Elden Ring (Part 1)

Why would you risk finding out if it’s uninterruptible in the first place!?

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Because I’m only 30 seconds away from the bonfire running past everything at maximum speed so it’s not a big loss if I die. Also for the same reason I have little choice but to give it a try as they’re all catching up with me

DkS2 is the only game which gives me my richly deserved punishment for my hubris

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yeah watching this in full I’m torn between thinking this is the kind of open world game I really want and that this looks just kind of drab and lifeless for a miyazaki action rpg. the platforming and movement seem much more like sekiro than any of the souls game and I think that’s cool.

I’m just mostly left without any coherent sense of space having watched that and personally that’s the worst thing I can say about a miyazaki game. maybe the full game will feel different in actual play.

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and the overall art direction, lighting, aesthetic, etc, is just so dull. that’s maybe the thing that bugs me the most actually. the color grading seems gaudy and arbitrary without any sense of mood or atmosphere

I’m sure I’ll still play the hell out of it tho lol

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I do like the the map doesn’t automatically label anything for you, and leans more into being an actual tool instead of an in-game tip system. that alone sells me on it, despite how rough everything else looks.

it would rule if it ends up having the same bizarre, NES-adjacent atmosphere of dark souls 2. not holding my breath for that tho

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damn it this is gonna make me reinstall dark souls 2 isn’t it… I can feel it calling me again :weary:

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I’m not really feeling strongly about this one way or the other but I do really, really like that map screen. Will probably end up playing just for that. I love map screens that look like hand drawn maps. They mention you have to find map fragments to fill it out. I think the shaded, uncolored areas are places the player hasn’t explored yet but found map fragments for and then the areas that are just fog of war style obscured must be areas that the player hasn’t found maps of yet.

I like that type of stuff a lot. Sounds like they’re ticking all the right boxes for the exploration aspect of it.

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i get what you’re saying; to clarify i mean in the way that encounters are arranged. the feeling of the one peaceful spot in the middle of cruel dungeon hell is a bit different from plain ubisoft fields surrounding the enemy base camp to give you time to plan your approach.

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I am sure I will have fun playing this, but I know what I am missing most from watching these trailers is this world’s emotional tug. I literally don’t know what this game is about struggling against/for? I really don’t care about story too much but I think Miyazaki games have such a strong mood to them, it was scary hearing the narrator mention wanting to demonstrate the game’s mood but walking away from it feeling like it might not have any particular mood?

Not even a single pathetic dragon or Icarus-like folly in sight, smdh.

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This game’s open world will live and die by how much cool stuff they manage to put into it, or if it’s just going to just be something you’re traveling between on the way to the different setpieces. I’m hopeful they’re just holding back on showing too many of the encounters, but the variety they showed gives me hope (the npc encounters and dungeons seem the most interesting). Some of my favorite moments of the previous Souls games was me just exploring and discovering something cool, so what I want from this game is for me to just be walking through a forest then come onto a glade and then… something happens… and 10 minutes later I have a cool new wizard’s hat.

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yeah I think part of what is disappointing to me is that I was hoping it wouldn’t so much be “open world as in running through a bunch of spacious boundaryless fields while eye-fucking a mini-map” and instead be “open world as in a series densely packed level designs that are extremely non-linear”

so still the nicest thing I can say is that there isn’t a mini-map

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oh man what i’d give for one of these things to actually be one continuous level where you start in the middle and work outward, without any obvious “loading screen” zones

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it’s frustrating bc sekiro felt like it was pushing towards this kind of design, especially in some of the enormous late-game areas.

in a sense, once you clear the undead parish, the original dark souls is pretty close too.

oh well! I guess in a few years every game is going to be some expansive, timesuck open world tasklist game, and I’ll spend the rest of my life inside retroarch

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I’m disappointed Elden Ring isn’t a PS5/Series X exclusive for this reason. Even if the loading is faster on newer consoles or PCs, the world still has to be designed to work within the limits of the PS4

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I just got my PS4 this year so I’m happy there are new games for it that cater to me

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Holy shit the PS4 came out in 2013

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the PS4 was seriously great baseline consumer technology, it’s like something out of time now. 2013 was right at the tail end of “we can make everything cheaper and better” early Android/Pi open source ARM days and they really benefited from it.

shame that the single threaded performance was needlessly atrocious but they did a very good job of atoning for the PS3, probably not repeatable

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That CPU baseline managed to directly cause me problems on three different projects. Really nice GPU though. Funny how AMD is now in an inverse situation between their CPUs and GPUs (well, maybe their GPUs aren’t quite that dire).

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AMD GPUs are rapidly clawing back performance to “fine” at this point, it’s more that no one really has the platform advantages of Nvidia, and Nvidia’s been at least half a generation ahead of everyone else for like 15 years now, and those generations are occasionally huge

Atone for the best console ever made what?