Elden Ring 2

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Car Souls would be a pretty good game I think, imagine summoning a buddy to be your driver as you hold a massive lance out the passenger side or shoot soul arrows.

Been thinking also how it’s a big missed opportunity to not allow horses in multiplayer, imagine all the jousts we could be having

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seems like a possibility in the inevitable dlc that also adds the coliseums

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have you heard about our lord and savior Bloodborne Kart?

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I was wondering about those, so they don’t actually do anything yet? I thought I was just missing some item or NPC that introduces them or something

Bloodborne Kart sounds cool, but I wanna roleplay as Groove Champion cruising the undead wastes in his Picard Pirahna

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for what it’s worth I had this fear after comparably breezing through that part of the game but I’m still finding that for as huge as this game is pretty much every square inch of the map feels burned into my brain in the way that happens with all fromsoft soulslikes.

also don’t worry it gets really hard again soon, especially as you explore some of the optional endgame stuff. I thought my build was beyond broken and nothing could touch me but, no, actually, there have been quite a few bosses that humbled me real quick and I had to learn their patterns in detail the hard way.

speaking of which I just beat mohg lord of blood and it was maybe the most exhilarating victory I’ve had in one of these games. felt like sekiro-levels of good, I was screaming and jumping in my chair when I finally did it. and I was beginning to think this game wouldn’t give me any moments like that.

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yeah he is a real good fight

he has a cheese item like morgott and maliketh but it doesn’t feel either totally necessary or overpowered in his case, just a good addition

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he has two of them and is still mercilessly difficult using both and I love it

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I wouldn’t consider the tear a “cheese”. I think you can’t even avoid the draining even with a well timed dodge. More than a cheese I would call it a disadvantage because you have to not use one of your more useful physicks tears. The other item is pure cheese but also only works on the first phase. Second phase the item has no effect, and in the first phase you have to time it right. If he’s attacking while the item is doing the effect it doesn’t interrupt animation and ends up having no effect.

Btw, out of curiosity @toups, you’ve done it with or without Spirit Ashes, and if with, which one?

Hungry for cheese.

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lol i didn’t know about his item and just thought that attack was a heal check. you can swig thru it if you time it right

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tfw you play a strength build because you know you’re gonna wind up unga bungaing your way through a few bosses

anyway!! i finally finished this yesterday. final boss was gruelling and made me discard all the gimmicky cheese gear and just get down to business with my lordsworn straight sword, the weapon i picked up in like hour 1. fitting!

now i can finally play something else :face_exhaling:

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I used latenna. I have zero shame in relying on summoning ashes in this game. Most the bosses seem to be designed with that in mind.

Also yeah the first round of attempts I made were without the physick tear. It is totally survivable by timing your healings right, and I probably didn’t need the tear to do it. but once I found it…

(I actually forgot to use the shackle item on my second pass but I didn’t find it that useful on the first. Sure, you get a few free hits in, but the stun period is shorter than a stagger or even when he starts hexing you, so it’s really easy to miss at least one of the opportunities it grants you.)

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again though I think a lot of this is build-dependent… L2+R2 of moonveil is better, faster, safer damage on most bosses than going in for a melee attack or any kind of sorcery, and kind of makes the shackle items moot. I’m mostly just impressed that as busted as that attack is (like it’s carried me through 60% of the late game with minimal effort) they are now throwing bosses at me consistently that shrug it off and destroy me either way. I love it!

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:sickos:

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yeah it was interesting playing this as mostly pure melee (i used ranged weapon skills sometimes but no bows or ranged magic) while most of my friends seemed to go int or faith to start. i sailed through a lot of early/mid-game stuff that everyone else was complaining about but hit a total wall on a couple bosses i hadn’t even heard grumbles about

between how it manages to throw different but relatively equal challenges at you depending on build and the sheer enormity of the game ensuring you won’t see everything i think From found a real sweet spot for making each players first trip through feel unique and different without sacrificing the handcrafted souls feel by relying on generative approaches (rng, procgen, etc.) i’m even willing to forgive the weird quest scripting because it contributes to the “wait how did my friend find this whole quest line i missed” feel and really forces players to connect with each other and share their journeys.

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yeah I think the questline issues are the game’s biggest flaw, and some of that is just that from’s typically oblique mode of storytelling is an awkward fit for the pace and scale of a game like this… but I still like that mode of storytelling so much that I can’t hate it.

my biggest problem with it is really the way I often inadvertently progress a quest before even starting it just because I was exploring out of curiosity. with one or two of the major quests I’ve enjoyed a much greater sense of agency than I have in prior fromsoft games, and it’s unfortunate to feel robbed of that elsewhere. on the other hand I admire their dedication to requiring actual inquisitiveness to get a handle on what’s actually going on. I just feel like they could have split the difference a little more effectively without actually compromising that.

like in lieu of a proper quest log I’d have been fine with receiving more “note” items after significant interactions with quest npc’s. I like the idea of those items functioning as an informal log because it sidesteps how stiflingly hand-holdy those features can be while still giving you a baseline of critical information.

if nothing else I’m grateful that this game has ignited a large scale discussion of so-called “quality of life” UI improvements and the effect they have of whittling away at the player experience. I’m thinking mostly of the ubisoft UI/UX debate but the questline cues fit into it as well.

I know this is not a new idea but I’ve been thinking a lot lately about how UI design itself is often literally just game design in videogames. it’s strikingly obvious in RTS games and the like but it still holds true in fromsoft games, and even more action focused games like god hand or what have you. I mean I guess this is obvious but every interaction the player makes with the game, down to each button press, is a vestige of user interface. I honestly think what makes games artful is exploring and exploiting how the medium blurs those lines.

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I remember watching a GDC talk about New Vegas’ “honeycomb” structure where they’d script a few ways for each major quest to open up to you so you’d probably come across it without making a single thing mandatory. From’s worlds are so sparsely populated and quiet it’s hard to make redundant dialogue pointing you the right way but I think the Outer Wilds system could feel at home. Maybe even in one particular wall in the Nexus you can go to get narrative bearings.

In general missing things you hear about from friends or find on subsequent plays is a feature, not a bug, but it’s much easier to stomach when you’re playing a 5 hour adventure game than a 100+ hour nail-tough RPG.

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I wouldn’t mind the Matsuno/Witcher 2/??? trick where the middle branches but you can’t escape your fate so the last act is the same just colored by choices in the middle. Could be appropriate!

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This game is really making me confront my ADD hyper focus. I get fixated on a goal and miss nearly everything between me and it. I shocked how much Ive missed becasue I never went down that hill because my eyes were on the sky and I needed to get in that tower or whatever. I’m doing a lot of back filling out of curiocity which ends up sucking because Im over leveled for the zone and the rewards are so low.
This is probably part of why my levels vs play time ratio is so poor compared to everything I see online. Of course Im also not doing things like invading because I have no playstation plus (which might need to change so I can advance white mask?)

I wish I had a way to left hand magic while riding.
My usual runing equipment is
R hand: Bow, sleep sword, Icy halberd
L Hand: Shield, Wand, Seal

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