Elden Ring

 I did have some concern that an open world might undercut the distinctive flavor of a From Software "Soulsborne" game. In my opinion, it only managed to elevate the formula. And so, Elden Ring is a pretty great game.

Though, as with any Soulsborne game, it's not for everyone.

The game mechanics are tightly tuned. Combat feels good and responsive. The game also adds a dedicated jump button, which is welcome, especially when navigating environments. There's also a mount with a double-jump. The stats and weapons maintain that From Software magic where one or two increases can feel like a big boost. Enemies are varied and can go from threatening to routine as you become accustomed to their patterns and increase your capabilities. This is one of the hallmarks of From Software's games, and it's here in full force.

One of the other pillars in my mind is the level design. Previous Soulsborne games are known for winding and weaving areas that interlock and curl back on themselves with various shortcuts. That is still here, though confined to certain "legacy dungeons" - typically major locations in the game. Stormveil Castle, Raya Lucaria Academy, Lyndell, Volcano Manor, and Haligtree all have that feel and design. Here, they're just interconnected with a wider open world with lots of smaller caves and crypts and things on the map themselves. This retains much of the feel while giving freedom to "bounce off" any particular area or boss and go elsewhere for a while. Honestly, I love that.

Also, a special call-out to the evil ingenuity of whoever designed the few dungeons that use two or three chains of similar rooms with minor changes to evoke a feeling of repeating areas.

The other main thing that comes to mind when I think of a Soulsborne game is the lore. And here it's... what I would expect. That is to say there's a definite atmosphere to the lore. Everything hints at ancient conflicts and curses, rises and falls. That's sort of all there is though - hints. Even if you read everything and listen to everyone, you'd have to fill in a lot of blanks yourself to get a solid picture. There are a few things handled like major reveals that don't have much impact because the full context isn't there. "Character X is Character Y" actually happens a couple times, but I don't know what to do with that knowledge. It means some of what was presented elsewhere was false and some narrators of the world's history are unreliable, which lends a sense of intrigue, but doesn't come together in any way that pays it off.

For all the lore and atmosphere, the story playing out in the "now" is pretty basic and shallow. That's what I expect from these games and it's fine, but it's why something like a Horizon game will resonate with me much more on a narrative level.

Some of the NPC characters are interesting, but similarly only really have a few brief conversations worth of dialog and basic animations. And the questlines associated with them are often poorly telegraphed - there's nothing like a quest log to remind you what you last did for them or need to go next. Actually, that isn't entirely true. Volcano Manor almost seems like a toe-dip into being able to track quests - there are a few little assassination quests there that 1) give you an inventory note telling you the target and 2) you get a map marker (no HUD, just map) for where to go. Everything else is "meet me at X" and you may have to scour a map to find the person for the next step. It's also easy and common to do something that advances a questline beyond a step and lock yourself out. These NPC quests are generally not required (though some may be tied to certain endings) and in many cases missable outright.

And the endings? Well... they exist. There are six or so, but are little more than a few lines of narrator dialog and a brief visual that sets a tone for the new age. Again, that's what I expect from these games, though I find it a little disappointing in a wider sense (especially after the annoying final fight with a boss that keeps running across the arena).

So, Elden Ring is a pretty great game. It won't be in my "best of all time" for lack of compelling (and fleshed out) story and characters. Some people will feel crushed by the difficulty and completely give up on it. Still, it is crafted well and will appeal to a lot of people.


A few smaller points:

  • I'm no huge fan or anything, but I can't see what George RR Martin may have contributed here as it all feels pretty standard Souls-game fare.
  • I started with the Wretch class initially, which strongly colored (in a good way for me) my initial few hours with the game. Starting with nothing but a club, it made me cautious. It made me appreciate initial item finds (while other classes start with things it may take a while to find improvements on). After that first stretch, though, I'd picked up some solid gear and didn't really feel that anymore.
  • Starting Journey 2 (NG+), I could clear areas a lot more quickly. Knowing what way to go and where you can just run through makes a huge difference compared to playing slow and getting accustomed to areas.

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