get if you combined Witcher 3 quest/story design with From world and enemy design.

That's not what they're going for though. They never have. As @KirkDuyt said, their worlds are created as if you've turned up 1000 years after the big event and you're scrapping around in the aftermath of a dying world.

The story and lore are rich. They're just not thrown directly in your face and there's little to no exposition.
 
It’s this kind of artificial difficulty which fits more into the frustrating category rather than the purposeful one.

I mean to each their own, but I actually think that the lack of handholding in terms of navigation and direction adds a lot to the exploring nature of the game. I freestyled my way through the game with 50+ hours in (I heavily dislike relying on any kind of outside information for my first play throughs) and I love how I could end up in areas where the games really tells you with its difficulty that you should not be there. That level of freedom in terms of progression sets the game apart from other open world games and that is coming from someones whose favourite genre is JRPGs, which have traditionally a far more structured approach.

I killed two of the major bosses by this point but the most memorable experience I had so far was how the game dropped me in a hellzone around four hours in, where everything could kill me. I was torn between getting the hell out of there back to my safe starting zone and curiousity what kind of stuff I could find there. The latter impulse won and I ended up being chased around by a dozen wizards in ruins, picking up anything shiny on the way and dying in a cellar being swarmed by enemies right after I picked up a spell. I checked my inventory afterwards in the hope that the whole experience was worth something and found a staff that I´m pretty sure is one of the best in the game. I still use that staff and the beforementioned spell as my primary source of damage.

I think that this game rewards both paying attention and curiousity to a degree that is not that common anymore in most modern games. There is a clear logic and structure to the way the map and the different kind of dungeons (caves, catacombs, ruins, mines, etc.) work, but the game does not outright tell you this. Instead you develop that understanding and sense for yourself. That kind of self discovering growth is one of the main draws for the game IMO.
 
I’ve sunk 6 hours into this today despite it not really being my cup of tea. Can’t really explain what draws me to the game.

Level 20, still can’t play the game properly or understand much of it. I just run around, kill enemies, run away from them when they seem too tough and pick up runes/level up where I can.

Is Tibia Mariner supposed to be a boss? He was extremely easy to defeat and I thought they were supposed to be very hard. Maybe they just went easy with the first one you are likely to come across.

I was the same. At one point I googled how to get a refund on the PS Store but I’m so glad I couldn’t do that. Eventually it just clicks.
 
This game! Jesus. Spent way too long trying to figure out how to get the map for Mt Gelmir.

Finally got to Volcano Manor and a certain boss glitched through a stone column to stab me when I thought I was safe.
 
This game! Jesus. Spent way too long trying to figure out how to get the map for Mt Gelmir.

Finally got to Volcano Manor and a certain boss glitched through a stone column to stab me when I thought I was safe.

I’ve had multiple enemies hit me through solid things. Is a bit annoying.